dare 2b digital - joe wilder
TRANSCRIPT
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The next generation of enterprise gamification
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What is it all about ?!
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Gamification on the road…
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Gamification in education
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Gamification in education
A. Immediate feedback
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Gamification in education
A. Immediate feedbackB. It is FUN !
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Gamification in social networks
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Engagement challenge
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Millennials are 50% of the workforce
Millennials don’t stay for long but want to know where headed…
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ENGAGEMENT, MILLENIALS AND LINE-OF-SIGHT
Image credit: Philip Toledanohttp://www.mrtoledano.com/Gamers/02
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Intrinsic motivation: a job well done
“Children who expect rewards for an activity are less likely to engage in the same activity than those who are extrinsically motivated”
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NEXT GEN GAMIFICATION – MAKE EVERYONE A HERO
Video - https://www.youtube.com/watch?v=X4UF_dUqH6w
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•Next-gen. gamification software (SaaS)
• #1 Gamification platform by EGC tm.
•Gamification, beyond points & badges
• Focus on Enterprise Customers
• Fast and sustainable results
•Customer success team
•Proven methodology
PAR
TNER
S
GAMIFICATION INNOVATION
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Implementation Approach
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Game narratives
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Results driven
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Implementation Approach
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EVENT BASED MICRO LEARNING AND COACHING
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Implementation Approach
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Announce
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Implementation Approach
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• User engagement
• Behavioral trends
Measure
• Segment users
• Identify drivers
Identify• Personalization
• Dedicated challenges
• Adjustments
Optimize
PEOPLE ANALYTICS AND OPTIMIZATION
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MOVE THE PERFORMANCE NEEDLE
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Turning business to pleasure
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Gamification in adoption of new technology
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Gamification in adoption of new technology
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We’re playing games
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We’re not playing games
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Use cases
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Success stories
: + 10% in customer service KPIs
: 3X more product learning
: 4X more knowledge collaboration
: Strategic product sales up 10%
: Improving sales, global call centers
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CASE STUDY
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CASE STUDY• Business
• Credit Union
• Provide financial services to the CU members
• Process
• Training of new hires
• Products Knowledge
• Knowledge refreshment
• Users
• Located in USA
• Role - Provide financial services to SF clients
• Tier1 – Back-office
• Tier2 – Frontline
• Tier3 – Frontline experts
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CASE STUDY
• Content - 7 content profiles (new employees, insurance, loans, pensions, payments, etc.)
• Profile 1: basic knowledge (up to 2 months)
• Profiles 2-4: intermediate knowledge (up to 3 months)
• Profiles 5-7: advanced knowledge (up to 4 months)
• Goal
• Completion of training
• Completion of training on time
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Game mechanics used:
• Gamified knowledge trainings:
• Links to knowledge (SF website)
• Complete quizzes
• Complete simulation
• Progression
• Recognition:
• Badges
• Communication
• Achievements and rewards
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Game scope
Narrative – Scavenger Hunt
• Goal – collect all hidden Dream Team Dollars (Redeemable Points)
• Find the right locations by using the hints
• Progress to the next continent
• Collections
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• Continent per role:
• Back-office: South, North America
• Front-line intermediate: All except Australia
• Front-line experts: All continents
• Dream team dollars
• Complete activities to get miles
• Use miles to find the photos
• Receive dream team dollars for every photo
• Collection game
• Collect 5 out of 10 photos in each continent (example)
• After collecting 5 photos, the continent will be locked
• Hints – find the cities (don’t step on the landmines)
Game flow
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• Direct - personal• Retention
• Recognition / feedback on progress
• Did you know - campaign promotion (+launch)
• Indirect – org• Managers provide feedback to players (based on analytics)
• Training manager provides feedback to branch/team managers (based on analytics)
Communication
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•~500 participants
•90% completion rate !
•Feedback
“We loved the game ! it was a refreshing change to our typical i-Learn activities”
Results