The document discusses gamification for enterprises. It provides statistics on gamers such as the average age being 37 and 42% being female. It compares key differences between games and business applications, such as clear goals and feedback in games. Gamification is defined as using game design techniques to solve problems and engage audiences. Common game mechanics for gamification include points, badges, levels, and leaderboards to motivate and reward users. The predictions are that by 2015, over 50% of organizations will gamify innovation processes and over 70% of large companies will have at least one gamified application.
3. Game Facts
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
http://www.enterprise-gamification.com/index.php/facts
4. 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, forbidden, punished, dont
spectacular, brag about it talk about it
Encourage the Motivate users
player to stay to do their job
in the game better
5. What is Gamification ?
Gamification is the use of game design
techniques and mechanics to solve problems
and engage audiences.
Gamification elements are already present in
everyday activities such as happy hours,
loyalty programs, etc.
http://en.wikipedia.org/wiki/Gamification
6. Game Mechanics
Points : Measure the users 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
7. Game Mechanics
1. Achievement 17. Epic Meaning 33. Progression Dynamic
2. Appointment Dynamic 18. Extinction 34. Ratio Reward Schedules
3. Avoidance 19. Fixed Interval Rewards Schedules 35. Real-time v. Delayed Mechanics
4. Behavioral Contrast 20. Fixed Ratio Rewards Schedule 36. Reinforcer
5. Behavioral Momentum 21. Free Lunch 37. Response
6. Blissful Productivity 22. Fun Once, Fun Always 38. Reward Schedules
7. Cascading Information Theory 23. Interval Reward Schedules 39. Rolling Physical Goods
8. Chain Schedules 24. Lottery 40. Shell Game
9. Communal Discovery 25. Loyalty 41. Social Fabric of Games
10. Companion Gaming 26. Meta Game 42. Status
11. Contingency 27. Micro Leader-board 43. Urgent Optimism
12. Countdown 28. Modifiers 44. Variable Interval Reward Sched.
13. Cross Situational Leaderboards 29. Moral Hazard of Game Play 45. Variable Ratio Reward Schedule
14. Disincentives 30. Ownership 46. Viral Game Mechanics
15. Endless Games 31. Pride 47. Virtual Items
16. Envy 32. Privacy
SCVNGR's Secret Game Mechanics Playdeck : http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
8. Flow : Keeping The Balance
Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
9. Predictions
Analysts predict that by 2015, more than 50% of
organizations will gamify their innovation processes.
More than 70% of Global 2000 organizations will
have at least one gamified application
2012
$100Mio $2800Mio
$300Mio
2011 2016
Gamification Market
Gartner