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“We don't stop playing
because we grow old;
we grow old
because we stop playing.”
-- George Bernard Shaw

Gamification
Frokostseminar
January 2014 / Oslo - Norway

Yilmaz Guleryuz [ @WareNinja ]
Kim Leskovsky [ @iterate_no ]
WHO are We?

Yilmaz

Kim
Slides are...

SLICED!
Slices...

• What
• Why
• How
• with Examples! :-)
...and one more thing
•
Gamification is...

• NOT
Rocket science :-)
• NOT just
for marketing or sales
• NOT just
Points, Badges, Leaderboards
• NOT
Making everything a game
Gamification is...
The use of
game elements
& game design
techniques
in non-game contexts.
Huh?
Game Elements

Non-Game Contexts

•Some objectives other than success in
the game
•Business, school, social impact, etc.
Image Source: Kevin Werbach

W
PISP!

Predictable
Irrationality
Learning Source? -> Dan Ariely http://danariely.com/

O
Engagement Loop
Motivation:
Call to Action!

Action:
DO it!

Feedback:
Visible Progress

R
Bartle's “Player” Types
Example.1:
60% Achiever
40% Killer

Example.2:
10% Killer
50% Socializer
40% Explorer

Example.3:
60% Achiever
40% Explorer

Bartle's model: http://en.wikipedia.org/wiki/Bartle_Test
Image Source: http://frankcaron.com/Flogger/?p=1732

K
Progression Ladder (Player journey)
MATRIX!

Pathways
to Mastery

Onboarding
Remember when...
Designing a Gamified flow

• Autonomy: it’s all about the
Player!
• Meaningful choices
• Analytical & Creative
• Engagement & Progression
• Challenges with rewarding
experience
Congratulations!

WO
RK
Is it right
for my business?
● Where would you derive value from
encouraging behavior?
● Are your target activities sufficiently
interesting?
● Can the desired behaviors be modeled
through algorithms?

i
s
[Example-1]
Social Recognition with Loss
Aversion!

P
Source: http://www.youtube.com/watch?v=iynzHWwJXaA

L
[Example-2]
Changing behavior
with positive reinforcement

A
meeterate

http://bit.ly/

Y
[Example-3]
Presenting people & skills
with playful challenges

PL
AY
and… HOW?
Any Frameworks?
D6
Gamification Design Framework (*)
[1] DEFINE business objectives
[2] DELINEATE target behaviors
[3] DESCRIBE your players
[4] DEVISE activity loops
[5] DON’T forget the FUN
[6] DEPLOY the appropriate tools
Let’s PREZI!
bit.ly/d6-gamification
(*) Source: Kevin Werbach http://gamifyforthewin.com/
bit.ly/d6-gamification
Learn more?
Links, books, ...

•Gameful Design by Sebastian Deterding
>> bit.ly/gameful-design
•Book: "For the Win" by Kevin Werbach
>> bit.ly/book-for-the-win
•"4 Keys 2 Fun" by Nicole Lazzaro
>> 4k2f.com
•Links-bundle about Gamification
>> bit.ly/gamification-bundle
What was the hidden message?

W
O
R
K

?

is

P
L
A
Y
Questions?

LEKE - LAGE - LÆRE
ITERATE

Albert Einstein

:-)

Play is the highest form of
research.
Remember when...
Designing a Gamified flow

• Autonomy: it’s all about the
Player!
• Meaningful choices
• Analytical & Creative
• Engagement & Progression
• Challenges with rewarding
experience
Some ideas to practice with...

•
•
•
•

How can we increase
the use of trashbin in the parks?
How can we encourage people
buying more vegetables?
Increase motivation to try/learn new
stuff. How can we Gamify this?
How to apply Gamification techniques
for Agile teams?

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Gamification seminar / Jan.2014 - Oslo, Norway

Notas do Editor

  1. >> introduction, greeting, … PISoP: Predictably Irrational Set of Practices
  2. open the stage by playing this video! then “well, that was the essence of Gamification! ….”
  3. WHO: quick intro about the speakers Kim the Gamifier! Yilmaz the Inkognito!
  4. this is just an opening act with a smile!
  5. Snapshot of the agenda one more thing -> inform about the hidden message give overview of the session ...and begin!!! and remind about the hidden-message! we'll follow WHAT-WHY-HOW format and continue with Hands-on section; playing the game!
  6. begin with "what is NOT"
  7. visual explanation of; > Game Elements > Non-Game contexts
  8. focus on Predictable Irrationality aspects! and WHY this makes it the foundation of playfulness PISoP: Predictably Irrational Set of Practices And it is; Learning from game design techniques Appreciating Fun Predictable Irrationality :-)
  9. talk about Engagement Loop by examples! call-to-action: sending notification, or request thru facebook feedback: linkedin profile completeness bar
  10. The adventure begins when you regard your audience as "Players", not customers or employees! > talk about "Player Types", importance in identifying the target, etc
  11. Progression Ladder, this plays critical role for the motivation of your players. Developing mastery by going thru stages of ongoing challenges; Onboarding - Scaffolding - Pathways to mastery TODO: onboarding/scaffolding, make it simpler. e.g. use only “onboarding”
  12. THAT’s the MAGIC SLIDE! again
  13. give Badge to the audience!
  14. Note: these questions are borrowed from D6 framework preparation make reference when presenting, and elaborate!
  15. note: this slide is “visual-trigger” to make audience laugh just before we move into examples
  16. use fsq “mayorship” as example of > social recognition & loss aversion
  17. use fsq “mayorship” as example of > social recognition & loss aversion
  18. Example: The Speed Camera Lottery Changing behavior with positive reinforcement
  19. Example: The Speed Camera Lottery Changing behavior with positive reinforcement
  20. >> Embed meeterate game in this section trigger engagement, for audience to play
  21. Talk about D6 framework by Kevin Werbach quick overview, elaborate with basic example
  22. D6 framework by Kevin Werbach quick overview, elaborate with basic example “D” comes from Design!
  23. we came back from prezi
  24. Bucket of links for books, articles, etc etc - Werbach's book - links to papers, slides, ...
  25. while QA part, keep this slide in the background
  26. keep this while greeting
  27. THAT’s the MAGIC SLIDE! again
  28. THAT’s the MAGIC SLIDE! again