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Game designer nominated for Nobel Peace Prize by 2023
10,000 hours  by the age of 21
10 Positive Emotions  5. Curiosity 4. Excitement 3. Awe & Wonder 2. Contentment 1. Creativity 10. Joy   9. Relief   8. Vicarious pride   7. Surprise   6. Pride
What if you could bring these powerful positive emotions…  to the workplace ?  to innovation ?  to customer relationships ?
GAMIFICATION
GAMIFICATION Inventing new work and business practices that engage employees, customers and consumers as effectively as a good game
In the last 12 months… $10+ million in seed capital for a series of disruptive, gamificationstartups * $25+ millioncapital totraditional businesses betting big on gamification as a core customer strategy *  a new $100 millionfunddedicated to gamification * * Venture Beat
Economic Forecasts  2011:  $100 million in gamificationdevelopment * 2015:  $1.6 billion * 2016:  $2.8 billion ** * Bloomberg Business Week ** M2 Research
The Face Game   Goal: Increase collaboration across departments to drive innovation.
“You’re probably wondering how the heck to pronounce my name.  It’s  Bre-say-da.”
Briseida’sZappos profile
Your score over time
More gameplay
Idea Street   Goal: Engage employees of all grades, roles, and locations in decentralized innovation.
Post, find, vote or review an idea Join an idea team Build a reputation and become an expert Earn DW Peas Trade shares in an idea Buzz an idea Check the leaderboard
Impact   Within the first 18 months… 4,500 usersgenerated 1,400 ideas … of which 63 were actually implemented (Project cost: $100K)
Winning ideas?   Better audio support for filling in online forms A “get writing challenge” to help civil servants become published authors
Industry Forecasts  2014: Aprimary gamificationplatform will become as important as Facebook, eBay or Amazon * 2015: More than 50% of organizations that manage innovation processes will gamifythem * * Gartner Research & Analysis
Industry Forecasts   2016: Nearly 70% of Global 2000 organizations will have at least one gamifiedapplication. * * Gartner Research & Analysis
+44 +10 +96 +145 >800
 In the U.S., 99% of boys  under 18 & 94% of girlsplay regularly – 13 and 8 hours a week
“It’s inevitable: soon, we will ALL be gamers.”
Why does gamification work so well?
“Games are unnecessaryobstacles we volunteer to tackle.”
Playing games is hard work!
“Work is more fun than fun.”
Why are we spending so much time tackling unnecessary obstacles?
“The opposite of play isn’twork –  it’s depression.”
EUSTRESS positive stress
Fix #1: UNNECESSARY OBSTACLES Compared to games, reality is too easy.  Games challenge us with voluntary obstacles that help us put our strengths to better use.
Play Epic Win trailer http://www.youtube.com/watch?v=AmKwF_Si734
www.Groundcrew.us
Play Groundcrew demo http://www.youtube.com/watch?v=9FPMGfAenZg&feature=related
Play EVOKE trailer http://vimeo.com/9094186
www.urgentevoke.com
In 10 weeks, we enrolled 19,893 students in >130 countries
Business Implications 	As gamification grows, the next five years will see rapid changes in management of the enterprise. What should you be looking for – and experimenting with today?
Core Goals   higher levels of engagement, change behaviors and   stimulate collaborative innovation
Practical Benefits  more engaged customers a crowdsourcing platform that really works improvedemployeemotivation, satisfaction and performance
Four Key Principals  Accelerated feedback cycles. 2. Clear goals and rules of play. 3. A compelling narrative. 4. Group tasks that are challenging but achievable.
… and what if you want to start today?
bit.ly/playthefuture
slideshare.net/avantgame @avantgame bit.ly/playthefuture janemcgonigal.com

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Games for Innovation: A Five Year Forecast

Notas do Editor

  1. What if you could bring these emotions to the workplace? To innovation? To customer relationships?
  2. http://venturebeat.com/2010/12/10/vcs-level-up-with-gamification-investments-2/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Venturebeat+%28VentureBeat%29
  3. Idea Street encourages employees of all grades, roles and locations across an organisation to take part in what becomes essentially a decentralised innovation process. Staff are free to submit ideas on anything that may improve their day to day working lives, how their organization operates or serves its customers, stakeholders or suppliers.It is often front-line employees, who are closest to the customers and the work of delivering products and services, that have some of the freshest ideas and insights. Idea Street seeks to introduce a mechanism for their ideas, insights and innovative approaches to problems to be captured and properly evaluated.Additionally, as front-line staff are sometimes unfamiliar with the high level strategy and business plan of the organization, their ideas for change may not be adequately framed. Idea Street allows for the setting of broad corporate challenges in order to align the employees’ efforts with major strategic goals, encouraging quick and effective action toward these goals.
  4. ESM tests show this to be true – we’re never more happy or satisfied than when we’re engaged whole-heartedly in hard work… as long as it’s self-motivated.
  5. It’s because of how unnecessary obstacles make us feel.
  6. When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  7. It’s because of how unnecessary obstacles make us feel.
  8. Now partly, this is just good for us to get this boost of eustress. There are all kinds of mental and physical health benefits. And the emotions can spill over into real life– if we let them. This is one of the important skills we need to learn. Because when we’re putting our strengths to better use… we develop some extraordinary abilities.
  9. Urgentevoke.com
  10. . Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
  11. THAT’s how you know you’re making it gameful. THANK YOU.
  12. . Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
  13. .