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Top Things I learned about the Gsummit:

1. You need to have skin in the game. Adeo of Founder Institute found that users who
    were given a scholarship to attend the program performed worse than users who paid
    for it.
2. Mass Customization. Talked to or heard companies such as United, Amex, Nike, looking
    for a way to provide customized experience via technology for their population
3. Mothers are naturally great gamers, because getting a kid to school requires a bunch of
    mechanics.
4. Similarly, we treat a lot of real-world events like games. We just don’t think about it…
    Like cleaning is an game around organizing and logistics.
5. 55% of social gamers are women, and 53% of Zynga gamers are women between the
    ages of 25 and 44. The likelihood of becoming a social gamer increases once you have a
    kid.
6. Negative Achievements. A little risky, but can also convey that a humorous tone.
7. 16 Practical design patterns from Nadya around User Engagement
8. Variable rewards are successful because we seek to create order when there is chaos.
    It’s not so much about the rewards, but the search (Skinner)
9. Phases of Commitment: Should I "spend" on this? Only an idiot would spend on
    something that’s no good. Since I spent $ on it, it must be good. Therefore I will continue
    to commit.
10. You can call it bribery. I don’t think of it that way. Its GENIUS. -Chamillionaire
Reinventing Loyalty: How Gamification Reshapes Consumer Marketing
Krishnan Saranathan, Managing Director of MileagePlus at United Airlines                              Awesome Threesome
                                                                                                      UAL is proud of these three elements:
Notes
                                                                                                      Tiered achievements, progress bars, and
United Likes to think of themselves as a Loyalty Network with over
100+ Partners. Key elements of Gamification are in play to actively                                   Rewards/Recognition
engage customers:
• Tiered Achievement Levels: Very important for UAL
• Progress bars and goal pursuits:
• Rewards & Recognition                                                                               We need to go to there
                                                                                                      Go to where the users talk about
How do you measure the success of a loyalty program? What is the                                      mileage to learn more and find UAL’s
ROI?                                                                                                  most passionate users
Quant: Measuring ROI accurately is hard to do in the Airline
industry. (did not answer, but noted that measuring ROI is
important). This is a pressing issue for UAL as the company has
been doing it for a while.
Qual: Members share their wisdom, discuss issues and offer
constructive criticisms through online forums

UAL has created games for their product marketing campaign. For
example, in the Optathlon game, playing the game re-inforced
concepts like more legroom in Economy + . Users were part of a
leaderboard, earned rewards, and participated in sweepstakes.
Results (shown on the right)

How does UAL view the value of a mile?
From an accounting point of view. When a customer redeems a
mile, UAL recognizes the revenue. There is a cost associated with         Results
the miles, and each redemption draws down on the account.                 2x Pop. They measure
                                                                          performance. Our
Biggest challenge:                                                        opportunity is to
Success has turned into a challenge for UA (and most likely other
large loyalty firms like AMEX), how does UAL stay relevant with such
                                                                          define what ROI is.
a diverse and big user base? Especially to those who barely fly at all.

Why relevant to frequent travelers. How do we be relevant to              UAL wants to be a Virtual
travelers who don't fly at all?
                                                                          Currency
UAL wants to drive currency consolidation by expanding partner
network, thereby increasing engagement                                    UAL wants to sign as many
                                                                          deals as possible to hit
Like Canada and much of Europe. It seems as if UAL is trying to be
the platform and use it’s points as a currency item.

Key Challenge: How can we engage with the user to create a
personalized experience?
KEYNOTE: Engage Employees and Drive Innovation with                                         Game On: 16 Design Patterns for User Engagement
Gamification                                                                                Nadya Direkova, Senior UX Designer at Google
JP Rangaswami, Chief Scientist of Salesforce.com

               The theory behind Gamification has been around since the 1990s. First put
               forth by Mihaly Csikszentmihalyi. He discusses what it’s like to be in the
               Zone (he called it flow)

               Gamification is a buzz word. Game mechanics are truisms. If you want
               performance to be high, you need
               * Clear goals
               * Match between skill required, skill
                                                                                            What are game mechanics? Design patterns that promote play and play-like
               * The focus, the concentration                                               engagement.
                                                                                            WE’LL DISCUSS HOW THEY APPLY TO 3 ASPECTS OF THE USER JOURNEY:
                                                                                            COME AND TRY IT (OnBoarding)
                                                                                              Visual storytelling
                                                                                              Visual Cues
                                                                                              Tutorials
                                                                                              Responsive Objects
                                                                                              Reward Schedule
                                                                                              Disc
                                                                                            BRING FRIEND (Social)
                                                                                              Gated trial – form a team
                                                                                              Social feedback
                                                                                              Repuation
                                                                                              Sharing Milestones
                                                                                              Mischief
                                                                                            Come Back (Retention)
                                                                                              Advanced user paths
                                                                                              content unlocks
                                                                                              quests queue
                                                                                              Time pressure
                                                                                              Scarcity

                                                                                            http://www.slideshare.net/nadyadirekova/game-on-16-design-patterns-for-user-
                                                                                            engagement
The Future of Gamification is Emotion
Nicole Lazzaro, President XEO Design, Inc.
Session: Games are a combination of
goals, actions, motivations, and emotions. More than a quest for
points and badges, games create their legendary engagement with
specific emotional responses from player actions. In this talk I will
share how game designers craft emotions from
novelty, challenge, friendship, and meaning to create
engagement, retention, and monetization. Free white paper and
models on how to use emotion to create games with the Four Keys
to Fun.
Gamification can change traffic
• Get people to slow down (Lakeshore Drive)
• Cause traffic jams (people stopping to wait for the Bay Bridge to go from $6
   to $4 (laughs from crowd)

Four types of fun:
1. Easy Fun > exploration, fantasy, creativity
2. Serious Fun > repetition, rhythm, collection
An example: Swiffer, Bejeweled Blitz, and iPhones (all the same)
1. People Fun > communicate, cooperate, compete
2. Hard Fun > goals, obstacles, strategy

How do you balance between a message (product branding) and a game?
* Fun first
* It's easy to embed message after it is fun.

Real Life Example of Gamification:
Japanese stepping stones. Together, it’s a sidewalk. Separate them and it force
people to engage and thereby draw people in.




                                                                                                         4 Keys to Fun
                                                                                                         How Player Experience create emotion



                                                                                  Serious Fun Example: Collection
                                                                                  Swiffer, Bejeweled Blitz, and iPhone apps.
Better Entrepeneurship with Gamification
Adeo Ressi, CEO of Founder Institute
Session: Educating adults, and helping them achieve their full potential is the mission of The Founder Institute. It’s the world’s largest
incubator/accelerator of startups, operating in dozens of cities around the world and giving thousands of aspiring founders the chance to birth their
companies every year. Through the use of metrics and gamification, the Founder Institute has been able to increase performance, participation and
outcomes – both among individuals and teams. Find out how these engagement techniques were pioneered and tested, and learn how to use
gamification in your organization to drive autonomy, innovation, team performance and success.


Goal: Take 2% of pop that can be entrepreneurs, and turn them into entrepreneurs

Gamification Elements:
Raw Material > Penalties > Rewards > Social > Measurement > Enforcement > Results                                                                       Insight: You need to
                                                                                                                                                        have skin in the game
The internal dashboards are better than what is shown to the external user.                                                                             Found that users who
                                                                                                                                                        were given a
Raw Material: Created a test (for: openness, conscientiousness, extraversion, agreeableness, commitment) during the application process                 scholarship to attend
Penalties                                                                                                                                               performed worse than
     Ask to Pay to Play: Ensures that people coming in are serious and commitment to the process.                                                       users who paid for it.
     Make it Hard: They kick out 60% of the enrolling class
Rewards: While they gave out prizes, Adeo mentioned that it did not have a material effect on the outcomes of student performance.
Give out prizes. Dinner, scholarships, etc.
Social: Ratings in the open
Measurement: Leaderboards. Individuals rated, working groups rated. It's transparent.
Enforcement: Willing to kick people out. Did not bend the rules.

Results
91% of the graduates launched companies.
75% operating ahead of plans
42% of the companies, worldwide, have received 500 in funding.
5,000 jobs created

Empirical Evidence: The harder the better. The program became increasingly negative over time. People were gaming the system, lead to
the harder structure.
Come for the Game, Stay for the Community: Building                                                 Visual Studio Achievements: Bringing Gamification To Software
                                                                                                    Developers
and Sustaining Lasting Engagement Online                                                            Karsten Januszewski, Microsoft
Dan Porter, CEO of OMGPOP
                                                                                                                         Session: How do you build progress, achievements and fun into one of the
                   Session: OMGPOP is one of the most successful online game                                             world’s most widely-used technical platforms? That was the question
                   portals, bridging the gap between classic gamers and non-gamers, action                               facing the Microsoft Visual Studio team when they set out to Gamify their
                   players and casual, flirty friends. But turning short-interval play into long-                        IDE. Their experience was controversial from the start and the lessons they
                   term engagement isn’t a given, even for a brilliant team of game-loving                               learned were startling. From anti-cheating to managing community
                   developers. Find out how OMGPOP used the lessons of community and                                     expectations, the lessons of the Visual Studio team are applicable to
                   gamification to build an enduring community, break records for                                        anyone looking to gamify an environment with high user autonomy. In this
                   engagement and time-on-site, and still keep the fun, light and social                                 exciting, no stone-unturned post mortem, learn the do’s and don’ts from
                   atmosphere so crucial to their audience.                                                              one of the most interesting examples of gamification in recent years.

Real-time playing is important: 2/3 of turns took place within 5 minutes. This is                    Three Lessons Learned:
because on a fundamental level, users want to connect with others. Asynchronous                      1. Listen to Communities
doesn’t fulfill that void.                                                                           2. Pros and Cons of "negative AChievements:
                                                                                                     3. on Cheating
People who create want to share. In the beginning had no sharing tools. But ppl still
shared. Ppl who were jaded, wanted to share the work they created.
                                                                                                     Sample achievements:
Incentivise & Reward                                                                                 "Fun Achievements" –
                                                                                                     Lonely: Coding on a Friday or Saturday night.
By giving out the virtual currency, Draw, rewards users for                                          Potty Mouth: use 5 curse words in a file.
engagement, exploration, retention.

Truly co-operative game. Play Catch. The point of catch. how many times can you do it                "Negative" Achievements
in a row, there is no winner/loser. It’s cooperative.                                                Pros
                                                                                                     * Adds humor to the game
Create Long-Term Goals: Taken from the LinkedIn with a bar to complete.                              * Zero points means no incentive


Importance of Content Cadence - New material constantly, at a cadence.                               Cons
 * There is a maintenance cost                                                                       * Could backfire
 * Feeding the beast is hard –                                                                       • Encourages "bad behavior“
   live ops is hard
                                                                                                     On Cheating
Gamification in 2012: Trends in Consumer and Enterprise Markets
Wanda Meloni, Founder of M2 Research
Notes
Trends in 2012.

Enterprise Gamificaton

Loyalty Metrics
Repeat Visit 150-200%                                             Drivers towards Enterprise Gamification
Referrals 250% increase

Virality
250+%
Social shares: 250%
                          Growth of
Commerce Metrics          Gamification (GG) in
Purchase                  2012
Virtual Goods             ~150 M consumer
100% increase.            market
What Bartle thinks about how his partition of
killers, socializers, achievers, and explorers has been
bastardized




                              Game designers find gamification weird.
                              Game designers be appalled if a games were so bad
                              we had to bribe people to play them
                                                                RICHARD BARTLE
Big Brands and Gamification: Winning the Marathon                                         Gaming for Good: Millennial Moms and Competitive
Irfan Kamal, SVP, Digital/Social of Ogilvy                                                Collaboration
                                                                                          Samantha Skey, CRO of RecycleBank
    Ford Fusion: Added leader boards and points later on. Lead to a 20%
    boost. The visibility added tremendously to the excitement and program.                                 Session: Moms control more than the purse strings in most homes (5
    (nothing new here)                                                                                      trillion in annual spending) they also control the good works
                                                                                                            and, often, the gaming. Many a millennial mom relies upon gaming
    All other cases were fluff.                                                                             dynamics in manging their families’ behavior. They are also active gamers
                                                                                                            themselves, and enjoy gaming the bottom line in their houshold
                                                                                                            investments. Get into the mom psyche with proprietary research from
                                                                                                            Recyclebank on moms as chief gaming officer of the household.


                                                                                            Gamer Moms
                                                                                            Mothers are naturally great gamers, because
                                                                                            getting a kid to school requires a bunch of
                                                                                            mechanics.



                                                                                          Rewarding people for making positive changes in everybody lives

                                                                                          Initially, didn't focus on millennial moms. Head of household females. Give them the
Good Story:                                                                               tools, the millennial mom will seek to drive goals.
The Titanic: Leo dies. Not because the door can’t fit two people, but because of a lack
of creativity.                                                                            55% of social gamers are female. The likelihood of being a social gamer increases
                                                                                          once you have a kid

                                                                                          Shoes videos of kids crying.
                                                                                          * Using gaming dynamics shifting from having the cattle prod to the game master.
                                                                                          * Mothers are naturally great gamers, because getting a kid to school requires a
                                                                                          bunch of mechanics.

                                                                                          Moms: 86% on FB, 17% on Twitter

                                                                                          Mom use social games to validate themselves.
                                                                                          Most active members feel like they are contributing,
                                                                                          Feeling of validation makes them feel more comfortable.
Enterprise Gamification of Fitness: From 10% to over 75% Regular Workouts
 Charlie Kim, CEO of Next Jump Inc.                                          5 Initiatives at NextJump
Notes
Gamification, at NextJump, we use the word motivation

Result: Motivated the company to go from 5% to 80% exercising
regularly.

Employed an E&S approach (Experiment to scale)
1. Onsite gym:
2. TeamPlay + Leaderboard (a little lift): Initial bump, it lies
down. What works: team competition + leader boar. teams
motivate each other. Teamplay stronger w/ people you know. Best
helped worst w/in each team. Live scoreboard to track progress.
Jumped to 50% participation. Stuck at 50%. what didn't work.
perception became reality, norm became accepted ceiling, pep talks
didn't work, impossibility bar got set. what works: recognition
awards: inspire new norms, celebrate it publicly, the flea that
jumped higher.
3. Recognition programs (jump):
4. Use data for fatigue: Use data to level the playing field. Losing
team kept giving up. what didn't work: losing teams never won.
Losing teams blamed inequality, believed they could not win, they
give up. What worked: equally balanced team.
5. top people focus: what didn't work: prioritized work over
exercise. top performers went the least. Always had more work to
do. Exercise fell off priority list. what works: scheduled workouts:
appointments w/trainers. hired top personal trainers. accessible
first to top performers, schedule: create routine behavior




#4: Use Data when there is Fatigue                                      #2: Create Teams
The Investment Case for Gamification: Opportunities                                              The Automatic Customer: How to Design User Behavior
                                                                                                 Nir Eyal, Man Behind the Curtain at Automatic Customer
and Threats in the Next Five Years
Tim Chang, Managing Director at Mayfield Fund
                                                                                                                       In an age of increasing online distractions, companies need to form habits
Need to be able to score the system and measure ROI                                                                    to stay relevant in users’ lives. Nir Eyal discusses the latest in Behavior
                                                                                                                       Engineering to explain how businesses create indispensable products. Nir
                                                                                                                       will walk through his innovative framework, which he calls the “Desire
There is always an ROI issue at nascent stages.                                                                        Engine” to explain the fundamental elements of habit formation.
  Ppl used to be skeptical, CRM, like salesforce.com used to be

Don't offer self-service tools for nascent industry.
The key is to provid e service and then tell the partners why they are not capturing the
                                                                                                  Read up on: BJ Fogg. B = m.a.t (Motiviation, ability, and a trigger)
entire potential of the platform. Tim used Omniture, as an example. Omniture client
services tell the client that they are capturing < 50% of value
                                                                                                  Variable Reward: BS Skinner
Gamification:                                                                                     * Variable rewards drive us nuts
The services, consulting, and managed services groups, implement and run is just as               * Compulsion to make sense of cause and effect
critical.                                                                                         * Dopamine system drives the search
Next steps: integrators of verticals for gamification. Sees a lot of lightweight
gamification tests. It's not a silver bullet. it's built into the core/mission of the product.    How do we create variable rewards?
                                                                                                  We seek to create order where there is chaos.
Gamification design shops, advisories, analytics, consultancies.                                    It drives us nuts. Dopamine is not about rewards, it's about the search.
* Gamification is a toolkit. Relies on know-how and ideas.
                                                                                                  Search rewards fall into three types: Tribe, self, hunt
Gamification as a service: Every company is trying to hire for quant jocks and analytics          Rewards of the Tribe: Acceptance, sex power
Tim believes that there will be think tank or analytics shops that sell gamification as a         Hunt: Food, money, info
service. * Analytics                                                                              Self: Sensation: mastery, consistency, competency, purpose

Business model disruption: Idea that a user can Buy it or Earn it
                                                                                                  Commitment Phase
                                                                                                  Should i "spend" on this?
Back to Numbers:
                                                                                                  only an idiot would paned on something not good
For companies to succeed, successful ones will need to tie performance back into
                                                                                                  since I spent on it, it must be good
metrics. Which metric they operate under, use the gamification system to back into
the system. Create engagement rates.                                                              I will commit
e.g. like social re-marketing. “I can get you 32 Likes. which converts to XYZ $. Trying
things down to an operational number.”                                                            Commitments make the next action more likely

                                                                                                  Paying or subscribing is not an action, it's a result of engagement in the system.
Direct to Fan Engagement
Chamillionaire, CEO of Chamillitary, Inc.




                                            You can call it bribery. I don’t think
                                            of it that way. Its GENIUS.

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Gsummary from Gsummit 2012

  • 1. Top Things I learned about the Gsummit: 1. You need to have skin in the game. Adeo of Founder Institute found that users who were given a scholarship to attend the program performed worse than users who paid for it. 2. Mass Customization. Talked to or heard companies such as United, Amex, Nike, looking for a way to provide customized experience via technology for their population 3. Mothers are naturally great gamers, because getting a kid to school requires a bunch of mechanics. 4. Similarly, we treat a lot of real-world events like games. We just don’t think about it… Like cleaning is an game around organizing and logistics. 5. 55% of social gamers are women, and 53% of Zynga gamers are women between the ages of 25 and 44. The likelihood of becoming a social gamer increases once you have a kid. 6. Negative Achievements. A little risky, but can also convey that a humorous tone. 7. 16 Practical design patterns from Nadya around User Engagement 8. Variable rewards are successful because we seek to create order when there is chaos. It’s not so much about the rewards, but the search (Skinner) 9. Phases of Commitment: Should I "spend" on this? Only an idiot would spend on something that’s no good. Since I spent $ on it, it must be good. Therefore I will continue to commit. 10. You can call it bribery. I don’t think of it that way. Its GENIUS. -Chamillionaire
  • 2. Reinventing Loyalty: How Gamification Reshapes Consumer Marketing Krishnan Saranathan, Managing Director of MileagePlus at United Airlines Awesome Threesome UAL is proud of these three elements: Notes Tiered achievements, progress bars, and United Likes to think of themselves as a Loyalty Network with over 100+ Partners. Key elements of Gamification are in play to actively Rewards/Recognition engage customers: • Tiered Achievement Levels: Very important for UAL • Progress bars and goal pursuits: • Rewards & Recognition We need to go to there Go to where the users talk about How do you measure the success of a loyalty program? What is the mileage to learn more and find UAL’s ROI? most passionate users Quant: Measuring ROI accurately is hard to do in the Airline industry. (did not answer, but noted that measuring ROI is important). This is a pressing issue for UAL as the company has been doing it for a while. Qual: Members share their wisdom, discuss issues and offer constructive criticisms through online forums UAL has created games for their product marketing campaign. For example, in the Optathlon game, playing the game re-inforced concepts like more legroom in Economy + . Users were part of a leaderboard, earned rewards, and participated in sweepstakes. Results (shown on the right) How does UAL view the value of a mile? From an accounting point of view. When a customer redeems a mile, UAL recognizes the revenue. There is a cost associated with Results the miles, and each redemption draws down on the account. 2x Pop. They measure performance. Our Biggest challenge: opportunity is to Success has turned into a challenge for UA (and most likely other large loyalty firms like AMEX), how does UAL stay relevant with such define what ROI is. a diverse and big user base? Especially to those who barely fly at all. Why relevant to frequent travelers. How do we be relevant to UAL wants to be a Virtual travelers who don't fly at all? Currency UAL wants to drive currency consolidation by expanding partner network, thereby increasing engagement UAL wants to sign as many deals as possible to hit Like Canada and much of Europe. It seems as if UAL is trying to be the platform and use it’s points as a currency item. Key Challenge: How can we engage with the user to create a personalized experience?
  • 3. KEYNOTE: Engage Employees and Drive Innovation with Game On: 16 Design Patterns for User Engagement Gamification Nadya Direkova, Senior UX Designer at Google JP Rangaswami, Chief Scientist of Salesforce.com The theory behind Gamification has been around since the 1990s. First put forth by Mihaly Csikszentmihalyi. He discusses what it’s like to be in the Zone (he called it flow) Gamification is a buzz word. Game mechanics are truisms. If you want performance to be high, you need * Clear goals * Match between skill required, skill What are game mechanics? Design patterns that promote play and play-like * The focus, the concentration engagement. WE’LL DISCUSS HOW THEY APPLY TO 3 ASPECTS OF THE USER JOURNEY: COME AND TRY IT (OnBoarding) Visual storytelling Visual Cues Tutorials Responsive Objects Reward Schedule Disc BRING FRIEND (Social) Gated trial – form a team Social feedback Repuation Sharing Milestones Mischief Come Back (Retention) Advanced user paths content unlocks quests queue Time pressure Scarcity http://www.slideshare.net/nadyadirekova/game-on-16-design-patterns-for-user- engagement
  • 4. The Future of Gamification is Emotion Nicole Lazzaro, President XEO Design, Inc. Session: Games are a combination of goals, actions, motivations, and emotions. More than a quest for points and badges, games create their legendary engagement with specific emotional responses from player actions. In this talk I will share how game designers craft emotions from novelty, challenge, friendship, and meaning to create engagement, retention, and monetization. Free white paper and models on how to use emotion to create games with the Four Keys to Fun. Gamification can change traffic • Get people to slow down (Lakeshore Drive) • Cause traffic jams (people stopping to wait for the Bay Bridge to go from $6 to $4 (laughs from crowd) Four types of fun: 1. Easy Fun > exploration, fantasy, creativity 2. Serious Fun > repetition, rhythm, collection An example: Swiffer, Bejeweled Blitz, and iPhones (all the same) 1. People Fun > communicate, cooperate, compete 2. Hard Fun > goals, obstacles, strategy How do you balance between a message (product branding) and a game? * Fun first * It's easy to embed message after it is fun. Real Life Example of Gamification: Japanese stepping stones. Together, it’s a sidewalk. Separate them and it force people to engage and thereby draw people in. 4 Keys to Fun How Player Experience create emotion Serious Fun Example: Collection Swiffer, Bejeweled Blitz, and iPhone apps.
  • 5. Better Entrepeneurship with Gamification Adeo Ressi, CEO of Founder Institute Session: Educating adults, and helping them achieve their full potential is the mission of The Founder Institute. It’s the world’s largest incubator/accelerator of startups, operating in dozens of cities around the world and giving thousands of aspiring founders the chance to birth their companies every year. Through the use of metrics and gamification, the Founder Institute has been able to increase performance, participation and outcomes – both among individuals and teams. Find out how these engagement techniques were pioneered and tested, and learn how to use gamification in your organization to drive autonomy, innovation, team performance and success. Goal: Take 2% of pop that can be entrepreneurs, and turn them into entrepreneurs Gamification Elements: Raw Material > Penalties > Rewards > Social > Measurement > Enforcement > Results Insight: You need to have skin in the game The internal dashboards are better than what is shown to the external user. Found that users who were given a Raw Material: Created a test (for: openness, conscientiousness, extraversion, agreeableness, commitment) during the application process scholarship to attend Penalties performed worse than Ask to Pay to Play: Ensures that people coming in are serious and commitment to the process. users who paid for it. Make it Hard: They kick out 60% of the enrolling class Rewards: While they gave out prizes, Adeo mentioned that it did not have a material effect on the outcomes of student performance. Give out prizes. Dinner, scholarships, etc. Social: Ratings in the open Measurement: Leaderboards. Individuals rated, working groups rated. It's transparent. Enforcement: Willing to kick people out. Did not bend the rules. Results 91% of the graduates launched companies. 75% operating ahead of plans 42% of the companies, worldwide, have received 500 in funding. 5,000 jobs created Empirical Evidence: The harder the better. The program became increasingly negative over time. People were gaming the system, lead to the harder structure.
  • 6. Come for the Game, Stay for the Community: Building Visual Studio Achievements: Bringing Gamification To Software Developers and Sustaining Lasting Engagement Online Karsten Januszewski, Microsoft Dan Porter, CEO of OMGPOP Session: How do you build progress, achievements and fun into one of the Session: OMGPOP is one of the most successful online game world’s most widely-used technical platforms? That was the question portals, bridging the gap between classic gamers and non-gamers, action facing the Microsoft Visual Studio team when they set out to Gamify their players and casual, flirty friends. But turning short-interval play into long- IDE. Their experience was controversial from the start and the lessons they term engagement isn’t a given, even for a brilliant team of game-loving learned were startling. From anti-cheating to managing community developers. Find out how OMGPOP used the lessons of community and expectations, the lessons of the Visual Studio team are applicable to gamification to build an enduring community, break records for anyone looking to gamify an environment with high user autonomy. In this engagement and time-on-site, and still keep the fun, light and social exciting, no stone-unturned post mortem, learn the do’s and don’ts from atmosphere so crucial to their audience. one of the most interesting examples of gamification in recent years. Real-time playing is important: 2/3 of turns took place within 5 minutes. This is Three Lessons Learned: because on a fundamental level, users want to connect with others. Asynchronous 1. Listen to Communities doesn’t fulfill that void. 2. Pros and Cons of "negative AChievements: 3. on Cheating People who create want to share. In the beginning had no sharing tools. But ppl still shared. Ppl who were jaded, wanted to share the work they created. Sample achievements: Incentivise & Reward "Fun Achievements" – Lonely: Coding on a Friday or Saturday night. By giving out the virtual currency, Draw, rewards users for Potty Mouth: use 5 curse words in a file. engagement, exploration, retention. Truly co-operative game. Play Catch. The point of catch. how many times can you do it "Negative" Achievements in a row, there is no winner/loser. It’s cooperative. Pros * Adds humor to the game Create Long-Term Goals: Taken from the LinkedIn with a bar to complete. * Zero points means no incentive Importance of Content Cadence - New material constantly, at a cadence. Cons * There is a maintenance cost * Could backfire * Feeding the beast is hard – • Encourages "bad behavior“ live ops is hard On Cheating
  • 7. Gamification in 2012: Trends in Consumer and Enterprise Markets Wanda Meloni, Founder of M2 Research Notes Trends in 2012. Enterprise Gamificaton Loyalty Metrics Repeat Visit 150-200% Drivers towards Enterprise Gamification Referrals 250% increase Virality 250+% Social shares: 250% Growth of Commerce Metrics Gamification (GG) in Purchase 2012 Virtual Goods ~150 M consumer 100% increase. market
  • 8. What Bartle thinks about how his partition of killers, socializers, achievers, and explorers has been bastardized Game designers find gamification weird. Game designers be appalled if a games were so bad we had to bribe people to play them RICHARD BARTLE
  • 9. Big Brands and Gamification: Winning the Marathon Gaming for Good: Millennial Moms and Competitive Irfan Kamal, SVP, Digital/Social of Ogilvy Collaboration Samantha Skey, CRO of RecycleBank Ford Fusion: Added leader boards and points later on. Lead to a 20% boost. The visibility added tremendously to the excitement and program. Session: Moms control more than the purse strings in most homes (5 (nothing new here) trillion in annual spending) they also control the good works and, often, the gaming. Many a millennial mom relies upon gaming All other cases were fluff. dynamics in manging their families’ behavior. They are also active gamers themselves, and enjoy gaming the bottom line in their houshold investments. Get into the mom psyche with proprietary research from Recyclebank on moms as chief gaming officer of the household. Gamer Moms Mothers are naturally great gamers, because getting a kid to school requires a bunch of mechanics. Rewarding people for making positive changes in everybody lives Initially, didn't focus on millennial moms. Head of household females. Give them the Good Story: tools, the millennial mom will seek to drive goals. The Titanic: Leo dies. Not because the door can’t fit two people, but because of a lack of creativity. 55% of social gamers are female. The likelihood of being a social gamer increases once you have a kid Shoes videos of kids crying. * Using gaming dynamics shifting from having the cattle prod to the game master. * Mothers are naturally great gamers, because getting a kid to school requires a bunch of mechanics. Moms: 86% on FB, 17% on Twitter Mom use social games to validate themselves. Most active members feel like they are contributing, Feeling of validation makes them feel more comfortable.
  • 10. Enterprise Gamification of Fitness: From 10% to over 75% Regular Workouts Charlie Kim, CEO of Next Jump Inc. 5 Initiatives at NextJump Notes Gamification, at NextJump, we use the word motivation Result: Motivated the company to go from 5% to 80% exercising regularly. Employed an E&S approach (Experiment to scale) 1. Onsite gym: 2. TeamPlay + Leaderboard (a little lift): Initial bump, it lies down. What works: team competition + leader boar. teams motivate each other. Teamplay stronger w/ people you know. Best helped worst w/in each team. Live scoreboard to track progress. Jumped to 50% participation. Stuck at 50%. what didn't work. perception became reality, norm became accepted ceiling, pep talks didn't work, impossibility bar got set. what works: recognition awards: inspire new norms, celebrate it publicly, the flea that jumped higher. 3. Recognition programs (jump): 4. Use data for fatigue: Use data to level the playing field. Losing team kept giving up. what didn't work: losing teams never won. Losing teams blamed inequality, believed they could not win, they give up. What worked: equally balanced team. 5. top people focus: what didn't work: prioritized work over exercise. top performers went the least. Always had more work to do. Exercise fell off priority list. what works: scheduled workouts: appointments w/trainers. hired top personal trainers. accessible first to top performers, schedule: create routine behavior #4: Use Data when there is Fatigue #2: Create Teams
  • 11.
  • 12. The Investment Case for Gamification: Opportunities The Automatic Customer: How to Design User Behavior Nir Eyal, Man Behind the Curtain at Automatic Customer and Threats in the Next Five Years Tim Chang, Managing Director at Mayfield Fund In an age of increasing online distractions, companies need to form habits Need to be able to score the system and measure ROI to stay relevant in users’ lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products. Nir will walk through his innovative framework, which he calls the “Desire There is always an ROI issue at nascent stages. Engine” to explain the fundamental elements of habit formation. Ppl used to be skeptical, CRM, like salesforce.com used to be Don't offer self-service tools for nascent industry. The key is to provid e service and then tell the partners why they are not capturing the Read up on: BJ Fogg. B = m.a.t (Motiviation, ability, and a trigger) entire potential of the platform. Tim used Omniture, as an example. Omniture client services tell the client that they are capturing < 50% of value Variable Reward: BS Skinner Gamification: * Variable rewards drive us nuts The services, consulting, and managed services groups, implement and run is just as * Compulsion to make sense of cause and effect critical. * Dopamine system drives the search Next steps: integrators of verticals for gamification. Sees a lot of lightweight gamification tests. It's not a silver bullet. it's built into the core/mission of the product. How do we create variable rewards? We seek to create order where there is chaos. Gamification design shops, advisories, analytics, consultancies. It drives us nuts. Dopamine is not about rewards, it's about the search. * Gamification is a toolkit. Relies on know-how and ideas. Search rewards fall into three types: Tribe, self, hunt Gamification as a service: Every company is trying to hire for quant jocks and analytics Rewards of the Tribe: Acceptance, sex power Tim believes that there will be think tank or analytics shops that sell gamification as a Hunt: Food, money, info service. * Analytics Self: Sensation: mastery, consistency, competency, purpose Business model disruption: Idea that a user can Buy it or Earn it Commitment Phase Should i "spend" on this? Back to Numbers: only an idiot would paned on something not good For companies to succeed, successful ones will need to tie performance back into since I spent on it, it must be good metrics. Which metric they operate under, use the gamification system to back into the system. Create engagement rates. I will commit e.g. like social re-marketing. “I can get you 32 Likes. which converts to XYZ $. Trying things down to an operational number.” Commitments make the next action more likely Paying or subscribing is not an action, it's a result of engagement in the system.
  • 13. Direct to Fan Engagement Chamillionaire, CEO of Chamillitary, Inc. You can call it bribery. I don’t think of it that way. Its GENIUS.