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John Bogush Doug DiMedio Zach Saginaw Jonathan Eyl

John Bogush Doug DiMedio Zach Saginaw Jonathan Eyl. OUR GAME. LIGHTNING ROUND AT THE END OF EACH OF THE 4 SECTIONS THREE QUESTIONS PER ROUND EACH QUESTION IS WORTH 10 POINTS PERSON WITH THE MOST POINTS WINS!!!!. What is Gamification?. Gamifications First Application.

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John Bogush Doug DiMedio Zach Saginaw Jonathan Eyl

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  1. John Bogush Doug DiMedio Zach Saginaw Jonathan Eyl

  2. OUR GAME • LIGHTNING ROUND AT THE END OF EACH OF THE 4 SECTIONS • THREE QUESTIONS PER ROUND • EACH QUESTION IS WORTH 10 POINTS • PERSON WITH THE MOST POINTS WINS!!!!

  3. What is Gamification?

  4. Gamifications First Application • 1775 GRAND CHALLENGE • 12,000 FRANCS • RESULT: CANNED FOOD PROCESSING (NICOLAS APPERT) THE YEAR WAS 1775

  5. WHY NOT GAMIFICATION? “WHEN YOU PLAY, PLAY HARD; WHEN YOU WORK, DON’T PLAY AT ALL.” T. ROOSEVELT

  6. GAMIFICATION TAKING OFF! • IT WASN’ UNTIL 2010, THAT THE TERM WAS COINED BY NICK PELLING • 2013 WAS THE FIRST YEAR THAT A GAMIFICATION CONFERENCE WAS HELD. IT WAS CALLED THE “GSUMMIT.” • SPEAKERS AT GSUMMIT 2013 WERE FROM SUCH COMPANIES AS: IBM, MICROSOFT, AND DELTA AIRLINES

  7. QUESTIONS!! The earliest recorded use of gamificationhappened in what year? Who said: “when you play, play hard; when you work don’t play at all?” In what year was the first gamification conference held?

  8. HOW IT WORKS Utilizes a combination of technology (25%) and psychology (75%) • Provides instant FEEDBACK • Creates REWARDS and incentives • Introduces a (fun) COMPETITIVE element

  9. Instant Feedback • The leading cause of employee unhappiness at work is a lack of recognition • Technology can provide automated feedback • Employees getting frequent recognition without using unrealistic manager hours • Employee knows that achievements are being documented • Assurance of doing the job as desired • Example • Target cashiers

  10. Rewards and Incentives • Direct compensation for everyday actions, not just year-end bonus • Motivates best performance in everything they do • Types of rewards • Tangible (money, free lunch, iPad, gift card) • Intangible (points, badges, “achievements”) • Example: Shanda Interactive Entertainment

  11. Competition • Competitive spirit is a major motivator • Desire to outdo your officemates (as long as it’s fun!) • Data gathering and analysis can make everything measurable and comparable • Can also be used to study behaviors and patterns • Collect data on workers under the guise of a game! • Leader boards and Scoreboards • Publicly post everyone’s results • Create any measurable statistic to encourage a desired behavior

  12. Bunchball’s Nitro for Salesforce

  13. QUESTIONS!! Which of the following is NOT a benefit of gamification to an employer? • It provides real-time employee work behavior data • It keeps employees content with constant feedback on their work • It distracts employees from their more important tasks • It builds a fun and unified work environment

  14. QUESTIONS!! Which of the following is NOT a benefit of gamification to an employer? • It provides real-time employee work behavior data • It keeps employees content with constant feedback on their work • It distracts employees from their more important tasks • It builds a fun and unified work environment

  15. QUESTIONS!! Which technique was used to motivate Target cashiers in an otherwise monotonous job? • Offered bonuses to the one who rang up the most customers • Provided constant and instant feedback using analytic software • Placed a leaderboard at each location showing the fastest cashiers worldwide • Let them play games at their station in between customers

  16. QUESTIONS!! Which technique was used to motivate Target cashiers in an otherwise monotonous job? • Offered bonuses to the one who rang up the most customers • Provided constant and instant feedback using analytic software • Placed a leaderboard at each location showing the fastest cashiers worldwide • Let them play games at their station in between customers

  17. Successful Gamification • Gamification alone is not a business solution • It can be a helpful tool when supporting a larger strategy • Must not focus on the game itself • Emphasis should be on the end user and their motivations, not the look and feel of the game

  18. Successful Gamification • There is no “one-size-fits-all” • Different company goals = Different game designs

  19. Five Key Elements • 1) Intuitive Design • Not overly confusing or complex • Clearly connect effort with reward • 2) Balanced Design • Blend meaningful rewards with collaboration, variety, and elements of randomness

  20. Five Key Elements • 3) Behavioral Sensitivity • Should not disrupt worker routines • Should grow naturally out of existing behavior • 4) Alignment • Align incentives with motivations • Gamification must support business objectives

  21. Five Key Elements • 5) Valuable Data • The big data that gamification generates is ultimately useless if not analyzed correctly

  22. QUESTIONS!! What focus is more important: the motivations of the end user or the points/badges given as rewards? True or False: gamification is a one-size-fits-all solution to a business problem Name 2 of the 5 elements needed for successful gamification

  23. Future of Gamification • Depends on if companies/educators can disprove the arguments against its implementation. • We believe they can and will.

  24. Future of Gamification • We know that humans, by nature, are competitive beings. • Most people want to achieve goals to better themselves against their peers. • What better way to do this then through games • End goal incentivized

  25. Future of Gamification in Workplace • Will employees be more compelled to work harder to meet their productivity goals? • Hesitation – Can’t see ROI in its investment • Internal goals - Improved growth and productivity • Sales goals – “cut throat” & competitive • Employee training goals – educational • Gamification • Very effective at improving growth and productivity • Is a trend that will be in 25% of redesigned business processes by 2015 • Will grow to more than a $2.8 billion business by 2016

  26. Future of Gamification in School • Does making the classroom a competitive environment for children benefit or hurt them in the long run? • Hesitation – introduction of competition at such a young age • Children thrive on competition to achieve “gold star” • Work harder • If losing is not an option, children have no incentive to perform at their best. • Will fail them in the “real world” • The pros outweigh the cons

  27. Stats Don’t Lie • “More than 70% of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014” • “The overall market for gamification tools, services, and applications is projected to be $5.5 billion by 2018” • “63% of American adults agree that making everyday activities more like a game would make them more fun and rewarding” • “51% of American adults agree that if a layer of competition were added to everyday activities, they’d be more likely to keep closer watch of their behavior in those areas”

  28. QUESTIONS!! What is the main hesitation companies have when deciding whether to implement gamification or not? What is the main hesitation educators have when deciding whether to implement gamification or not?

  29. Questions?

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