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Gamification for Enterprises


Abdulbas脹t G端len
abdulbasit@gulsen.net
03.12.2011
Gamification For Enterprises
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
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
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
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
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/
Flow : Keeping The Balance




 Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
                           Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
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
Gamified Applications : SAP Community Network
Gamified Applications : Loyalty Programs
SAP Gamification Cup Winner

     Having fun with Accounts Payable
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
Gamification For Enterprises
Questions

More Related Content

Gamification For Enterprises

  • 1. Gamification for Enterprises Abdulbas脹t G端len abdulbasit@gulsen.net 03.12.2011
  • 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
  • 10. Gamified Applications : SAP Community Network
  • 11. Gamified Applications : Loyalty Programs
  • 12. SAP Gamification Cup Winner Having fun with Accounts Payable
  • 13. SAP Gamification Cup: Gamified Manufacturing
  • 14. 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