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Become a Social Business Leverage User Adoption Through Gamification

Sasja Beerendonk | Collaboration consultant @ e-office

Agenda

• About me • What is gamification ?

• Gamification is everywhere • Statistics and research

• Gamification and adoption • 10.000 hours • NWOW • Yellow&Blue • The path to social collaboration:

change is social

• What motivates us? • Maslow – Pink – Fogg

• How does gamification work? • Measure, reward, enhance –

desired behaviour • Game techniques / Behaviour

motivators • Roadblocks to change • Extrinsic / Intrinsic behaviour • Behaviour loop

• Gamification for IBM® Connections®

About me

• sasja.beerendonk@e-office.com • twitter.com/sbeerendonk • http://nl.linkedin.com/in/

sbeerendonk • http://thoughtsoncollaboration.com • www.e-office.com

e-office 1970 history teacher

collaboration consultant Rotterdam

social IBM cooking adoption cats-and-dogs travel sci-fi spinach

Source: Wikipedia

What do you think of at the word gamification?

• Gamification is the use of game elements and game design techniques (mechanics) to enhance non-games.

• Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used.

Gamification won't solve your business problem it only solves your (short-term) engagement problem

It’s about meaning, not flair to pursue purpose, not leaderboard points

Encourage users to engage in desired behavior

game mechanics behaviour motivatorspoints reward

levels status

badges achievement

leaderboards competition

challenges self-expression

feedback altruism

Gamification is everywhere

In consumer areas

Greener energy

• Utilities company

• Nissan Leaf

And also business-like

• LinkedIn

http://www.gartner.com/it/page.jsp?id=1629214

Gartner Research

• By 2014, more than 70% of Global 2000 organizations will have at least one gamified application

• By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes

Statistics and research

how many of you are gamers?

is it a boy thing?

is playing games a waste of time?

what is the average age of gamers?

Source: Newzoo, National Gaming Research 2012, UK

2012 gaming research

55.000.000 hours per day

33,6 million gamers

53% men

47% womenwomen little less hrs

men little more hrs

average age is 30

Source: Newzoo, National Gaming Research 20112 US

2012 gaming research

271.000.000 hours per day

157 million gamers

53% men

47% womenwomen little less hrs

men little more hrs

average age is 30

Source: Phil Toledano in Reality is Broken by Jane McGonigal

What do you see?

urgency

optimism

concentration‘anxiety’

surprise

Outliers, Malcom Gladwell, The 10.000 hrs succes theory

Time spent gaming

• If we could only engage our employees to put in as many hours learning …

training

playing games10,000 hrs!

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

How does gamification leverage user-adoption ?

ADOPTION

The way we work now

The way we work new

The way we work now

Make social collaboration possible

Social collaboration, how do I start?

structure & process

process | control | predictable manage | low costs | mechanical

9 to 5 | no errors | internal focus no change | control | process leading

smart & flexible

knowledge | information | everywhere network | creativity | goal oriented

intrinsically | independent | trust collaborate | discipline | facilitate

Yellow & Blue

Clicker training – Teaching a chain of actions

• Small steps • Instant feedback • Positive rewards

• Turning on the light switch • Touch the plate with her nose • Change the position of the plate • Position the plate on the wall • Jump on the chair

(so she can reach the switch on the wall)

• Put together the chair and the switch

• The real switch • Put it all together: jump and switch

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

How does gamification leverage user-adoption ?

ADOPTION

The way we work now

The way we work new

The way we work now

How does gamification work ?

measure

reward

enhance

Set goals, levels, points and measure if they are met.

Give feedback, give badges, show the best.

Indicate what needs to be done to go further, invite to use advanced functionality or show desired behaviour.

Drive engagement with game design techniques

rapid/instant feedback

tasks that are challenging but achievable

clear goals and rules

a compelling narrative

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

Some roadblocks to change

• Fear of the unknown • Comfort with the status quo • Pushback on being forced to change • No sense of the future possible benefit • Being overwhelmed with possibilities • Change is a process not an event • Change takes time • Change is made real by what people do

Change is social !

How then?

• Profile progress – Photo – About me – Tags – Network – Tag others – Status updates

beginner

advanced

expert

Source: John McGuigan, Fiberlink Communications

Sticks and carrots: path to sustained adoption

usage

time

increased utility

financial rewards / carrots

punishment / sticks

Behaviour loop

desire

challenge

incentive

mastery

achievement / reward

feedback

social

Is gamification a long-term approach?

gamification

intrinsic/long term

extrinsic rewards

Gamification in social software

• Badgeville for Yammer + Jive + IBM Connections ® • Bunchball Level Up for IBM Connections ® • ISW Kudos Badges for IBM Connections ® • TemboSocial The Hive for IBM Connections ®

IBM partner On-premise environment Focused on first steps and long-term Integration with other tools Customize Badges, Ranks