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Gamification

APM IGNITE. Gamification. Introduction. The technique of using game mechanics in non-game businesses to increase: Efficiency Customer loyalty Engagement. Points Badges/Awards Recognition through Social Goals Leaderboards. Biggest Workplace trends. redcritter.

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Gamification

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  1. APM IGNITE Gamification

  2. Introduction • The technique of using game mechanics in non-game businesses to increase: • Efficiency • Customer loyalty • Engagement.

  3. Points • Badges/Awards • Recognition through Social Goals • Leaderboards Biggest Workplace trends

  4. redcritter

  5. Early examples of gamification were based on rewarding points to people who share experiences on location-based platforms Such as Facebook’s "Place" feature, Foursquare, and Gowalla – competition very intense. Increasing commercial awareness

  6. The Gamification encyclopaedia

  7. Integrated dashboard/cloud services: Increasing commercial integration

  8. SAP AG

  9. Increases employee productivity • Increases quality of work • Improves employee morale • Increases employee retention • Creates an exciting work environment pros

  10. Does it devalue work or focus? • Should it be individual-based or team-based? • Does it work for different roles or levels in the company? • Risk of disenfranchising segments of the workforce cons

  11. Reinforcement

  12. Discussion, questions and outcomes: how can we apply this to the apm?

  13. Driving User Behaviour with Game Dynamics and Behavioural Economics lecture at Stanford University: http://www.youtube.com/watch?v=MCfUFpZUk6s In your own time

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