Gamification is a buzzword in business these days. Both Fortune Magazine and Wall Street Journal have noted this trend in late 2011. M2 Research predicts that the Gamification market will reach 2.6 billion by 2016. Gartner predicts that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations
As with any innovative trend, best practices are still emerging. Some businesses are taking a “chocolate covered broccoli” approach, simply adding game mechanics such as points, badges and leaderboards to their applications and calling them “gamified.”
This presentation suggests another approach. It outlines a process called Player Centered Design, which is a practical guide for UX designers, Product Managers and Developers to incorporate the principles of Gamification into their software. Player Centered Design involves the following steps:
• Know your Player
• Identify the Mission
• Understand human Motivation
• Apply Mechanics
• Manage, Monitor and Measure
To learn more , please check out the author's book Gamification at Work - Designing Engaging Business Software <http: />.
Thank you for your interest!
15. 15
Would you want to play this game?
Score 100,000,000,000
You are #1 !
2013 Janaki Kumar All rights reserved
Each click earns 100,000 points
“Games give us unnecessary obstacles that we volunteer to tackle”
– Jane McGonigal
62. Summary
Gamification is now business relevant
It is not easy to do gamification right
Introducing Player Centered Design:
... Know your player
... Identify your mission
... Understand motivation
…Apply Mechanics
…Manage, Monitor and Measure
Thank you!
Janaki Kumar | @janakikumar | http://gamificationatwork.org/
Editor's Notes
If you type in Gamification in Google Trends this is the graph you will see. The term did not exist in our collective consciousness until late 2011.At this point there was a uptick in the interest in the term Gamification. There was a steady increase in 2012, and here we are in 2013.Gamification has been in the news during this time. Forbes and WSJ noted this trend in their Sept and Oct 2011 issues respectively. And there have several articles in various publications ever since.
In November last year, Garner published a report on Gamification. In it they made both a positive and negative prediction with regard to gamification. The positive prediction was that 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. The negative prediction was that by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design. How we avoid being part of the 80%? This is the object of this panel. How can we ensure the success of our future gamification endeavors by learning from the successes and failures of the past. Since Gamification is an emerging topic, the best practices are still emerging. In this panel we will share with you our experience, to guide you towards mastery of enterprise gamification.
esthetics
esthetics
VW kicked off this project in 2009, and my team and I had been working on Sustainability initiatives at SAP for about a year then. We came to the conclusion that for initiatives that require behavior modification, as is the case with sustainability initiatives, the traditional approach of setting a high level goal such as “reduce electricity consumption by 30%”, and checking the results at the end of the year, does not work. People are busy with competing priorities and changing their ways is hard. We need to get their attention if we want them to do business differently. It is in the spirit of that thought process, we created this game that we called Vampire Hunters. Vampires are energy suckers that use energy even when they are not in use – monitors, copiers, etc. Vampires waste $3 B of energy every year in the US alone. Employees can help facilities spot these vampires, and enjoy a little competition between buildings and departments. I can show you the full story board of Vampire hunters after this lecture if you are interested.I was drawn to gamification primarily for behavior modification in the workplace. It is at the intersection of Games for change and Serious games.