2. From Zero to Hero with
Gamifcation
Peaches Industries 2013
3. Content
• Introduction of Peaches Industries
• Common Challenges of End User
engagement
• Gamification principles
• Gamification mechanics
• Practical Gamification examples
5. Meet the Peaches
CHRIS MÜLLER
Founding Partner & CEO
Principal Consultant
EMILIANO BRANCA
Senior Project Manager
DETLEF MENDE
Business Development
MARIANNA MORI
Communication &
Social Media
JUSSI MORI
Founding Partner
Principal Consultant
PETTERI MÄKELÄ
Lead SharePoint
Developer
TIM GORREE
Social Media Expert
7. Let’s have a look at some numbers…
Customers:
54% are inactive in loyalty programs
69% don’t use online communities
Employees:
50% don’t fully adopt to enterprise software
88% don’t use social enterprise software
Source: Gartner
8. Some common problems with Information portals
• High bounce rates: Users have a look and do not
return to the site
• Low adoption: Users rarely visit and use the sites
• Differentiation: most intranet sites look the same ->
Boring
• Too few or negative referrals: People do not talk
about the sites or give negative feedback
• No click-throughs: Users do not react to e-mails
which contain “Deep links”
9. The Technology acceptance model
External
variables
Perceived
usefulness
Simple
To use
Personal
attitude
Intention to
use
Actual
system use
The Gamification
influence point!
Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
11. People have fundamental desires for:
• Status
• Reward
• Achievement
• Self-Expression
• Competition
• Altruism
Why Gamification actually works
These desires are universal and
across cultures, genders,
generations and demographics!
12. The 8 core motivation drives
Source: Octalysis Gamification Framework by Yu-Kai Chou
LEFT BRAIN RIGHT
BRAIN
Meaning
Avoidance
Accomplishment Empowerment
Ownership
Security Unpredictability
Social
Pressure
13. Why do you want to drive people?
When more people participate, you can…
• improve collaboration (Empowerment)
• improve individual motivation (social pressure)
• speed up the learning process (Accomplishment)
• cultivate team spirit (Meaning)
• improve system and content analytics (Constant improvement)
• last but not least, predict End-User behavior! (Constant
improvement)
15. • S for Status: Boasting rights about a certain
status.
• A for Access: Giving privileged access to users.
For instance VIP lanes in nightclubs.
• P for Power: Giving “power” over other users in
the system. For example forum moderation.
• S for Stuff: Tangible objects to win. Freebies,
goodies, etc.
The SAPS rewarding principle
16. Hyper available feedback loops
• A player is always aware of the current
progress within the game
• A player is always aware of the next steps
ahead and how to get there
• A player always knows if she or he performs
well
• A player can use this information to bring his
or her skills to the next “level”
17. The FLOW state
“Achieving of FLOW – The players state between anxiety
and boredom, meeting his own motivational level in that
experience”.
Source: The FLOW theory by Mihaly Csikszentmihalyi
Ability
Stress
Bored…
Overwhelmed!
18. The FLOW state
Some examples when being in a FLOW state
• While driving a car during high traffic
• While playing an exciting game
• While fly fishing
• While doing sports
• While listening to music we love
When we are in a FLOW state, we are in the most
productive state on the current task at hand!
19. The FLOW state
In FLOW state we…
• focus and our senses are sharp and clear
• do not feel at all self conscious
• forget all worries and anxieties entirely
• experience a sense of full control
• feel time differently
• find the current activity intrinsically rewarding
• experience a merge of action and awareness
21. Ideas for Gamification of Innovation
“Ideas are the currency of the future!”
• Submit Innovation ideas and get rewarded
– Create communities around ideas
– Have your ideas vetted by others and earn status
– Review and comment other peoples ideas to earn points
– Collaborate with others in the company to synthesize ideas
from different viewpoints
22. Ideas for Gamification of Innovation
• Have virtual currency where people can invest into
ideas (Coins)
– Every employee becomes a virtual Venture Capitalist for
Ideas and innovations
23. Ideas for Gamification of Innovation
• Have immersive spaces where people can connect
and innovate together
– Structured workshops
– Ideation sessions
– Virtual representations of people (Helps to overcome cultural
differences and shyness)
– Decrease travel costs
– Allows people to stay more engaged over a longer period of
time. (Element of play which keeps you energized)
25. Use Case eLearning
• Track and visualize earned skills of employees
• Use hyper available feedback loop principle to
visualize and bring transparency to progress
• Use leader boards for status and badges for reward
• Give access to “advanced” content after reaching a
certain level
• Create tutorials for newbies, to learn about company
related information
• Use avatars to express progress and allow
individualization
26.
27. Use Case Project Management
• Gamify time and task reporting for project members
• Give rewards for completed tasks / user stories /
whole projects
• Visualize project progress
• Past, present, Future
– My progress, team progress
• Use the hyper available feedback loop principle to
boost project performance
28.
29. Use Case Metadata in SharePoint
Status through metadata
• Metadata Hero! 30 percent of all documents uploaded
have high quality metadata
• Metadata Superhero! All uploaded documents have high
quality metadata
• Metadata Rockstar! Filled in all documents with metadata
in a team site
• Metadata Archaeologist! Sent feedback about term sets to
the portal team
• Metadata Flashmobber! Termsets have been extended by
the user directly
30.
31. On the bottom line:
Emotions are key to human productivity
Portals for human beings