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PLAY
IS THE
FUTURE
OF WORKUsing game design as a engagement strategy
 	
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THE
FUTURE
OF WORK
PLAYUsing game design as a engagement strategy
Twi%er	
  search:	
  bored
	
  	
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V I N T | Vision • Inspiration • Navigation • Trends
	
  	
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V I N T | Vision • Inspiration • Navigation • Trends
V I N T | Vision • Inspiration • Navigation • Trends
V I N T | Vision • Inspiration • Navigation • Trends
V I N T | Vision • Inspiration • Navigation • Trends
Unstructured
Real Life
Games
Structured
Experience
V I N T | Vision • Inspiration • Navigation • Trends
Unstructured
Real Life
Games
Structured
Experience
Mo1va1on
V I N T | Vision • Inspiration • Navigation • Trends
No feedback
Real Life
Hyper
Feedback
Games
V I N T | Vision • Inspiration • Navigation • Trends
No feedback
Real Life
Hyper
Feedback
Games
Achievement
V I N T | Vision • Inspiration • Navigation • Trends
	
  	
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The	
  Game	
  of	
  Work
V I N T | Vision • Inspiration • Navigation • Trends
V I N T | Vision • Inspiration • Navigation • Trends
The	
  new	
  consumer
	
  	
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The	
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  employee
V I N T | Vision • Inspiration • Navigation • Trends
The	
  new	
  employee
V I N T | Vision • Inspiration • Navigation • Trends
 	
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>	
  89%	
  of	
  Millennials	
  want	
  their	
  workplace	
  to	
  be	
  social	
  and	
  fun	
  (compared	
  to	
  only	
  60%	
  of	
  
Boomers)
>	
  61%	
  of	
  Millennials	
  say	
  they	
  need	
  specific	
  direc1ons	
  from	
  their	
  boss	
  to	
  do	
  their	
  best	
  
work	
  —	
  a	
  level	
  twice	
  as	
  high	
  as	
  >	
  observed	
  among	
  Boomers
>	
  8	
  out	
  of	
  10	
  Millennials	
  want	
  regular	
  feedback	
  from	
  their	
  boss
>	
  8	
  out	
  of	
  10	
  Millennials	
  think	
  they	
  deserve	
  to	
  be	
  recognized	
  more	
  for	
  their	
  work
>	
  Three-­‐fourths	
  of	
  Millennials	
  think	
  that	
  if	
  the	
  workplace	
  were	
  like	
  a	
  game,	
  they’d	
  know	
  
how	
  to	
  “level	
  up”	
  faster	
  than	
  others	
  (MTV,	
  March	
  2012.)
V I N T | Vision • Inspiration • Navigation • Trends
Fixed	
  Time	
  &	
  Space
Ownership
(central)	
  Mail
Always	
  connected
Access
(decentralized)	
  
Communica1ons	
  systems
 	
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10.000	
  hour	
  rule
Gamers	
  
Exper1se
Problem	
  
Solving
Strategy
Coopera1on
Learning	
  by	
  
dying
Progression	
  
towards	
  
mastery
	
  	
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FOLD-­‐IT
	
  	
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World	
  of	
  Warcraa
12	
  mln	
  spelers
22	
  uur	
  speel1jd	
  
per	
  week	
  
gemiddeld
6	
  miljoen	
  jaar	
  
totale	
  speel1jd
Hoe	
  versla	
  ik	
  een	
  draak?
	
  	
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Draken	
  verslaan	
  vs	
  Project	
  
Management
	
  	
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Samenwerken
Teams	
  maken
Mul1-­‐tasking
Mensen	
  aansturen	
  
(leiderschap) Plannen	
  
(1jdzones)
Overzicht	
  &	
  Controle
IBM	
  Leadership
	
  	
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ga-mi-fi-ca-tion
[gay-muh-fi-kay-shuhn]
	
  	
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Explosieve groei sinds 2010
	
  	
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GAMEFUL DESIGN:
Een UX/Design-
principe dat
gamedesign
elementen toepast in
non-game contexten
	
  	
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Gamifica1onEcosystem	
  
Interac1on
Human	
  Centric	
  
Design
Engagement	
  
Strategy
	
  	
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Systems	
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Engagement	
  
V I N T | Vision • Inspiration • Navigation • Trends
“
Gamifica1on	
  is	
  a	
  form	
  of	
  literacy	
  –	
  a	
  way	
  to	
  think	
  and	
  process	
  
informa1on.
 	
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FEEDBACK	
  &	
  REWARDS
	
  	
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SOCIAL	
  
	
  	
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SOCIAL
	
  	
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THE
FUTURE OF
WORK IS
PLAY
And we are already
building it
Kaggle:	
  Big	
  Data	
  x	
  Gamifica1on
	
  	
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Belas1ngdienst
	
  	
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Soaware	
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Innova1e	
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Pensioen	
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Pensioen	
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Training	
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  E-­‐learning
	
  	
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Developers	
  programs
Oorlog
	
  	
  |	
  	
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V I N T | Vision • Inspiration • Navigation • Trends
“
Games	
  zijn	
  niet	
  leuk	
  omdat	
  het	
  games	
  zijn,	
  maar	
  omdat	
  ze	
  een	
  
gedegen	
  ontwerp	
  kennen.
Sebastian Deterding,
Researcher, UX designer
V I N T | Vision • Inspiration • Navigation • Trends
“
The	
  opposite	
  of	
  play	
  isn’t	
  work,	
  it’s	
  depression
Brian Sutton-Smith
Play Theorist,
Auteur The Ambiguity of Play
 	
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www.marketingfacts.nl
V I N T | Vision • Inspiration • Navigation • Trends
?
	
  	
  |	
  	
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Thomas van Manen
www.thomasvanmanen.nl
@ThomasvanManen
@VINTlabs
thomas.van.manen@sogeti.nl
vint.sogeti.nl
	
  	
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Gamification: Play is the Future of Work

  • 1.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends PLAY IS THE FUTURE OF WORKUsing game design as a engagement strategy
  • 2.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends THE FUTURE OF WORK PLAYUsing game design as a engagement strategy
  • 3. Twi%er  search:  bored    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 4. Mo1va1on Achievement    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 5. V I N T | Vision • Inspiration • Navigation • Trends    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 6. V I N T | Vision • Inspiration • Navigation • Trends
  • 7. V I N T | Vision • Inspiration • Navigation • Trends
  • 8. V I N T | Vision • Inspiration • Navigation • Trends
  • 9. V I N T | Vision • Inspiration • Navigation • Trends Unstructured Real Life Games Structured Experience
  • 10. V I N T | Vision • Inspiration • Navigation • Trends Unstructured Real Life Games Structured Experience Mo1va1on
  • 11. V I N T | Vision • Inspiration • Navigation • Trends No feedback Real Life Hyper Feedback Games
  • 12. V I N T | Vision • Inspiration • Navigation • Trends No feedback Real Life Hyper Feedback Games Achievement
  • 13. V I N T | Vision • Inspiration • Navigation • Trends    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 14. The  Game  of  Work V I N T | Vision • Inspiration • Navigation • Trends
  • 15. V I N T | Vision • Inspiration • Navigation • Trends The  new  consumer    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 16. The  new  employee V I N T | Vision • Inspiration • Navigation • Trends
  • 17. The  new  employee V I N T | Vision • Inspiration • Navigation • Trends
  • 18.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends >  89%  of  Millennials  want  their  workplace  to  be  social  and  fun  (compared  to  only  60%  of   Boomers) >  61%  of  Millennials  say  they  need  specific  direc1ons  from  their  boss  to  do  their  best   work  —  a  level  twice  as  high  as  >  observed  among  Boomers >  8  out  of  10  Millennials  want  regular  feedback  from  their  boss >  8  out  of  10  Millennials  think  they  deserve  to  be  recognized  more  for  their  work >  Three-­‐fourths  of  Millennials  think  that  if  the  workplace  were  like  a  game,  they’d  know   how  to  “level  up”  faster  than  others  (MTV,  March  2012.)
  • 19. V I N T | Vision • Inspiration • Navigation • Trends Fixed  Time  &  Space Ownership (central)  Mail Always  connected Access (decentralized)   Communica1ons  systems
  • 20.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 21.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends 10.000  hour  rule
  • 22. Gamers   Exper1se Problem   Solving Strategy Coopera1on Learning  by   dying Progression   towards   mastery    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 23. Games Reality    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 24. FOLD-­‐IT    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 25.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 26.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 27. World  of  Warcraa 12  mln  spelers 22  uur  speel1jd   per  week   gemiddeld 6  miljoen  jaar   totale  speel1jd
  • 28. Hoe  versla  ik  een  draak?    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 29.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 30. Draken  verslaan  vs  Project   Management    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Samenwerken Teams  maken Mul1-­‐tasking Mensen  aansturen   (leiderschap) Plannen   (1jdzones) Overzicht  &  Controle
  • 31. IBM  Leadership    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 32. ga-mi-fi-ca-tion [gay-muh-fi-kay-shuhn]    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 33. Explosieve groei sinds 2010    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 34.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 35. GAMEFUL DESIGN: Een UX/Design- principe dat gamedesign elementen toepast in non-game contexten    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 36. Gamifica1onEcosystem   Interac1on Human  Centric   Design Engagement   Strategy    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Systems  of   Engagement  
  • 37. V I N T | Vision • Inspiration • Navigation • Trends “ Gamifica1on  is  a  form  of  literacy  –  a  way  to  think  and  process   informa1on.
  • 38.
  • 39.
  • 40.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 41. PROGRESS/PATH    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 42.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 43.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 44. FEEDBACK  &  REWARDS    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 45.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 46.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 47. SOCIAL      |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 48. SOCIAL    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 49.
  • 50.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 51.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 52.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends THE FUTURE OF WORK IS PLAY And we are already building it
  • 53. Kaggle:  Big  Data  x  Gamifica1on    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 54.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 55.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 56. Belas1ngdienst    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 57.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Soaware  tutorials
  • 58.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Innova1e  management
  • 59.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Pensioen  bewustwording
  • 60.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Pensioen  bewustwording
  • 61. Training  &  E-­‐learning    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 62.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends Developers  programs
  • 63. Oorlog    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 64. V I N T | Vision • Inspiration • Navigation • Trends “ Games  zijn  niet  leuk  omdat  het  games  zijn,  maar  omdat  ze  een   gedegen  ontwerp  kennen. Sebastian Deterding, Researcher, UX designer
  • 65. V I N T | Vision • Inspiration • Navigation • Trends “ The  opposite  of  play  isn’t  work,  it’s  depression Brian Sutton-Smith Play Theorist, Auteur The Ambiguity of Play
  • 66.    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends www.marketingfacts.nl
  • 67. V I N T | Vision • Inspiration • Navigation • Trends
  • 68. ?    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends
  • 69. Thomas van Manen www.thomasvanmanen.nl @ThomasvanManen @VINTlabs thomas.van.manen@sogeti.nl vint.sogeti.nl    |    Vision    •    Inspira-on    •    Naviga-on    •    Trends