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Gamification
    Strategies:
How to solve problems,
 motivate and engage
people through Games!

     Karl M. Kapp, Ed.D.,
  Author: The Gamification of
   Learning and Instruction
Why Games?


•   Storyline
•   Characters
•   Theme
•   Realism
•   Music
Why Games?


•   Storyline
•   Characters        Games make
•   Theme             an emotional
                      connection.
•   Realism
•   Music
Google “Kapp Notes”




                      2012 New Book:
        “The Gamification of Learning and Instruction”

       September 2011 Training Quarterly Article
  Improving Training: Thinking Like a Game Developer


                 July 2012 T&D Article
Games, Gamification and the Quest for Interactive Learning
Torn from the
book…
Agenda

         1                                     2
                                  What is gamification and why does it
What are games and                matter to marketing professionals?
gamification?




                            3
               What elements from games can be
               added to marketing efforts to maximize impact?
Games 1.0
4      2
       3
Games 1.0
     4                        3
                            How will the ball
  Where is my
                          bounce off the wall?
    opponent
going to go next?




    In what direction
   should I try to move
        the ball?
Games 2.0
Games 2.0

                                What is the pattern
   Should I shoot the
                                 these aliens are
aliens on the end or in
                                    following?
 the middle or all the
  bottom aliens first?




          How long do I have
           to shoot before an
          alien shoots at me?
Games 3.0
What must I do to
Where do I explore   achieve my goal?
      first?




                     What activities are
                     of the most value?
Games 4.0
Games 4.0              What activities give
                       me the most return
                        for my efforts?




    Can I trust this
  person who wants
  to team with me to
  accomplish a goal?
Games 4.0
        Flippy wants to
      become friends with
      you. Do you want to
       add Flippy to your
          friend’s list.
10,000 hours
     of
 Game play
                                                       13 hours
                                                       of console
                                                        games a
                                                          week
     87% of 8- to 17-
         year olds
     play video games
         Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
         US Department of Commerce



         at home.
Almost 43% of the
gamers are female and
26% of those females
     are over 18.




 Females play 5 hours a week of console
 games. They make up the majority of
 PC gamers at 63%.
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




  Gamification
Gaming


            (Serious ) Games                                                Gamification

                   Simulations                                                Course Hero
Whole                                                                                           Part

                     Toys                                                      Playful Design


                    Legos                                                       iPhone

                                                         Playing
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
http://success.adobe.com/microsites/levelup/index.html
http://www.coursehero.com/courses/
2 weeks after launching Courses (powered by gamification),
CourseHero received 350 suggested edits to existing courses and
122 requests for new courses.

Another 68 people offered to augment existing courses by creating
their own course to be hosted on coursehero.com.
Since the implementation of gamification elements, time
on site overall has increased around 5 percent.
For Gamified courses, the time on site for the Courses are
nearly three times as long as time onsite for all of
coursehero.com.

Social sharing of achievements increased nearly 400 percent
in three months.
Some people think Gamification is only about
points, badges, rewards and progress bars…




PBL (Points, Badges, Leader Boards)…
… if it was, this would be the most engaging
              game in the world.

       http://progresswars.com/
20% increase in profile completion.
Game                      Gamification
“A game is a system in         “Gamification is using game‐
which players engage in an     based mechanics, aesthetics 
abstract challenge, defined    and game thinking to engage 
by rules, interactivity and    people, motivate action, 
feedback that results in a     promote learning, and solve 
quantifiable outcome often     problems.”
eliciting an emotional 
reaction.”
NikePlus Stats for Karl
Story
Researchers have found that the                   Yep, People tend to remember facts
 human brain has a natural affinity                  more accurately if they encounter
    for narrative construction.                     them in a story rather than in a list.




                  And they rate legal arguments as
                   more convincing when built into
                  narrative tales rather than on legal
                               precedent.




Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times.
Melanie Green http://www.unc.edu/~mcgreen/research.html
Stories provide,
context, meaning and
      purpose
Story Elements
1. Characters

2. Plot (something has to happen).
3. Tension

 4. Resolution
5. Conclusion
• Games can support brand awareness through
  lifestyle association.

• Games can prominently feature a
  product/service in game play. The product can
  be central to the action of the game. If the
  product is incidental to game play, the brand
  will not be reinforced as much

• Games can be fully interactive, allowing the
  consumer to experience the product within
  the virtual confines of the gaming world.
Examples
Source:
http://blog.hubspot.com/blog/tabid/6307/bid/32993/How-Real-Businesses-Are-Using-Gamification-to-Spice-Up-Their-Marketing.aspx
http://www.financialsoccer.com/play/play.php
http://rexonateens.magiclick.net/Game/?sid=7D848AA4-B8C8-4639-BAD7-461CA1F755D4
Since it was launched in the fall of 2006, it has been
  played over 80,000 hours.
  It boasts an average game play time of over 30
  minutes per game play session.




http://www.sebringsemantics.com/
http://tinyurl.com/ampuvsy
http://www.energyville.com/
Changing
Behavior with Games
Changing Behavior




Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to
   pick up
   pencils
33% helped to
   pick up
   pencils
67% helped to
   pick up
   pencils
22%
intervened
56%
intervened
Take-Away

1) Interactivity of games leads to higher interaction with customers
   and potential customers..
2) Games provide a positive experience with a brand.
3) Games capture customer’s or potential customer’s' attention
   longer than other marketing or advertising methods.
4) Games give customers a positive experience to associate with the
   company/product or organization.
5) Games are a great lead-generation tool by enticing people to self-
   identify, providing contact information for future marketing efforts.
6) Games encourage others to interact with your
   organization/brand/product.
7) Games can influence people’s behavior. Use different game
   designs for different types of marketing.
Questions
   ?           Available at
              Amazon.com




            Twitter:@kkapp
            kkapp@bloomu.edu

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Gamification Strategies How to solve problems, motivate and engage people through Games!

  • 1. Gamification Strategies: How to solve problems, motivate and engage people through Games! Karl M. Kapp, Ed.D., Author: The Gamification of Learning and Instruction
  • 2.
  • 3. Why Games? • Storyline • Characters • Theme • Realism • Music
  • 4. Why Games? • Storyline • Characters Games make • Theme an emotional connection. • Realism • Music
  • 5. Google “Kapp Notes” 2012 New Book: “The Gamification of Learning and Instruction” September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer July 2012 T&D Article Games, Gamification and the Quest for Interactive Learning
  • 7. Agenda 1 2 What is gamification and why does it What are games and matter to marketing professionals? gamification? 3 What elements from games can be added to marketing efforts to maximize impact?
  • 9. Games 1.0 4 3 How will the ball Where is my bounce off the wall? opponent going to go next? In what direction should I try to move the ball?
  • 11. Games 2.0 What is the pattern Should I shoot the these aliens are aliens on the end or in following? the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me?
  • 13.
  • 14. What must I do to Where do I explore achieve my goal? first? What activities are of the most value?
  • 16. Games 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  • 17. Games 4.0 Flippy wants to become friends with you. Do you want to add Flippy to your friend’s list.
  • 18.
  • 19.
  • 20. 10,000 hours of Game play 13 hours of console games a week 87% of 8- to 17- year olds play video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  • 21. Almost 43% of the gamers are female and 26% of those females are over 18. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.
  • 22. Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification
  • 23. Gaming (Serious ) Games Gamification Simulations Course Hero Whole Part Toys Playful Design Legos iPhone Playing From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
  • 24.
  • 26.
  • 28.
  • 29.
  • 30. 2 weeks after launching Courses (powered by gamification), CourseHero received 350 suggested edits to existing courses and 122 requests for new courses. Another 68 people offered to augment existing courses by creating their own course to be hosted on coursehero.com.
  • 31. Since the implementation of gamification elements, time on site overall has increased around 5 percent.
  • 32. For Gamified courses, the time on site for the Courses are nearly three times as long as time onsite for all of coursehero.com. Social sharing of achievements increased nearly 400 percent in three months.
  • 33.
  • 34. Some people think Gamification is only about points, badges, rewards and progress bars… PBL (Points, Badges, Leader Boards)…
  • 35. … if it was, this would be the most engaging game in the world. http://progresswars.com/
  • 36. 20% increase in profile completion.
  • 37. Game  Gamification “A game is a system in  “Gamification is using game‐ which players engage in an  based mechanics, aesthetics  abstract challenge, defined  and game thinking to engage  by rules, interactivity and  people, motivate action,  feedback that results in a  promote learning, and solve  quantifiable outcome often  problems.” eliciting an emotional  reaction.”
  • 39.
  • 40. Story
  • 41. Researchers have found that the Yep, People tend to remember facts human brain has a natural affinity more accurately if they encounter for narrative construction. them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent. Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green http://www.unc.edu/~mcgreen/research.html
  • 43. Story Elements 1. Characters 2. Plot (something has to happen). 3. Tension 4. Resolution 5. Conclusion
  • 44. • Games can support brand awareness through lifestyle association. • Games can prominently feature a product/service in game play. The product can be central to the action of the game. If the product is incidental to game play, the brand will not be reinforced as much • Games can be fully interactive, allowing the consumer to experience the product within the virtual confines of the gaming world.
  • 49. Since it was launched in the fall of 2006, it has been played over 80,000 hours. It boasts an average game play time of over 30 minutes per game play session. http://www.sebringsemantics.com/
  • 54. 28% helped to pick up pencils
  • 55. 33% helped to pick up pencils
  • 56. 67% helped to pick up pencils
  • 57.
  • 60. Take-Away 1) Interactivity of games leads to higher interaction with customers and potential customers.. 2) Games provide a positive experience with a brand. 3) Games capture customer’s or potential customer’s' attention longer than other marketing or advertising methods. 4) Games give customers a positive experience to associate with the company/product or organization. 5) Games are a great lead-generation tool by enticing people to self- identify, providing contact information for future marketing efforts. 6) Games encourage others to interact with your organization/brand/product. 7) Games can influence people’s behavior. Use different game designs for different types of marketing.
  • 61. Questions ? Available at Amazon.com Twitter:@kkapp kkapp@bloomu.edu