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Gamification

Transcript: Games are more fun when you have someone to play with "The next time I visit the bakery, I get another stamp. When I have 10 stamps, I get free bread." Samsung Nation Linked in accomplished this by unvealing the signup progress bar which uses ______ principle to motivate people to _______ What is it? The trick is in identifying the behavior you want to encourage based on your business objectives. Gamification Example: Loss Aversion Points Levels Awards Achievements Leaderboards Notification Badges Titles Etc. It's all about behaviors. Provide a way to track success Enterprise Examples "Don't make it a requirement, not everyone wants to collect badges" Example: Gameification isn't about making a game, it's about reusing principles from a very successfully engaging field "In just the next couple of years, Gartner expects gamification to drive about half of all business innovation." Promote social sharing, social proof, social feedback, and social status. refers to people's tendency to strongly prefer avoiding losses to acquiring gains. Create goals, and sub goals. Provide skillful but attainable challenges. Give lots of feedback. Motivate and encourage them to reach their goals. Congratulate them when they accomplish a goal. Leave the user with a sense of success. Integrating The Behavior Platform’s smart gamification elements with SharePoint functionality, companies can measure, influence and reward key user behaviors inside SharePoint that improve knowledge sharing, document management and social collaboration. Example: It's about balance refers to people's tendency to strongly prefer avoiding losses to acquiring gains. How do you get started? 84% of companies report increased adoption after implementing. Improve Sign-up completeness Gamification: Adding mechanics from game theory to the user experience to motivate and engage the user. Encourage the Behavior It doesn't have to be complicated to be effective: “To prevent losing points, you’ve got to log in once every 30 days,” Examples DODOcase Customize electronic cases "Nitro for Salesforce is a turn-key gamification solution that puts game mechanics inside the Sales Cloud and Service Cloud console. Pre-built components and proven program designs challenge employees to learn and use Salesforce every time they open the application." Online loyalty program that offers virtual rewards to consumers who talk up Samsung, the electronics giant. Yes, and No. It's about reusing pieces. Achievements, Appointments, Authority, Behavioral Momentum, Blissful Productivity, Bonuses, Cascading Information Theory, Challenges, Combos, Collections, Community Collaboration, Competition, Countdown, Discovery, Empathy, Epic Meaning, Framing, Free Lunch, Infinite Gameplay, Levels, Loss Aversion, Lottery, Ownership, Personality, Playfulness, Points, Progression, Quests, Reciprocity, Reward, Scarcity, Schedules, Scores, Social Proof, Status, Targets, Unpredictable Reinforcement, Urgent Optimism, Virality Identify the Behavior According to a Pew Research Center report, gamification is "interactive online design that plays on people's competitive instincts and often incorporates the use of rewards to drive action -- these include virtual rewards such as points, payments, badges, discounts and free gifts; and status indicators such as friend counts, re-tweets, leaderboards, achievement data, progress bars and the ability to level up." “To prevent losing points, you’ve got to log in once every 30 days,” Gamification is about enhancing the experience Game Mechanics Increased Sign-Ups The content has to be good to begin with, then game mechanics can be lightly layered on top to make the experience more fun. Nitro for Salesforce Duolingo.com Language Learning "Gamification" Badgeville for SharePoint Recap Are we supposed to use all of this? Explanation

Gamification

Transcript: I used Gamification.org they used these guys \/ Ways we use Gamification But why Gamification? Y U No Like Gamification? Why do we use it? Gamification can be used in many different scenarios What is Gamification? Gamification By: Eric Skinner Gamification is using skills learned from Games to solve real world problems No storytelling, just achievements Not everything is fun and games The End Credits... any Qustions? Gamification can be practiced or done unintentionally Making Games gives you the Gamification thought process Some tools are made to be just like a video game I'm old and cranky A lot of people game... so a lot of people relate "I saw it in a game" Encouraging How it is used on us The concept in general people just don't like 1.Jump up ^ Zichermann, Gabe; Cunningham, Christopher (August 2011). "Introduction". Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media. p. xiv. ISBN 1449315399. Retrieved 2012-12-10. 2.^ Jump up to: a b Huotari, Kai; Hamari, Juho (2012). "Defining Gamification - A Service Marketing Perspective". Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5. 3.Jump up ^ Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke (2011). "From game design elements to gamefulness: Defining "gamification"". Proceedings of the 15th International Academic MindTrek Conference. pp. 9–15. 4.Jump up ^ Herger, Mario (May. 21, 2012). "Gamification Facts & Figures". Enterprise-Gamification.com. 5.Jump up ^ Sutter, John D. (September 30, 2010). "Browse the Web, earn points and prizes". CNN. 6.^ Jump up to: a b Hamari, Juho; Eranti, Veikko (2011). "Framework for Designing and Evaluating Game Achievements". Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September: 14–17. 7.^ Jump up to: a b c O'Brien, Chris (October 24, 2010). "Get ready for the decade of gamification". San Jose Mercury News. 8.Jump up ^ Byron Reeves, J. Leighton Read (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business Press. p. 177. ISBN 978-1-4221-4657-6. 9.^ Jump up to: a b Deterding, Sebastian (28 September 2010). "Just Add Points? What UX Can (and Cannot) Learn From Games". UX Camp Europe. Retrieved 12 February 2013. Joel Falconer. "UserInfuser: open source gamification platform". http://thenextweb.com/. 10.Jump up ^ Jane McGonigal Read (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change The World. Penguin Press. p. 122. ISBN 978-1-59420-285-8. 11.Jump up ^ Van Grove, Jennifer (28 July 2011). "Gamification: How Competition Is Reinventing Business, Marketing & Everyday Life". Mashable. Retrieved 12 February 2013. 12.Jump up ^ "FANGO delivers on Social TV". Impulse Gamer. 11 February 2012. Retrieved 15 February 2012. 13.Jump up ^ Kleinberg, Adam (18 July 2011). "HOW TO: Gamify Your Marketing". Mashable. Retrieved 12 February 2013. 14.Jump up ^ Lunden, Ingrid (Oct. 23, 2012). "Data 2.0 Goes Large: InfoArmy Raises $17.3M To Build Out Its Crowdsourced Competitive Intelligence Platform". TechCrunch. 15.Jump up ^ Herger, Mario (Oct. 28, 2011). "Making Surveys More Fun". Enterprise-Gamification.com. 16.Jump up ^ Stevens, Robert (Dec. 2, 2011). "Gamification of Market Research". Think Eye Tracking. 17.Jump up ^ Swallow, Erica (Sep. 18, 2012). "Can Gamification Make Customer Support Fun?". Forbes.com. 18.Jump up ^ Daniels, Matt (September 23, 2010). "Businesses need to get in the game". Marketing Week. 19.Jump up ^ Takahashi, Dean (August 25, 2010). "Website builder DevHub gets users hooked by "gamifying" its service". VentureBeat. 20.Jump up ^ Corrigan, Kristyn (June 5, 2013). "Out of Good Ideas? How Game-Based Technologies Can Drive Creative Insights at Your Company". AMS Voices. 21.Jump up ^ Toubia, Olivier (October 2006). "Idea Generation, Creativity, and Incentives". Marketing Science. 22.Jump up ^ "Gamification by Kevin Werbach". University of Pennsylvania/Coursera. Retrieved March 26, 2013. 23.Jump up ^ Fallows, James (28 April 2011). "The Return of Clippy". The Atlantic. Retrieved 12 February 2013. 24.Jump up ^ "Office Labs: Ribbon Hero 2". Microsoft. 20 June 2011. Retrieved 12 February 2013. 25.Jump up ^ Sara Corbett (15 September 2010). "Learning by Playing: Video Games in the Classroom". The New York Times. Retrieved 12 February 2013. 26.Jump up ^ Herger, Mario (Oct. 28, 2011). "Enterprise Gamification — Sustainability examples". Enterprise-Gamification.com. 27.^ Jump up to: a b Huling, Ray (March 25, 2010). "Gamification: Turning Work Into Play". H Plus Magazine. 28.Jump up ^ Shantanu Sinha (February 14, 2012). "Motivating Students and the Gamification of Learning". Huffington Post. 29.Jump up ^ Lüssi, M: Elefanten und Tiger per Handy retten, 20 Minuten AG, 2009. 30.Jump up ^ Jeffries, Adrianne (16 September 2011). "The Fitocrats: How Two Nerds Turned an Addiction

Gamification

Transcript: Definition Ideas for Use Theory & Psychology Nike (Nike+) encourages people to run while improving sales Zynga (Farmville, Fishville, Mafia Wars) raised over US$1.5 million for disaster relief in Haiti HopeLabs (Re-Mission & Re-Mission 2) educate patients fighting cancer and inspire them Closing Food for Thought... Gamification Gamification Stats Examples “The people who understand the power and potential of games to both make us happy and change reality will be the people who invent our future.” -Jane McGonigal, Reality is Broken In the United States alone, there are 183 million active gamers. Active computer or video gamers play 13 hours a week on average. Collectively, the planet is now spending more than 3 billion hours a week gaming. 97% of youth play computer and video games. 40% of all gamers are women. The average game player is 35 years old and has been playing for 12 years. Most gamers expect to continue playing games for the rest of their lives. On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable. 61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. More than half of these gameful executives say they play during work in order “to feel more productive. -Jane McGonigal, Reality is Broken Fund raising, i.e. Zynga Patient Education & Motivation, i.e. HopeLabs Health Care Campaigns Health Care Education Health Care Tracking "Making non-game activities more game-like" -3rd Sense "Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems" - Wikipedia Uses people's natural desires for competition, achievement, status, expression, etc to change their behavior through the use and positive-reinforcement of rewards

Gamification

Transcript: cc licensed ( BY NC SA ) flickr photo by marie-ll: http://flickr.com/photos/grrrl/213137546/ What else? It's going to change the way I do my job and hopefully make my library much more fun for staff and clients! Molly Tebo @madradish - I loved doing the challenges at Information Online - I did as many of them as I could - I even figured out how to make my own! - I met and got to know people through gamification Bringing it back - We're now looking to use gamification in our ed programs - We can use the app SCVNGR or try alternatives - We are also looking to set up a geocache at the library! - I want to teach my co-workers about it and let them experience it first hand - I also want to get it out to WA Public Libraries - Ultimately I want to incorporate it into most of my eLearning programs what I learned.. Gamification cc licensed ( BY ND ) flickr photo by backpackphotography: http://flickr.com/photos/backpackphotography/2318062662/ Thank you! - The app had some issues wiping data - Some people were extremely competitive - The hidden doll went missing at times But.. - All of these were good learning experiences (for me at least) - The idea! It was great - Getting to try it ourselves - not just hear about it - The variety of challenges given - Challenges on different platforms (including Twitter) - Most of all - the great attitude of the people running it! cc licensed ( BY NC ) flickr photo by Geeky Bird: http://flickr.com/photos/geekybird/3404004643/ What didn't work so well? Gamifying is fun What worked? for teaching me about gamification cc licensed ( BY NC ) flickr photo by fobiafabio: http://flickr.com/photos/fobiafabio/7928335158/

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