Meet the Mythbusters, who will look closer at Gamification. According to Gartner, Gamification has climbed on a "peak of inflated expectations" in it's Hype Cycle. Like any new trend, gamification will move through the hype cycle and next stop is - "trough of disillusionment". Gartner predicts that by 2014, 80% of current gamified applications will fail. What can we do?
About speaker, Vladimirs Ivanovs, http://www.linkedin.com/in/vivanov
Am Consultant and Trainer, Conference Speaker and CEO, Husband and Dad :)
Resolving IT issues of any size and any kind, bringing Project Management virtue and ITIL Goodness to organisations, putting Projects/Programmes/PMOs in order, making organisations more Agile and Lean, helping to implement Changes, training serious skills through games.
3. By 2015, 40% of Global 1000
organisations will use
gamification as the primary
mechanism to transform
business operations
Source: Forbes, http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/
Picture: http://flic.kr/p/htHvru
4. By 2014, 80% of current
gamified applications will
fail to meet business
objectives, primarily due to
poor design
Source: Forbes, http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/
Picture: http://flic.kr/p/htHv8o
12. Myth: G = Simulations
Source: Andrzej Marczewski blog, http://marczewski.me.uk/2013/02/25/gamification-and-serious-games/
13. A serious game or applied game is
a game designed for a primary
purpose other than pure
entertainment
Clark Abt, 1970
Source: Clark Abt, Serious Games, http://books.google.lv/books/about/Serious_Games.html?id=axUs9HA-hF8C&redir_esc=y
28. Gamification.com
In 2005, Rajat Paharia
founded Bunchball.
He approached
Facebook, Myspace
and dating websites
with the proposition of
integrating social
games through
platform called Nitro.
Source: http://gamification.com
29. Myth: G “Success cases”
Source: http://www.playboymisssocial.com/
30. What sells the most?
Source: https://www.facebook.com/PlayboyMissSocial
34. Myth: G = best thing ever
Source: http://flic.kr/p/bAMvnX
35. Zichermann is selling how
"x+games = better x". Sadly,
most games aren't even good
games, just like most novels
aren't good novels.
Jill Savini
Source: http://www.ted.com/speakers/gabe_zichermann.html
38. Dopamine effect
Every type
of reward that
has been studied
increases the level of dopamine in the brain,
and a variety of addictive drugs,
including stimulants
such as cocaine, amphetamine,
and methamphetamine,
act by amplifying
the effects of
dopamine.
Source: http://en.wikipedia.org/wiki/Dopamine
40. Myth: G is a new trend
“Now gamification is a big deal again, it’s
like they have discovered flight. But birds
had flight figured out a long time ago.”
Chuck Coonradt, The Game of Work, 1984
Source: http://www.forbes.com/sites/kenkrogue/2012/09/18/5-gamification-rules-from-the-grandfather-of-gamification/
44. What can we do?
Image: http://pandawhale.com/post/27316/myth-1-data-science-is-just-about-science-myth-2-data-science-is-just-a-trendy-rebrand-of-business-intelligence
46. Syllabus
1. What is Gamification?
2. Games
3. Game Thinking
4. Game Elements
5. Psychology and Motivation (I)
6. Psychology and Motivation (II)
7. Gamification Design Framework
8. Design Choices
9. Enterprise Gamification
10. Social Good and Behavior Change
11. Critiques and Risks
12. Beyond the Basics
Source: http://coursera.org