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Gamification [GEI:MI:FI:KEIJ:SHUN] Jan Bidner, 2015-03-18 Presentation and Workshop Sogeti Mitt AB

Gamification sogeti-workshop

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Gamification[ G E I : M I : F I : K E I J : S H U N ]

J a n B i d n e r , 2 0 1 5 - 0 3 - 1 8

Presentation and Workshop Sogeti Mitt AB

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MOTIVATION

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ENGAGEMENT

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CHANGE

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BEHAVIOUR

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DRIVES

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EXPERIENCES

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Greatest Experience Industry!

#1

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Source: Entertainment Software Association 2012

Average Gamer is 35 years68% are 18 and older

47% are womenMore grown women are gamers

than boys under 18

#2

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10 % 20 %

30 % 90%

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Gamif icat ionT h e d e f i n i t i o n

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“the use of game mechanics

and game design

techniques

in non-game contexts …”

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“…in order to create a more engaging

user experience”

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BLACK BELT

UX

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2 0 0 6

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NOT TECHNOLOGY DRIVEN!

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2 0 1 0

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Points

Badges

Leaderboards

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Fail, 80

Success, 20

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Rolighetsteorin

”Happiness is the easiest way to make People change their behavior”

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”glädje är det absolut lättaste sättet att få människor ändra sitt beteenden”

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”glädje är det absolut lättaste sättet att få människor ändra sitt beteenden”

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”glädje är det absolut lättaste sättet att få människor ändra sitt beteenden”

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”glädje är det absolut lättaste sättet att få människor ändra sitt beteenden”

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”glädje är det absolut lättaste sättet att få människor ändra sitt beteenden”

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That’s a lot of

Fun…

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The French Postal Service

Dropout ra te 25%!

Play a work ing week

Dropout ra te 8%

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Strukturell Gamification

Serious Games - Narrativ

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change

Behaviours

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Know about

Core Drives & NeedsKnow about

Player Types

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Physical needs

Safety

Love/belonging

Esteem

Self actualization

Abraham Maslow

Hierarchy of Needs

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Yu-kai Chou

Octalysis

8 core

Drives

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Mening

Förverkligande

Grupptryck

Oförutsägbarhet

Undvikande

Underskott

Ägarskap

Prestation

Drivkrafter

Vän-inbjudningarSociala skatter / givandeUtropaAvundsjukaGruppuppdragSkrytMåste-ha-marknadsföringTacksamhetsekonomiMentorskapSocialt puffandeDelaGilla

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sociala

Media

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Mening

Förverkligande

Grupptryck

Oförutsägbarhet

Undvikande

Underskott

Ägarskap

Prestation

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What drives you?

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WORKSHOP

- What’s the Case?

- Real problems to be solved in customer business context

- Gamification ideas workshop

- Refinement?

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Workshopping!

• Effectmapping – What are the perceived effectgoals? What do we want to achieve?

• Content is king

• What are the target end user groups?

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ACTUAL INPUT FROM CUSTOMER

• More visits, more buys, profit from specificcustomer segments

• ”on-top” functionality to drive key metrics (in addition to loyalty program)

• Later this year - Stamps…

• Loyalty...

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Brainstorming gamification ideas• Game mechanics as well as player types and drives considered

• Write post it notes 5 min, put on whiteboard and reflect in full group

• Iterate ideas

• What player types? – What drives can we map? Can we add any mechanic to attract other playertypes? More unpredictability? More meaning? More socializing?

• Black Hat? White Hat? Extrinsic/Intrinsic motivation?

• Groups to refine ideas – pick an idea and gather in the group to refine and elaborate.

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Thanks!

@janbidner

[email protected]