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EE gamification JTV1a

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EE gamification JTV1a

  1. 1. james tutton “providing a safe place to fail then…..” employee engagement - gamification of hr systems
  2. 2. what makes games compelling ▪social – (relatedness , people can relate to them) – (you don’t interact OR compete with someone when your:- at the cinema OR reading a book) ▪feedback – provide a feedback loop – ▪agile – they are fundamentally designed and developed in an agile way –
  3. 3. how games became social a brief history of games in less than one minute. the road to multiplayer
  4. 4. from games to gamification – tutton’s 3 strategies good game design ▪multiplayer ▪a i ▪player testing good gamification ▪social ▪feedback loop ▪student analytics agile&ux design
  5. 5. how to make multiplayer = social ▪ make it Co Operative or Competitive – What’s you have made it Co Operative or Competitive? Then and only then, do you add the points badges and leaderboards – Add other quote from my typed Notes ▪ recognise your Champions – Game style social recognition (eg leader board with player code name and/or player customised character or avatar) has been proven to be more effective than old school “employee of the month”.
  6. 6. AI or rather the “Feedback Loop” ▪ is presenting the challenge ▪ ensuring the feedback loop is really tight. (AI looks at how the game player is going in real time and…..) ▪ showing you where you are on your journey, similar to say the breadcrumbs in moodle module. – This where you add the progress bar that the Sydney IT Academic Richard Buckland so enthusiastically preaches about.
  7. 7. provide linear challenge boss big boss big BAD boss level 1 level 2 level 3
  8. 8. Testing or agile design ▪ Rather than build the whole project in one go. Rapidly build a little bit, then test it and then keep modifying and keep refreshing it and keep users coming back for more. ▪ Games these days are very much about continuous improvement. Even games like World or Warcraft that are played for years are continuously being updated.
  9. 9. Center
  10. 10. who’s using gamification
  11. 11. otherwise boring topics exciting ▪ KPMG “The Games” ▪ Telstra “JobJam” ▪ IBM = Inno8 logo’s please ▪ SE Water ▪ KRONOS ▪ State Trustees
  12. 12. time and attendance (T&A)
  13. 13. hr-ing with gaming ▪ recruiting ▪ onboarding – SE Water - mobile beacons ▪ engaging ▪ learning ▪ retaining
  14. 14. tutton’s 3 strategies to gamified employee engagement ▪ make it social – a safe place to fail until you succeed then choose how to brag about it. ▪ make it a linear challenge – games use sophisticated AI to do this but you don’t have to do this you can just use good curriculum design ▪ make it agile – constantly analyse it & iterate it – develop an agile iterative style – player analytics – (all the way through) – get your champions early and keep tweak it, testing it, collecting student data and recognising your champion stimulating them hooking them in THEN and only then will the rest follow.
  15. 15. todays takeaways on game design ▪ people are social, multiplayer cooperation and competition drives interaction ▪ a good feedback loop motivates people to achieve Mastery and Purpose – even Autonomy you have to play the game not copy the person next to you. ▪ more iterative testing will mean gratification is always a few clicks away. (We are do’ers) evolution is a “linear challenge”. ▪ all of this will help you create a more compelling UX but most of all provide. “a safe place to fail then……..
  16. 16. Other Workshops ▪ player motivation & employee engagement – self determination theory, neuroscience ▪ player types & employee engagement - artificial intelligence and the feedback loop with agile interative applications ▪ genre types & their application to gamificiation ▪ player motivation player analytics, player types ▪ multiplayer in the social media world