8. Mistake #0
Focusing on the game objectives first!
Performance goals (business
objectives) and the supporting
learning objectives MUST be the
focus. Game objectives and mechanics
to support. But not an after-thought!
13. Mistake #1
Not knowing your audience!
You can’t motivate people unless you
know what motivates them. Use tools
like learning personas and build a
profile of when and how the learning
happens.
16. G a m e T h i n k i n g
G A M I F I C AT I O N G A M E D E S I G N
I N S T R U C T I O N A L
D E S I G N
17. G a m e T h i n k i n g
ACTION-FOCUSED
CONTENT-FOCUSED
No Gameplay Gameplay
18. Mistake #2
Content is king.
Interaction with the content is king.
Participants learn from the
interactions, constructive feedback
loops AND reflections.
24. Mistake #3
Too many game mechanics or too
broad objectives.
Less is more. The gameplay must be
simple enough. But not too simple!
Challenge => Engage => Motivate =>
Inspire.
32. G.A.M.E. (Gameful Approaches to Motivation and
Engagement) workshop with Kevin Werbach.
November, 2015
https://www.linkedin.com/pulse/5-ld-gamification-takeaways-from-workshop-zsolt-
olah?trk=pulse_spock-articles
35. Mistake #4
Designing the experience for yourself.
People are motivated by different
things. A gamified system should have
balanced mechanics to support most
user types.
36. ”Gartner Says by 2014, 80 Percent
of Current Gamified Applications
Will Fail to Meet Business
Objectives Primarily Due to
_____ _______ ”
Design
Technology
Finance
Leadership
BadDesign
37. ”Bad Design = Motivation Side Effects”
Carl Mellström, Magnus Johannesson, “Crowding Out in Blood Donation: Was Titmuss
Right?” Journal of the European Economic Association 6, no. 4 (June 2008): 845-63
38. ”Bad Design in Gamification of Learning”
Gamificaton vs. Game-based
Learning
Player/User Types (motivation)
39. Socializers are motivated
by Relatedness. They want to
interact with others and create
social connections.
Free Spirits are motivated
by Autonomy and Self-expression.
They want to create and explore.
Achievers are motivated by Mastery. They
are looking to learn new things and
improve themselves. They want challenges
to overcome.
Philanthropists are motivated
by Purpose and Meaning. This
group are altruistic, wanting to
give to other people and enrich
the lives of others in some way
with no expectation of reward.
Players are motivated by Rewards. They will do what
is needed of them to collect rewards from a system.
They are in it for themselves.
Disruptors are motivated by Change. In general, they
want to disrupt your system, either directly or through
other users to force positive or negative change.
42. Mistake #5
Gamified experience is a standalone
event.
Best to included the gamified
experience within a curriculum.
Debrief reinforces the learning.
Blended ILT is a good example.
43. Karl Kapp (http://karlkapp.com/)
Andrzej Marczewski (http://www.gamified.uk/)
Yu-kai Chou (http://www.yukaichou.com/)
Amy Jo Kim (http://amyjokim.com/)
Monica Cornetti (http://www.monicacornetti.com/)
Jane McGonigal (http://janemcgonigal.com/)
Online courses on gamification:
Karl Kapp (Lynda.com) or Kevin Werbach (Coursera).
Ask Zsolt:
https://twitter.com/rabbitoreg
https://www.linkedin.com/in/zsoltolah1
Resources
44. Thank you!
Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 65-80). C
Independent Publishing Platform.
ISBN-10: 1514745666
ISBN-13: 978-1514745663