gamification for enterprises
TRANSCRIPT
Gamification for Enterprises
Abdulbasıt Gülşen
03.12.2011
Average age of gamers in years: 37
% of gamers older than Fifty: 25
% of youth playing computer & video games: 97
% of female gamers: 42
Social vs. Competitive Games: >3:1
Avg. of hours/week played in World of Warcraft (WoW): 22
# of articles in WoWWiki: ˜250,000
Rank of WoWWiki compared to all Wikis: 2nd
Rank of Wikipedia: 1st
Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty
Game Facts
http://www.enterprise-gamification.com/index.php/facts
Game vs. Business Application
Game Business Application
Tasks Repetitive, but fun Repetitive, and dull
Feedback Constantly Once a year
Goals Clear Contradictory, Vague
Path to Mastery Clear Unclear
Rules Clear, intransparent Unclear, intransparent
Failure Expected, encouraged,
spectacular, brag about it
forbidden, punished, don’t
talk about it
Encourage the player to stay in the game
Motivate users to do their job
better
Gamification is the use of game design
techniques and mechanics to solve problems
and engage audiences.
http://en.wikipedia.org/wiki/Gamification
Gamification elements are already present in
everyday activities such as happy hours,
loyalty programs, etc.
What is Gamification ?
Game Mechanics
• Points : Measure the user’s achievements in relation to others
and keep the user motivated for the next reward or level
• Badges : Reward users with badges after completing tasks
• Levels : Encourage users to level up by giving extra authorizations and
benefits
• Challenges : Challenge users to achieve goals
• Leaderboards : Rank users to motivate and encourage
them to become players
Game Mechanics
1. Achievement
2. Appointment Dynamic
3. Avoidance
4. Behavioral Contrast
5. Behavioral Momentum
6. Blissful Productivity
7. Cascading Information Theory
8. Chain Schedules
9. Communal Discovery
10. Companion Gaming
11. Contingency
12. Countdown
13. Cross Situational Leaderboards
14. Disincentives
15. Endless Games
16. Envy
17. Epic Meaning
18. Extinction
19. Fixed Interval Rewards Schedules
20. Fixed Ratio Rewards Schedule
21. Free Lunch
22. Fun Once, Fun Always
23. Interval Reward Schedules
24. Lottery
25. Loyalty
26. Meta Game
27. Micro Leader-board
28. Modifiers
29. Moral Hazard of Game Play
30. Ownership
31. Pride
32. Privacy
33. Progression Dynamic
34. Ratio Reward Schedules
35. Real-time v. Delayed Mechanics
36. Reinforcer
37. Response
38. Reward Schedules
39. Rolling Physical Goods
40. Shell Game
41. Social Fabric of Games
42. Status
43. Urgent Optimism
44. Variable Interval Reward Sched.
45. Variable Ratio Reward Schedule
46. Viral Game Mechanics
47. Virtual Items
SCVNGR's Secret Game Mechanics Playdeck : http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
Flow : Keeping The Balance
Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
Analysts predict that by 2015, more than 50% of
organizations will gamify their innovation processes.
Gartner
More than 70% of Global 2000 organizations will
have at least one gamified application
Predictions
•$100Mio
2011
•$300Mio
2012 •$2800Mio
2016
Gamification Market
Gamified Applications : SAP Community Network
Gamified Applications : Loyalty Programs
Having fun with Accounts Payable
SAP Gamification Cup Winner
SAP Gamification Cup: Gamified Manufacturing
References & Sources :
• SAP Teched 2011 Gamification Presentation by Mario Herger
• http://www.enterprise-gamification.com
• http://en.wikipedia.org/wiki/Gamification
• http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
• Gartner Press Release May 2011: http://www.gartner.com/it/page.jsp?id=1629214
Questions