Unlocking New Levels of Innovation through Collaboration
Enterprise Gamification is the use of game dynamics within organizations to support a collaborative culture that aligns with business objectives. This creates an agile social business model that can increase chances of success in current competitive markets and future markets. Applying Enterprise Gamification and implementing game mechanics in enterprise 2.0 platforms plays a very important role in it’s event-driven architecture for capturing the REAL value of enterprise 2.o solutions. This REAL value is realized by lowering barriers of participation and showing the relationships of people, ideas, and things. Implementing enterprise gamification strategy should be a part of the complete social business strategy. Learn more at “The Secret Social Science Sauce of Gamification“.
Demystifying Enterprise Gamification for Business
Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Continue reading →
Game Design Thinking can improve engagement, loyalty and strengthen communities. Gabe Zichermann delivers innovative strategies derived from multiple leaders in the field of Gamification in his “Gamification Master Class video collection. The “Implementation, Agile Processes & Gaming the System” section is worth the total cost of the complete video collection. This segment about “Engagement Loops” and “Gaming the System” will help you think differently about the “User Experience. The strategy outlined within these two topics can save people and organizations a tremendous about of time and money. Investing less than $100 dollars on this collection of Gamification Strategy videos can help you and your team improve the odds of achieving the desired goals from your systems and services.
How can game mechanics and game design help you deliver an engaging, sticky and viral experience to your customers? Gamification expert Gabe Zichermann [@gzicherm] uses this collections of videos to show you how to take advantage of gamification—the secret ingredient that’s fueled the success of Foursquare, Nike, Groupon, and many other websites. These videos demonstrate the design strategy and tactics you need for integrating game mechanics into any kind of consumer-facing website or app, whether new or existing. Learn more here, “Gamification Master Class Videos”.
Gamification Promotional Video
Gamification Master Class Collection
The content in this collection is professionally presented in the following sections:
Introduction to Gamification: Gamfiication is radically changing businesses both large and small, in industries as diverse as healthcare, education, software and travel. In this introduction, well lay out some thought exercises and overarching structure to help us tackle this design process. Well also define gamification for the purposes of our work together.
Foundation & Basics: How do we leverage gamification and its key elements? In this section, well explain what the basics of gamification are – and arent – and what kinds of problems can be solved with these exciting techniques. Well also look at why gamification is receiving such attention today, how to measure engagement, and how others have leveraged it in their business.
Player Motivation: Because gamification is at the intersection of motivational design, game design and human psychology, its critical to understand what drives people to play and engage with complex systems. That understanding underlies everything we design and build. Why do players choose to dedicate so many hours and dollars to the pursuit of challenges? Well pull together relevant theory and practice here to shed light on what drives all of us.
Player Types: In his famous taxonomy of players, Richard Bartle outlines a series of player motivations and types (Achiever, Explorer, Socializer, Killer) that help us understand the canonical players and what kinds of behavior to expect. This also helps us start to shape our reward and incentive design. Well also complete exercises designed to help us think about our target players and how to motivate them.
Progression to Mastery: One theory of user engagement with complex systems is that they seek mastery – the sense of fulfillment and achievement from getting control over the world around them (or their internal state). In Progression to Mastery, well explore the stages of mastery and how to apply these to your product, service or idea.
Be the Sherpa: If you want to build gamified systems that scale and create long-term engagement, you need to align yourself with your users progression to mastery, design a system they can follow, and be their sherpa throughout the process. In this section, well tackle that idea and how you can build design the feels natural and challenging at the same time.
Point Systems: In the first of our game mechanics sections, well look at point systems – the most important of all. They are present in almost all gamified designs – even if they arent always presented to the user. Well look at five different kinds of point systems and how they can be leveraged to create engagement, and work on one of the core exercises that frame a gamified project – point assignment.
Levels: How we mark progress is critical – and levels are one of the most commonly used techniques. They take many forms in gamified systems, but in this section well explore the most common designs for levels and work through a model for designing levels that drive user behavior in your system.
Leaderboards: Controversial but powerful, leaderboards are used in most systems with an element of competition. When are they appropriate in your design, and what are the latest/greatest techniques for turning the leaderboards of old into the motivational powerhouses of the social era? Find out in this section.
Badges & Customization: Badges may be loved and hated – but they are elemental techniques that exist in the world outside of games and have for centuries. While theyve taken center stage in most gamified designs, theyre typically not enough for most interactions. Find out how to make the most of badges by looking at great and weak patterns to develop your own badging system. Well also take a look at customization and some of the challenges in desinging for it.
Onboarding: You may not know it, but the first minute of your users experience with your product, service or brand is critical. Games have developed highly refined ways of turning that first minute into powerful training and reinforcement tools that can create long term engagement and loyalty out of the gate. Find out how these exciting techniques can be used in your business in this section that explores onboarding from the inside out.
Challenges & Engagement Loops: Most products, services and ideas benefit from virality. Gamified designs take virality and embed it intrinsically into the design of the system. In this section, well explore the classic viral loop and how to apply it to your environment. Well also look at challenges and how successful games leverage them to drive and reinforce user behavior.
Implementation, Agile Processes & Gaming the System: One of the most common concerns about gamification is that users will game the system to gain unfair advantage or rewards. While we have reason to be concerned, this section shares a simple rubric that can be used to clarify the approach to systemic protection that maximizes consumer engagement. Well also look at implementation concepts, including how to meld agile with gamification design.
Technical Consideration & Next Steps: Finally, well concern ourselves with a few key technical considerations, including vendor analysis and recommendations for how best to proceed.
“good value for some outside the box brain food” – John Brady
“Gabe does a very good job at explaining Gamification with real live examples and exercises after each lesson” – Yousuf
“Gamification Master Class is a top-notch, three-hour introduction to an exciting movement in software design and marketing” – Aaron Sumner
Gamification is a new item in the Gartner2011 Technology Hype Cycle. Organizations can leverage “Game Mechanics” and “Motivational Design” to drive real engagement. Social Business Gamification strategies include the psychology and social science of game dynamics to support Behavioral Economics.
FUNdamentals of Real Engagement
The Game Mechanics Engagement Playdeck
SCVNGR has proven the value of using game mechanics for results driven business in their TheLeveUp platform. Others can unlock new levels of engagement by learning how to think differently, from the customer’s perspective with “SCVNGR’s Game Mechanics Playdeck“. People can print their own version of SCVNGR’s Game Mechanics Flash Cards. Here are a few concepts from this deck that can help other achieve the game-frame mind:
Deﬁnition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.
Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.
Deﬁnition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.
Example: Be the top scorers at Joe’s bar this week and get a free appetizer.
Fixed-Interval Reward Schedules
Deﬁnition: Fixed interval schedules provide a reward after a ﬁxed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.
Example: Farmville, wait 30 minutes, crops have appeared.
Anyone that has ever been on a diet or has worked on creating healthy lifestyle habits can tell you that changing behavior is not easy. The path to success usually involves positive reinforcement from within and others. Negative behaviors from within or others can easily keep us from achieving our goals. This human behavior also applies to “Motivational Design”, as in the use of “Gamification” to help guide players through desired behaviors to achieve goals.
It’s not the technology, it’s the psychology
Gamification combined with Design Thinking can help us think differently about innovation. Leveraging this process with Social and Emotional Learning (SEL) provides new levels of engagement for supporting desired behaviors. The seven phases of design thinking and a video about teaching design thinking through gamification are available here, “Design Thinking Gamification for Accelerating Innovation“.
Robert Scoble recorded an amazing interview with keas‘ Adam Bosworth that goes beyond Gamification for healthy behaviors. Adam candidly talks about the jagged rocks of failure scattered along the curves on the road to success. He also mentions numerous stats and facts, this within itself shows the value of understanding your audience and measuring what is important. There are a LIFETIME of lessons packed in this 41 minute video.
“Never start a web project as a platform problem”
“What are we really trying to do?”
“It’s not the technology, it’s the psychology”
Powerful Persuasive Points
Help Solve Real Problems
Positive Reinforcement is Powerful
Make. Measure. Modify.
Surface Specific Steps
Think People Over Technology
Seek First to Understand
Practice Persuasive Design
Group Size Affects Engagement
How Gamification of Health Works
The “Power of Play” guides behavior and changes attitudes about goals. See how keas works and why gamification of health is important in this video.
Twitter Gamification Gameboard
Gamification and the art of Motivational Design are complex topics, but there are many smart people and organizations willing to help. Here are several people and organizations on Twitter that are focused on Gamification, Game Mechanics, and Game Theory for engagement on this Twitter Gamification Gameboard. People can also connect with others by following this Gamification Twitter List.
[twitterusers @marigo @Seriosity @mbjorn @gzicherm @dingstweets @amyjokim @mich8elwu @mmartoccia @GrahamHill]
Creating Persuasive Experiences
Adam Bosworth talks about creating persuasive technology during the process of creating keas in his video interview. Persuasive Technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion (Fogg 2002). Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction.
Here are a few resources for developing a strategy on creating persuasive experiences.
Stanford Persuasive Tech Lab: By empowering millions of people to create persuasive experiences with technology, we will have thousands, and perhaps millions, of forces working toward the better in the world.
Stanford Behavior Design: The best design solutions today change human behavior. Yet despite decades of research, challenges remain for people who design to influence. First, “persuasion” seems a dirty word. It shouldn’t be. We should now embrace that we’re in the business of behavior change. Next problem: conceptual confusion. The landscape of persuasion can be disorienting, muddied by impractical theories and over-hyped techniques. Our new work provides a clear view of behavior change, including language that is simple yet accurate.
Stanford Game Theory: Game theory is the study of the ways in which strategic interactions among economic agents produce outcomes with respect to the preferences (or utilities) of those agents, where the outcomes in question might have been intended by none of the agents.
The Gamification Summit NYC is the must-attend event that shows you how to use the power of games to create breakthrough engagement with your customers and employees. Companies like Gilt Groupe, Google, Microsoft, NBC/Universal, MTV, Recyclebank and Aetna have leveraged gamification to transform their businesses, and will share startling insights, statistics and hands-on workshops at GSummit NYC.
While visiting several Smithsonian museums in Washington DC, I was awestruck by this Nation of Innovation. Extraordinary innovations from seemingly ordinary people. These great innovators (creators of print, electricity, human flight, …) are actually very similar to people we see everyday. So, what makes a great innovator? Were these innovative players design thinkers? Did they accomplish these great achievements by leveraging science, technology, engineering, and mathematics (STEM), core technological underpinnings of an advanced society, and apply Social and Emotional Learning (SEL)?
Unlike analytical thinking, design thinking is a creative process based around the “building up” of ideas. There are no judgments early on in design thinking. This eliminates the fear of failure and encourages maximum input and participation in the ideation and prototype phases. Outside the box thinking is encouraged in these earlier processes since this can often lead to creative solutions. An example of a design thinking process could have seven stages: define, research, ideate, prototype, choose, implement, and learn. Within these seven steps, problems can be framed, the right questions can be asked, more ideas can be created, and the best answers can be chosen. The steps aren’t linear; they can occur simultaneously and can be repeated.
Teaching design thinking through gamification
Design Ethnography is a discipline which teaches you how to observe what people do in order to identify hidden needs for which you can design new solutions. It’s one of a group of skills that have never been part of the early educational curriculum before. Recent experiments in imparting these skills using “game dynamics” show that it’s astonishingly easy to quickly turn places where learning motivation is often almost unattainable into a hive of surprisingly self-motivated promising design-thinking innovators.
Mickey McManus is president, CEO, and principal of MAYA Design, Inc. He shares examples of STEM SEL Design Thinking in the video.
5 Discovery Skills of Great Innovators
So what makes innovators different from the rest of us? Innovators engage the following behavioral skills more frequently:
Connecting. Innovators connect fields, problems, or ideas that others find unrelated
Questioning. Innovators are consummate questioners who show a passion for inquiry.
Observing. Innovators are also intense observers.
Networking. Innovators spend a lot of time and energy finding and testing ideas through a diverse network of individuals who vary wildly in their backgrounds and perspectives.
Experimenting. Finally, innovators are constantly trying out new experiences and piloting new ideas.
8 Pillars of Innovation
Google’s Susan Wojcicki says the key to innovation is, “Nurturing a culture that allows for innovation”. She went on to share these foundational 8 Pillars of Innovation.
Have a Mission that Matters
Think Big but Start Small
Strive for Continual Innovation, not Instant Perfection
Look for Ideas Everywhere
Spark with Imagination, Fuel with Data
Be a Platform
Never Fail to Fail
What if Problem Solving was Fun?
The Gamification of World Peace
Most people think their problems are a world crisis. What if solving real problems was fun? John Hunter shares his experience of the world peace game in this enlightening video.
Tools and Resources
Social Innovation Toolkit
The Innovator’s Toolkit provides system-level change strategies, tips and tools culled from the experience of innovators driving change in communities across the country. The Innovator’s Toolkit is also based on a framework for advancing innovation.
Mozilla Open Badges Project
Today’s learning happens everywhere, not just in the classroom. But it’s often difficult to get credit for it. Mozilla and Peer 2 Peer University are working to solve this problem by developing an Open Badges infrastructure. Learn more here.