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4303 Ed/Serious Gamification Case Study Gamifiction Gamification - PowerPoint PPT Presentation

4303 Ed/Serious Gamification Case Study Gamifiction Gamification is a proven method to effectively increase engagement. It's the application of game-like elements such as challenges, points, badges and levels to business and other


  1. 4303 – Ed/Serious Gamification Case Study

  2. Gamifiction • Gamification is a proven method to effectively increase engagement. • It's the application of game-like elements such as challenges, points, badges and levels to business and other nongame websites.

  3. Gamifiction • Gamification is taking the business world by storm. • An estimated 70 percent of the top 2,000 public companies in the world will have at least one gamified application by 2014. (Predicted by Stamford, Conn.-based research firm Gartner Inc.)

  4. Success with Gamifiction • Patrick Salyer (CEO of gamification platform Gigya) believes there are two keys to success with gamification 1. Making sure that all gamified elements are inherently social. 2. Focuing on rewarding activities that create value for YOUR businesses.

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  13. Practices for Implementing Gamification • Identify success criteria first • Before you begin to gamify learning events, make sure you know what constitutes success. Is it 100 percent participation? Is it measurable business results? It is a score on a test?

  14. Practices for Implementing Gamification • Create a story/context • Explain why the learners are earning points, who they are trying to save, why they are searching for a treasure. Remember, gamification works well when it is within a context—create a reason why users should interact with the content you have created.

  15. Practices for Implementing Gamification • Make scoring and winning transparent • Make the scoring easy. Avoid complicated algorithms or formulas. • Determine what happens in various scoring scenarios ahead of time.

  16. Practices for Implementing Gamification • Keep the rules simple • Complexity is not an ally in creating gamification. • Provide a tutorial level or experiences so that the learners are able to learn the rules in the beginning with little to lose. • You don’t want the experience to be about who knows the rules the best, you want it to be about who learns the most.

  17. Practices for Implementing Gamification • Keep leaderboards small • No one wants to compete against the world’s best. Except, of course, if they are the world’s best. • Otherwise keep leaderboards small. If possible, allow the learners to choose their own friend to place on a personalized leaderboard or structure the leaderboard by department or territory to allow individuals to contribute to a larger goal.

  18. Practices for Implementing Gamification • Use levels and badges appropriately • Let the learner know how many levels they are going to need to complete before the learning is over. • Badges, on the other hand, are good for showing non-linear progress. Badges can be tied to either terminal or enabling objectives. • “Show off” place

  19. Practices for Implementing Gamification • Playtest the gamification experience • Before releasing the gamification program to all players, playtest it with a small pilot group. • Flaws, cheats, shortcuts, etc.

  20. Practices for Implementing Gamification • Bonus: monitor learner progress • Once the gamification event is launched, you cannot sit back and let it unfold without monitoring. Most gamification platforms provide rich backend dashboards that allow for a close inspection of the process. • This will provide rich, real-time data • May find more bugs, mistakes…..

  21. Case Study • Dropbox – Fill out profiles to get more extra free spaces. • Dropbox, Uber, Groupon, etc. – Referral bonus • Fitness Apps (Map My Run, FitBit, etc.) – Badges, small leaderboards, social network

  22. Case Study • A Ski/Snowboard App

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