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Gamify a Contact Center!
Workshop
Who is Chris?
2006
2008
2008
2012
Research Topic:
Will Gamification work in a contact center?
2013
Contact CenterGamification
Designed for
Contact Centers
Customized
for Each Client
SAAS Platform
No Customer
Data Saved
Real-Time
Connection
CMS to Configure
the Rules
Who is Jephta?
Onderzoek
UvA Communicatiewetenschap +
Onderwijskunde & Pedagogiek
Onderzoek  Game v.s. werkboek
Identieke uitdgaging en informatie
Maar in een boek is er geen:
• Trail and error (inzicht door proberen)
• Feedback
• Beloning
• Just in time informatie
Getoetst wat bij blijft van:
• De tekst
• De plaatjes
• De opdrachten
Uitkomsten
Maar hoe maak je dan zo’n game?
Waarom dit praatje?
Of : What’s in it for you?
Je gaat naar huis met je eigen zelfgemaakte
gamedesign card-deck!
You will be a gamedesigner…
Maar eerst…
Games en gamification in het contact centre.
But First: What is Gamification?
Gamification is the use of game design
technique, game thinking and game mechanics to
enhance non-game contexts.
Deterding. S, Dixon. D, Khaled, R. Nacke. L. From Game Design Elements to
Gamefulness: Defining “Gamification”. ACM, Finland, 2011, 9-14
Game Mechanism
Game Design Thinking
Non-game Context
Deterding. S, Dixon. D, Khaled, R. Nacke. L. From Game Design Elements to
Gamefulness: Defining “Gamification”. ACM, Finland, 2011, 9-14
Why Gamification?
According to Gartner, by 2015 more
than 50 percent of organizations that
manage innovation processes will
Gamify those processes.
Gartner (the world’s leading information technology research and
advisory company)By 2015, More Than 50 Percent of Organizations
That Manage Innovation Processes Will Gamify Those Processes
[http://www.gartner.com/it/page.jsp?id=1629214]
A research report by Colin Sebastian
registered the global Game industry
will generate 80 billion in revenue in
2014, the interest in games is very high.
(source needed)
…the current generation has grown up
with technology, and especially video
Games, as a part of everyday life.
--M. Burke and T. Hiltbrand (2001)
M2 research reported that Gamification
will be a 2.8B industry by 2016.
--M. Burke and T. Hiltbrand (2001)
“Suddenly, Gamification is
the hot new business concept
with many of the world’s most
admired companies signing on.”
-Fortune, Oct.17, 2011
Some Examples:
Link Movie: http://www.youtube.com/watch?v=Non7h41fFvY
• FoldIt
• 46,000 players solved problem of how
to fold proteins in 10 days
• (scientists had failed 15 years to solve
it)
Sources: http://fold.it
http://enterprise-gamification.com/index.php/en/facts
Bottle Bank Arcade
50x more usage than nearby bottle return
Sources: http://www.thefuntheory.com/bottle-bank-arcade-machine
http://enterprise-gamification.com/index.php/en/facts
Chevrolet Volt
53% reduction in speeding cars
Sources: https://seogadget.co.uk/5-new-examples-of-gamification/
http://enterprise-gamification.com/index.php/en/facts
implementatie
sociale interactie
declaratieve laag
game
rules
Op basis van model
van Jeroen van Mastrigt
Effectiviteit van games
Game theorie
bedankt!Player types
1. Player types – Bartle
bedankt!Player types
Killer
Haalt voldoening uit:
Competitie
Winnen
bedankt!Player types
Socializer
Haalt voldoening uit:
Samenwerking
Delen
Sociaal contact
Netwerken bouwen
bedankt!Player types
Explorer
Haalt voldoening uit:
Ontdekken
Verborgen dingen
bedankt!Player types
Achiever
Haalt voldoening uit:
Het voltooien van doelen
Status verwerven
bedankt!Player types
Player types
Beetje van alles.
bedankt!Mechanics
2. Mechanics
Systemen waaruit een spel is opgebouwd.
Bijvoorbeeld:
Als ik tegen een spook loop ben ik dood,
Tenzij ik onlangs een kers heb gegeten.
KILLER
ACHIEVER
SOCIALIZER
EXPLORER
Back to my Research Topic:
Will Gamification work in a contact center?
Why a Contact Center?
Coxen, A. Top 10 call center problems [http://www.callcentrehelper.com/the-
top-ten-call-centre-problems-12637.htm]
Experiment
Challenges of Caiway
CHALLENGES
Cherry Picking
CHALLENGES
Cherry Picking
SLA Improvement
CHALLENGES
Cherry Picking
SLA Improvement
First Time Fix
CHALLENGES
Cherry Picking
SLA Improvement
First Time Fix
Knowledge base usages
CHALLENGES
Cherry Picking
SLA Improvement
First Time Fix
Knowledge base usages
Knowledge base articles delivery of agents
Need a Prototype …
+
KANA Express PONY Platform
Points
SLA
Difficulty
Use of
Knowledge Base
First Try
Activity
Points
Badges
Level and Scores
Leaderboard
Leaderboard
Activities
Outcome?
 Less Cherry Picking
 SLA Improvement
 First time Fix +8%
 Higher knowledge base usage +12%
 More items for the knowledge base +17%
 More fun in the job / Competition
En een serious game?
 Verkort de onboarding tijd
 Geeft iedereen een training op maat
 Geeft trainers materiaal om te bespreken
 Laat medewerkers direct in de praktijk
brengen wat ze geleerd hebben
 Geeft inzicht in klanperceptie
bedankt!Aan het werk
Opdracht: Schrijf op je kaarten
# 10 mechanics of activiteiten in het spel
(wat doet de speler)
# 10 doelen die de speler in de game na kan streven
(waarom doet de speler dit)
# 10 mogelijke verhalen/settings voor de game (waar
speelt de game zich af)
# 10 doelen die jij met de game zou willen bereiken
Future of Gamification?
Link movie: http://vimeo.com/46304267
Questions? Contact us!
chris@engageit.co
http://www.engageit.co
http://twitter.com/chrisvdberg
http://www.chrisvdberg.com
Chris van den Berg
Jephta@ijsfontein.nl
www.ijsfontein.nl
http://twitter.com/ijsfontein
www.linkedin.com/in/jephta
Jephta Peijs
Adding the Fun Element

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Kennissessie “Gamification” @ Coniche

Editor's Notes

  1. Hoi, vandaag een lezing over game principes in de management praktijk.Ik ben Jephta Peijs, en ik werk als Game Designer bij IJsfontein in Amsterdam, het grootste Serious Game bedrijf van Nederland.
  2. Heb gestudeerd aan de UvA (net als Chris), maar dan andere studies. Ik heb daar een onderzoek gedaan naar het effect van serious games, waarin ik een game vergeleken heb met een werkboek.
  3. Red Fred was een puzzelgame voor kinderen, waarin ze allerlei apparaten op een plaats in de kamer moesten zetten. Ook konden apparaten ingesteld of met elkaar verbonden worden. Als je dit op de juiste manier had gedaan, kon de hamster Fred naar de overkant van de kamer lopen. In de tekst konden de kinderen lezen hoe de apparaten werkten. Ook werd deze uitleg met een afbeelding ondersteund. In de game en het werkboek was deze informatie identiek. Ook was het level (de puzzel) weergegeven in het werkboek. Aan de kinderen werd gevraagd om te tekenen hoe ze de apparaten neer zouden zetten. Een game heeft een aantal unieke eigenschappen, die een boek niet heeft.Ik heb gekeken of dit invloed had op de manier waarop kennis verwerkt werd.
  4. En invloed had het zeker!Je ziet hier de percentages goede antwoorden op de toets. Kennis de kennis uit de tekst was maar heel beperkt opgenomen, zowel in het boek als in de game. Gevisualiseerde kennis is iets beter onthouden (daarom hebben we in deze presentatie ook veel plaatjes).Maar kennis die opgedaan werd door over de puzzel na te denken, werd het beste onthouden. En die werd significant beter onthouden na het spelen van een eenvoudige game, dan bij dezelfde uitdaging in boekvorm. (Daarom gaan we jullie in deze presentatie ook zelf aan het werk zetten en laten ontdekken hoe een game werkt)Anyway, terug naar mij… Ik had ontdektdat serious games werken en hoe zewerken. Toenkonik de wereldveranderen.
  5. Fout! Ik had heel veel geleerd over serious games. Waarom ze werken en hoe ze werken, maar gamedevelopers zijn heel eigenwijs en doen gewoon waar ze zin in hebben. Om echt iets te veranderen, moest ik dus leren hoe je zo’n game maakt.Na een volledige studie game design sta ik nu hier als Game Designer, om jullie te leren wat je allemaal kunt doen met een game.
  6. Nog een belangrijke vraag voordat we aan de daadwerkelijke presentatie beginnen : waarom zou je naar mij luisteren?We gaanonseigen gamedesign card-deck ontwikkelen. Bedoeldomcreatiefnatedenken over game mechanismesvoor management vraagstukken.
  7. Eerst wat theorie en voorbeelden.
  8. .
  9. Link movie: http://www.youtube.com/watch?v=Non7h41fFvY
  10. http://fold.ithttp://enterprise-gamification.com/index.php/en/factsMental rotation: this game may cater more towards male players75% of people had no prior background in biochemistryFour top reasons to play quoted were: Purpose, Achievement, Immersion, Social
  11. http://www.thefuntheory.com/bottle-bank-arcade-machinehttp://enterprise-gamification.com/index.php/en/facts
  12. https://seogadget.co.uk/5-new-examples-of-gamification/http://enterprise-gamification.com/index.php/en/facts
  13. De vier speler types volgens Bartle : Dit is een redelijk oude theorie inmiddels al weer van de heer Bartle. Het is ooit bedacht om de verschillende groepen mensen die MMO’s (Massive Multiplayer Online) spelen te categoriseren. MMO = Massive Multiplayer Online : spel waarin enorme aantallen spelers tegelijk online spelen. Voorbeelden : World of Warcraft, Runescape, Guild Wars, Star Wars The Old Republic.
  14. De Killer!Een echte competitieve geest. Het is niet een typisch mannen ding, vele mensen vinden competitie leuk.De killer houd van winnen, en dan vooral van winnen van andere spelers. Maakt niet zoveel uit wat, als hij maar kan laten zien dat hij beter is dan andere spelers.
  15. Vervolgens is er de socialite. Deze persoon geeft veel minder om punten en winnen en highscores, en veel meer om de interactie met andere spelers.Dit zijn de mensen die makkelijker echt hechte banden kunnen vormen met andere spelers, misschien zelfs buiten het spel om waarin ze ooit ontmoeten.Er zijn mensen die elkaar hebben ontmoet via World Of Warcraft, een zeer succesvolle online game, die later zijn getrouwd, waarschijnlijk socialites..
  16. De explorer, wordt ook wel flowerpicker genoemd. Is iemand die zich op de weg van a naar b graag laat afleiden, en zelfs actief op zoek gaat naar nieuwe ervaringen en geheime plekken waar anderen niet komen.
  17. En dan hebben we de achiever.Een achiever houd vooral van doelen halen en status. Ookal zijn de doelen nutteloos, als het hem een gouden sticker oplevert die anderen niet hebben, zal hij het waarschijnlijk doen. Het is iemand die punten verzamelt om het punten verzamelen. Als hij punten krijgt voor 500 keer op en neer te springen zal hij daartoe best bereid zijn.
  18. Mensen zijn bijna nooit helemaal in hokjes te stoppen. Zo ook bij deze theorie.Iedere speler kan meer of minder van deze types in zich hebben, sommige types sterker vertegenwoordigd dan anderen. Ik neem in dit praatje de stelling in dat er wel eens veel links kunnen zijn tussen de player types, en wat leerlingen motiveert in de les.
  19. Het woord is al een paar keer gevallen : Mechanics.Mechanic is een brede vakterm die we gebruiken voor het omschrijven van alle systemen waaruit een spel is opgebouwd.
  20. En dan gaan we mixen en matchen :D
  21. Link movie: http://vimeo.com/46304267