one fat sheep gamification
DESCRIPTION
Gamification has the power to solve problems and influence behaviour. One Fat Sheep (http://www.onefatsheep.com) specialises in applying game thinking to real-life initiatives to make for more rewarding and engaging expeirences.TRANSCRIPT
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GAME CHANGERCreating a Recognition Culture through Gamification
CREATIN DI ITA L CULTURE
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CREATIN DI ITA L CULTURE
We use digital technology to“INFLUENCE BEHAVIOUR”
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GAMIFICATION:“The art of applying game dynamics and game thinking to non-game initiatives to
solve problems and engage users”
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PATOLLI: 200 BC Mesoamerican
A SERIOUS GAME PLAYERS GAMBLED
» Food» Metals » Family
» Freedom
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DUNGEONS & DRAGONS: 1974 Wizards of the Coast
GAME DYNAMICS» » Experience Points» Hit Points» Levelling Up» Role Playing» Improvisation » Party Campaigns
Rules interpreted and controlled by the “Dungeon Master”
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PACMAN : 1980 Namco
Maximum points with no loss of life: 3hrs 41mins
Top Grossing Gameof All Time
Creation of an iconic
Character $2.5 Billion255 LEVELS
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11.5 Million Subscribers 22.7 Playing hours / week Mainly thru virtual goods
WOW generates:WOW 22.7 WORK 35 TV 39.25 $800 Million / Year
WORLD OF WARCRAFT : 2011 Massively Multiplayer Online Role Playing Game (MMORPG)
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STATUS Badges Leveling Up
SOCIAL Progress Bars Leaderboards Micro Leaderboards
ACTION Virtual Currency Rank Social Connectivity
Points / Credits Experience Points Rewards
GAME DYNAMICS / ENGAGEMENT TACTICSGAMIFICATION
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STATUS Sharing Comparison Communal Problem Solving
SOCIAL Competition Companion Gaming Chat
ACTION Commenting VOIP Network Building
Role Playing
GAME DYNAMICS / ENGAGEMENT TACTICSGAMIFICATION
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STATUS Narrative Limiting Time Challenges
SOCIAL Small Tasks Chain Schedules
ACTION Funnelling Element of Surprise Rapid Live Feedback
Illusion of Choice Guaranteed Success Virtual Goods
GAME DYNAMICS / ENGAGEMENT TACTICSGAMIFICATION
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“Engagement”
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“PURPOSE”Engagement via Engineered
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GamificationPlatform Cultural Engagement Strategy Behavioural
Change
PURPOSE Create an easily understood Narrative or Mission
VALUE Create ‘Value’ for Intangibles - Points and Credits
MEANINGFUL REWARD Meaning = Intrinsic Value
ACTION Motivate player to be self directed or competitive
FEEDBACK Listen, understand, refresh and improve.
25% TECHNOLOGY / 75% STRATEGYGAMIFICATION IS:
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x4 = 1x Gift on Purchase
STANDARD REDEMPTION CAMPAIGN
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BLISS: THE WHEEL OF HAPPINESS
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Enter code 1
Spin and Win Prize2Share Happiness
Socialise
3
4
GAMIFIED REDEMPTION CAMPAIGN
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The elements of fun and reward have the power to influence behaviour.
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VOLKSWAGEN: “THE FUN THEORY”
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BIG PROBLEM
CHANGE IN BEHAVIOUR
SOLUTION? Education / Fear / Money
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BIG PROBLEM
CHANGE IN BEHAVIOUR
SOLUTION? Game Dynamics : Status, Social, Action
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» Earn Points
» Get Rewards
» Learn
Valuing Green ActionRECYCLEBANK
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“GREEN YOUR HOME” CHALLENGE
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The Recyclebank contest was mentioned in more than:
» 4,000 tweets
» and 500 blog posts.
Increased Registrations and Participation:
» New registrations increased 42%
» 25% of participants visited the Challenge microsite 3x or more
Website Metrics Increased:
» Unique visitors: up 71%
» New visitors: up 112%
» Refer a friend: up 820%
» Avg. time spent on site: up 3x
Participant became more eco-aware:
» More than 60% of those surveyed indicated “moderate” to “considerable” increases in eco-knowledge
“GREEN YOUR HOME” CHALLENGE RESULTS:
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Results : Hollywood
» Saved $500,000 in disposal fees
» Generated $250,000+ in recycling revenue
» Two-thirds city residents participated each month
» Increased recycling tonnages by 130%
Valuing Green ActionRECYCLEBANK
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Game dynamics not only have the ability to influence behaviour, but also solve problems.
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TIME TO TAKE GAMES SERIOUSLY
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GAMERS SOLVE AIDS PUZZLE THAT BAFFLED SCIENTISTS FOR A DECADE
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The primary goal of games is to create entertainment
through intrinsic motivation.
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FUNDAMENTAL CULTURAL SHIFT
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PRODUCTION LINE
Linear / Waterfall
COLLABORATIVE MODEL
Dynamic / Agile
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GAMIFICATION AND AGILE COMPARISONAGILE PRINCIPLES GAME DYNAMICS
The team must be empowered to make decisions Autonomy
Limiting Time
Requirements high level only; lightweight & visual Simple Narrative
Develop small, incremental releases and iterate Small Tasks
Regular, short scrum meetings Rapid Feedback
Complete each feature before moving on to the next Levelling Up
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Status Badges
Agile Production Environment
Redcritter Rewards Store
REDCRITTER » Real-time Taskboard
» Badges and Rewards Store» Real-time Message Feeds
» » User Accomplishments
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Team Standings
Challenge based Admin
NITRO FOR SALESFORCE
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REWARDS MONITORING = HEALTH CHECK
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PERFORMANCE VRS. HEALTH» 50% of performance initiatives fail
» Because long-term health’s ignored
How Do We Value and Measure Health?
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using technology to create a
RECOGNITION CULTURE
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SOCIAL MEDIA
Open, Sharing, Transparent.
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COMMUNICATION
Cloud, Location, Global, Mobile.
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GAMIFICATION
SOCIAL MEDIA
SEARCH
catalyst for action
catalyst for connection
catalyst for information
2
3
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MOBILE, SOCIAL GAMING
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+
THE CHALLENGE 3 X Challenges were set-up where
patrons could earn instant points and redeem prizes in real-time.
For Example: Take a photo of the sauciest wing in the
basket to earn points
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+
THE RESULTS Duration: 12 weeks
Participants: 184,000 (*1 in 3 returned)
Social Impressions: 100 Million (Facebook / Twitter)
Brand Engagement: 90 sec. per challenge
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AS DIGITAL TECHNOLOGY EVOLVES OUR CULTURE EVOLVES
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characteristic TRADITIONALIST
(PRE 1946)
BABY BOOMERS (1946-1964)
GENERATION X (1965 - 1981)
MILLENNIALS(POST 1981-2000)
Generational Personality Sharing Optimistic / Competitive Skeptical Realistic
Management Style Chain of Command Change of Command Self-command Collaboration
Career Goals Build a Legacy Build a Steller Career Build a Portable Career Build Parallel Careers
Reward Self-satisfaction Recognition / Tital Autonomy Meaning
BalanceSupport me in shifting the balance
Help me balance every-
myself
Give me balance now, not when I’m 65
Work isn’t everything, I
balance all activities
Job ChangingJob changing carries stigma
Job changing puts you behind
Job changing is necessary
Job changing is part of my daily routine
TrainingI learned the hard way, you can too.
Train them too much and theyll leave
The more they learn the more they stay
Continuous learning is a way of life
Feedback No news is good newsAnnual feedback with lots of documentation
Sorry to interrupt, but how am I doing?
Feedback whenever I want at a push of a button
Data source: Lancaster and Stillman (2002)
INDUSTRIAL ERA TECHNOLOGY ERA
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27%
18% 17%
23%15%
Millenials 11-30 years
Next Generation under 11 years
Traditionalistsover 55 years
Baby Boomers 45-55 years
Generation X30-45 years
MILLENIALS ARE THE NEW MAJORITY Generation By % Population
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“If change inside of your organisation is slower
than the change outside, then the end is in sight.”
– Jack Welsh
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HYPE CYCLE FOR EMERGING TECHNOLOGY, 2011
GAMIFICATION
– Gartner 2011
TECHNOLOGY TRIGGER
PEAK OF INFLATED EXPECTATIONS
TROUGH OF DISILLUSIONMENT
SLOPE OF ENLIGHTENMENT
PLATEAU OF PRODUCTIVITY
EXPE
CTAT
IONS
Augmented Reality
Cloud Computing
Virtual Assitants
Gesture RecognitionMachine-to-Machine Communications
Mesh Networks: Sensor
Cloud/Web Platforms
Virtual Worlds
QR/Color CodeBiometric Authentication
Mobile Application Stores
Predictive AnalyticsSpeech Recognition
Location-Aware Apps
Internet TVWireless Power
Social Analytics
3D PrintingSpeech-to-Speech translation
Mobile Robots
Social TV
Quantum Computing
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SEARCHES ON TERM ‘GAMIFICATION’
October 2010 October 2011
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“By 2014, a gamified service for consumer goods marketing
and customer retention will become as important as
Facebook, eBay or Amazon...– Gartner Summit Report 2011
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...and more than 70 percent of Global 2000 organizations
will have at least one gamified application.”
– Gartner Summit Report 2011
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GAMIFICATION PLATFORMS INVESTMENT$17.5 Million
$14.5 Million
$6 Million
$5.7 Million
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PUT ON YOUR GAME DESIGNERS HAT.
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CONSIDER ‘USERS’ AS ’PLAYERS’1
HEARTS Socialisers Enjoy interating with other players
SPADES Explorers
Enjoy discovering at their own pace
CLUBS Killers Thrive on competition with other players
DIAMONDS Achievers
Driven by success, rewards and status
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REWARD. WHAT GETS RECOGNISED GETS REPEATED2
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RECOGNISE INTANGIBLE VALUE3 }Corporate Market Valuation Today
100%
80%
60%
40%
20%
Tangible Assets Intangible Assets
1975
83% 68% 32% 20% 19%
1985 1995 2005 2009
17%
32%
68%
80% 81%
Innovation Core InfrastructureStaff Wellbeing Social CapitalBrand Equity
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GIVE PURPOSE: SHOW PROGRESS4
Only 15% of Employees know their company’s top priorities
32% of employees doubt there’s a plan at all.
Progress is the #1 Motivator.
} Clear NarrativePersonal MissionSmall Measurabe Tasks Progress BarsLevelling Up
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OFFER REAL TIME FEEDBACK5 } Notifciations
Vitrual RewardsStatus UpdatesRank and Progress Bars
RESPONSE
ACTION
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FUN LEADS TO HIGHER ENGAGEMENT AND PRODUCTIVITY6
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CREATIN DI ITA L CULTURE
Phone: +64 3 669 2123Skype: cpavletichMobile: +64 22 021 8562
GAME DYNAMICSHAVE THE POWER TO CHANGE BEHAVIOUR
Carl Pavletich – Digital Strategist