際際滷

際際滷Share a Scribd company logo
Peaches Industries Gamification story
From Zero to Hero with
Gamifcation
Peaches Industries 2013
Content
 Introduction of Peaches Industries
 Common Challenges of End User
engagement
 Gamification principles
 Gamification mechanics
 Practical Gamification examples
Zurich, Switzerland
Helsinki, Finland
Portals for Human Beings
Meet the Peaches
CHRIS MLLER
Founding Partner & CEO
Principal Consultant
EMILIANO BRANCA
Senior Project Manager
DETLEF MENDE
Business Development
MARIANNA MORI
Communication &
Social Media
JUSSI MORI
Founding Partner
Principal Consultant
PETTERI MKEL
Lead SharePoint
Developer
TIM GORREE
Social Media Expert
Common End User adoption Challenges
Lets have a look at some numbers
Customers:
54% are inactive in loyalty programs
69% dont use online communities
Employees:
50% dont fully adopt to enterprise software
88% dont use social enterprise software
Source: Gartner
Some common problems with Information portals
 High bounce rates: Users have a look and do not
return to the site
 Low adoption: Users rarely visit and use the sites
 Differentiation: most intranet sites look the same ->
Boring
 Too few or negative referrals: People do not talk
about the sites or give negative feedback
 No click-throughs: Users do not react to e-mails
which contain Deep links
The Technology acceptance model
External
variables
Perceived
usefulness
Simple
To use
Personal
attitude
Intention to
use
Actual
system use
The Gamification
influence point!
Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
Gamification principles
People have fundamental desires for:
 Status
 Reward
 Achievement
 Self-Expression
 Competition
 Altruism
Why Gamification actually works
These desires are universal and
across cultures, genders,
generations and demographics!
The 8 core motivation drives
Source: Octalysis Gamification Framework by Yu-Kai Chou
LEFT BRAIN RIGHT
BRAIN
Meaning
Avoidance
Accomplishment Empowerment
Ownership
Security Unpredictability
Social
Pressure
Why do you want to drive people?
When more people participate, you can
 improve collaboration (Empowerment)
 improve individual motivation (social pressure)
 speed up the learning process (Accomplishment)
 cultivate team spirit (Meaning)
 improve system and content analytics (Constant improvement)
 last but not least, predict End-User behavior! (Constant
improvement)
Gamification mechanics
 S for Status: Boasting rights about a certain
status.
 A for Access: Giving privileged access to users.
For instance VIP lanes in nightclubs.
 P for Power: Giving power over other users in
the system. For example forum moderation.
 S for Stuff: Tangible objects to win. Freebies,
goodies, etc.
The SAPS rewarding principle
Hyper available feedback loops
 A player is always aware of the current
progress within the game
 A player is always aware of the next steps
ahead and how to get there
 A player always knows if she or he performs
well
 A player can use this information to bring his
or her skills to the next level
The FLOW state
Achieving of FLOW  The players state between anxiety
and boredom, meeting his own motivational level in that
experience.
Source: The FLOW theory by Mihaly Csikszentmihalyi
Ability
Stress
Bored
Overwhelmed!
The FLOW state
Some examples when being in a FLOW state
 While driving a car during high traffic
 While playing an exciting game
 While fly fishing
 While doing sports
 While listening to music we love
When we are in a FLOW state, we are in the most
productive state on the current task at hand!
The FLOW state
In FLOW state we
 focus and our senses are sharp and clear
 do not feel at all self conscious
 forget all worries and anxieties entirely
 experience a sense of full control
 feel time differently
 find the current activity intrinsically rewarding
 experience a merge of action and awareness
Practical Gamification examples for Innovation
Processes
Ideas for Gamification of Innovation
Ideas are the currency of the future!
 Submit Innovation ideas and get rewarded
 Create communities around ideas
 Have your ideas vetted by others and earn status
 Review and comment other peoples ideas to earn points
 Collaborate with others in the company to synthesize ideas
from different viewpoints
Ideas for Gamification of Innovation
 Have virtual currency where people can invest into
ideas (Coins)
 Every employee becomes a virtual Venture Capitalist for
Ideas and innovations
Ideas for Gamification of Innovation
 Have immersive spaces where people can connect
and innovate together
 Structured workshops
 Ideation sessions
 Virtual representations of people (Helps to overcome cultural
differences and shyness)
 Decrease travel costs
 Allows people to stay more engaged over a longer period of
time. (Element of play which keeps you energized)
Practical Gamification examples for SharePoint 2013
Use Case eLearning
 Track and visualize earned skills of employees
 Use hyper available feedback loop principle to
visualize and bring transparency to progress
 Use leader boards for status and badges for reward
 Give access to advanced content after reaching a
certain level
 Create tutorials for newbies, to learn about company
related information
 Use avatars to express progress and allow
individualization
Peaches Industries Gamification story
Use Case Project Management
 Gamify time and task reporting for project members
 Give rewards for completed tasks / user stories /
whole projects
 Visualize project progress
 Past, present, Future
 My progress, team progress
 Use the hyper available feedback loop principle to
boost project performance
Peaches Industries Gamification story
Use Case Metadata in SharePoint
Status through metadata
 Metadata Hero! 30 percent of all documents uploaded
have high quality metadata
 Metadata Superhero! All uploaded documents have high
quality metadata
 Metadata Rockstar! Filled in all documents with metadata
in a team site
 Metadata Archaeologist! Sent feedback about term sets to
the portal team
 Metadata Flashmobber! Termsets have been extended by
the user directly
Peaches Industries Gamification story
On the bottom line:
Emotions are key to human productivity
Portals for human beings
Peaches Industries Gamification story

More Related Content

Peaches Industries Gamification story

  • 2. From Zero to Hero with Gamifcation Peaches Industries 2013
  • 3. Content Introduction of Peaches Industries Common Challenges of End User engagement Gamification principles Gamification mechanics Practical Gamification examples
  • 5. Meet the Peaches CHRIS MLLER Founding Partner & CEO Principal Consultant EMILIANO BRANCA Senior Project Manager DETLEF MENDE Business Development MARIANNA MORI Communication & Social Media JUSSI MORI Founding Partner Principal Consultant PETTERI MKEL Lead SharePoint Developer TIM GORREE Social Media Expert
  • 6. Common End User adoption Challenges
  • 7. Lets have a look at some numbers Customers: 54% are inactive in loyalty programs 69% dont use online communities Employees: 50% dont fully adopt to enterprise software 88% dont use social enterprise software Source: Gartner
  • 8. Some common problems with Information portals High bounce rates: Users have a look and do not return to the site Low adoption: Users rarely visit and use the sites Differentiation: most intranet sites look the same -> Boring Too few or negative referrals: People do not talk about the sites or give negative feedback No click-throughs: Users do not react to e-mails which contain Deep links
  • 9. The Technology acceptance model External variables Perceived usefulness Simple To use Personal attitude Intention to use Actual system use The Gamification influence point! Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
  • 11. People have fundamental desires for: Status Reward Achievement Self-Expression Competition Altruism Why Gamification actually works These desires are universal and across cultures, genders, generations and demographics!
  • 12. The 8 core motivation drives Source: Octalysis Gamification Framework by Yu-Kai Chou LEFT BRAIN RIGHT BRAIN Meaning Avoidance Accomplishment Empowerment Ownership Security Unpredictability Social Pressure
  • 13. Why do you want to drive people? When more people participate, you can improve collaboration (Empowerment) improve individual motivation (social pressure) speed up the learning process (Accomplishment) cultivate team spirit (Meaning) improve system and content analytics (Constant improvement) last but not least, predict End-User behavior! (Constant improvement)
  • 15. S for Status: Boasting rights about a certain status. A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs. P for Power: Giving power over other users in the system. For example forum moderation. S for Stuff: Tangible objects to win. Freebies, goodies, etc. The SAPS rewarding principle
  • 16. Hyper available feedback loops A player is always aware of the current progress within the game A player is always aware of the next steps ahead and how to get there A player always knows if she or he performs well A player can use this information to bring his or her skills to the next level
  • 17. The FLOW state Achieving of FLOW The players state between anxiety and boredom, meeting his own motivational level in that experience. Source: The FLOW theory by Mihaly Csikszentmihalyi Ability Stress Bored Overwhelmed!
  • 18. The FLOW state Some examples when being in a FLOW state While driving a car during high traffic While playing an exciting game While fly fishing While doing sports While listening to music we love When we are in a FLOW state, we are in the most productive state on the current task at hand!
  • 19. The FLOW state In FLOW state we focus and our senses are sharp and clear do not feel at all self conscious forget all worries and anxieties entirely experience a sense of full control feel time differently find the current activity intrinsically rewarding experience a merge of action and awareness
  • 20. Practical Gamification examples for Innovation Processes
  • 21. Ideas for Gamification of Innovation Ideas are the currency of the future! Submit Innovation ideas and get rewarded Create communities around ideas Have your ideas vetted by others and earn status Review and comment other peoples ideas to earn points Collaborate with others in the company to synthesize ideas from different viewpoints
  • 22. Ideas for Gamification of Innovation Have virtual currency where people can invest into ideas (Coins) Every employee becomes a virtual Venture Capitalist for Ideas and innovations
  • 23. Ideas for Gamification of Innovation Have immersive spaces where people can connect and innovate together Structured workshops Ideation sessions Virtual representations of people (Helps to overcome cultural differences and shyness) Decrease travel costs Allows people to stay more engaged over a longer period of time. (Element of play which keeps you energized)
  • 24. Practical Gamification examples for SharePoint 2013
  • 25. Use Case eLearning Track and visualize earned skills of employees Use hyper available feedback loop principle to visualize and bring transparency to progress Use leader boards for status and badges for reward Give access to advanced content after reaching a certain level Create tutorials for newbies, to learn about company related information Use avatars to express progress and allow individualization
  • 27. Use Case Project Management Gamify time and task reporting for project members Give rewards for completed tasks / user stories / whole projects Visualize project progress Past, present, Future My progress, team progress Use the hyper available feedback loop principle to boost project performance
  • 29. Use Case Metadata in SharePoint Status through metadata Metadata Hero! 30 percent of all documents uploaded have high quality metadata Metadata Superhero! All uploaded documents have high quality metadata Metadata Rockstar! Filled in all documents with metadata in a team site Metadata Archaeologist! Sent feedback about term sets to the portal team Metadata Flashmobber! Termsets have been extended by the user directly
  • 31. On the bottom line: Emotions are key to human productivity Portals for human beings