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The Gamification Of Wellness
April 18, 2013
Presenter: Claire G. Herring
Is Gaming a Fad?
No.
When Atys was king of Lydia in Asia Minor 3000
years ago….
Gaming Facts
69% of heads of household play computer or video games
97% of children play computer and video games
40% of gamers are women
The average gamer is 35 years old and has been
playing games for 12 years.
What is Gamification?
A technique designed to engage and motivate people to learn new information and solve problems.
An Incomplete History of Gamification
1937 1984 2007 2009 B.F. Skinner’s
system of operant conditioning
Charles Coonradt “Grandfather of Gamification”
Created and released in Japan.
22 million sold worldwide.
Local commerce, social-networking
application
Why Gamification? What are the Pain Points?
• Lack of Employee/Consumer Engagement • Lack of Knowledge Transfer • Lack of Behavior Changes
Just Around the Corner
70% of Global 2000 Companies will use
Gamification Solutions by 2015
Gartner Inc., 2012.
The Gamification of Wellness Today
But the Bigger News is…
80% of Current Gamified Applications Will Fail to Meet
Business Objectives Due to Poor Design
Gartner Inc., 2012.
Game Design is Tricky
• Lots of Ways to “Get it Wrong” • Mismatching incentives with irrelevant behaviors • Over-doing gaming • Leaving loop-holes
Poorly-designed reward systems can cheapen the learning experience
Wellness Training Now and in the Future
Present
Future
Formal corporate wellness programs Wellness is primarily physical wellness LMS of wellness information, newsletters…
Culture shift to lifestyle wellness Mental wellness goes mainstream Gamified, self directed, informal learning opportunities
Designing for Success
1. What’s the objective? 2. How much time are you being given to train? 3. Where do your users work (on-the-go, sitting)? 4. How will you measure success?
5 Elements of Great Games
1. Self-representation with avatars 2. Offers feedback 3. Competitive features 4. Time Pressure 5. Social interaction
Using Science to Design a Better Training Application
• 70% of all new learning occurs informally. • Extrinsic motivation doesn’t necessarily work. • People can retain about 4 new pieces of information. • Novel activities improve recall and knowledge
transfer. • Coupling pictures with facts improves retention. • Visual thinking speeds problem solving.
Gamifying - Build versus Buy
• Cost • Core Competency • Resources • Timing