1. AN INTRODUCTION TO FUNORMALING BUSINESS Alireza Ranjbar SHourabi
2. Gamified or Gamifyed! re based on the number of the typos you can f Count conceptual conflicts in my speech! And Win a free Gamification session!
3. Alireza Ranjbar SHourabi Problem Designer (Game Designer) Problem Solver (Gamification Designer) Electrical Engineer (IUST) Animation & Game (Mobile Desktop) Business (Creativity GrowthHacks) Photography(Hobby)
4. This Presentation What is Gamification What is not Gamification Definitions and Samples Why is it valuable? Where does the power come from? How to Gamify?
6. Gamification is Learning from games and their abilities to connect with people. Using game elements while knowing that a game is a lot more. Thinking like a game designer. Having objectives other than winning in the game. Appreciating FUN! Much HARDER than it appears!
7. A simple visual definition
8. Definitions The use of game elements and game design techniques in non-game contexts. The process of game thinking and game mechanics to engage users and solve problems. Gamification is the concept of applying game- design thinking to non-game applications. the application of typical elements of game playing to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
9. Game Elements & Mechanics
10. Game Elements & Mechanics Score Points Badges Achievements Quests Leader boards Currency Level Experience
11. Gamification is NOT Making a 3D virtual world Making everything a game Game theory Just PBLs Simulations or serious games Windows solitaire
12. Gamification is NOT
13. Major Industries using gamification
14. Who is using it? Microsoft Nike SAP American Express Major League Baseball Salesforce.com AXA Equitable CodeAcademy Deloitte Samsung EMC Foursquare Stack Overflow USA Networks LiveOps Dell Kaiser Permanente Foot Locker Opower eBay Cisco Recyclebank Universal Music Siemens Yelp Verizon
15. Sample : Pain Squad
16. Sample : Foldit
17. Sample : Zamzee
18. Sample : Khan Academy
19. Engagement = Loyalty Connection between consumer and a product or service Recency Frequency Duration Virality Ratings Loyalty is no longer private! Behind engagement, revenue follows!
23. Usage : Behavior Change Health and wellness Sustainability Personal finance Social good applications Social Entrepreneurship
24. Behavior change usage
25. Behavior change usage
26. Games : where the power comes from Games are able to get people to take actions that they dont always know they want to take, without the use of force, in a predictable way. 3 Central components Pleasure Rewards Time Name two that are more powerful than Games! and win a free gamification session!
27. How can we know games are powerful?
28. How can we know games are powerful?
29. What is a Game? And Why people Play? Mastery Destress Having fun - Socialize
30. What is a Game? Has Goal(s) = Objective(s) Has Rule(s) = Limitation(s) Has Balance of structure and exploration Needs Attitude = Following rule(s) Voluntarily overcoming unnecessary obstacles
31. Games & Gamification Real World Games Creating unnecessary obstacles Video games when used best provide experiences to people. Games Real World Helping with situations at hand Gamification when used best provides motivation to participate in a behavior.
32. How to Gamify Simple Intro Thinking like a game designer Youre Not a game designer Youre Not a gamer Know the players, Get the players playing and Keep them playing Your participants are your players Engage your players
33. Use a gamification Canvas
34. Use a Gamification Framework
35. Engage with FUN In every job that must be done, there is an element of fun. You find the fun and snap! The jobs a game. Mary Poppins Fun Hard Easy Altered state Social Fun can (and Should) be designed
36. Design Design Thinking Game Design Thinking
37. Gamification Design Hire a Designer Gartner 80% But know (game) design thinking Purposive Human centered Balance of analytics and creativeness Iterations and iterations
38. Prof. Kevin Werbach : A design framework 1. DEFINE business objectives 2. DELINEATE target behaviors 3. DESCRIBE your players 4. DEVISE activity loops 5. DONT forget the fun! 6. DEPLOY the appropriate tools
39. Player/User types
40. Type : Explorer
41. Type : Acheivers
42. Type : Socializers
43. Type : Killers
44. Activity Loop : Engagement Loop
45. Activity Loop : Progression Loop
46. Fun Winning Problem-solving Exploring Chilling Teamwork Recognition Triumphing Collecting Surprise Imagination Sharing Role Playing Customization Goofing off
47. Tools (Before us) Badgeville Bunchball Mozilla open badges Bigdoor Gigya LevelEleven gametize Lithium Technologies
48. Win the Gamification in 4 levels Know your user Identify your mission Apply game mechanics 3M Manage Monitor Measure Remember : Gamification is data driven
49. Win the Gamification Make no Misstake Misstake: Focus on Competition Misstake: No Clear Gamification Goals Misstake: Too Many Rewards Misstake: No Motivation Misstake: Misusing Points and Badges Misstake: Short-Term Thinking Do : Choose a behavior built for long term Do : Use variable interval rewards (operant conditioning) Do : Add new elements over time
50. Gamification Forecast and Future
51. Gamification Forecast and Future
53. THANK YOU FOR LISTENING Alireza Ranjbar Shourabi @ARSHourabi