This document discusses gamification principles and mechanics that can be applied to common challenges with user engagement. It provides examples of how gamification can be used to motivate users and drive participation. Specifically, it discusses using status, rewards, achievement and competition to tap into peoples' fundamental desires. It also outlines practical gamification examples that could be applied to innovation processes and project management on SharePoint 2013, such as tracking skills and providing rewards to gamify tasks.
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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
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
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)
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