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ENTERPRISE

GAMIFICATION

Engaging people by

letting them have

fun

M a r i o H e r g e r

mherger

http://www.enterprise-gamification.com/

http://www.gamificationcommunity.com/

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PHUNNY PHACTS

Average age of gamers in years: 37

% of gamers older than Fifty: 25

% of youth playing computer & video games: 97

% of female gamers: 42

Social vs. Competitive Games: >3:1

Avg. of hours/week played in World of Warcraft (WoW): 22

# of articles in WoWWiki: ˜250,000

Rank of WoWWiki compared to all Wikis: 2

nd

Rank of Wikipedia: 1

st

Most popular games played by US soldiers in Iraq &

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THE GRASS IS GREENER

Game

Work

Tasks

repetitive, but fun

repetitive and dull

Feedback

constantly

once a year

Goals

clear

contradictory, vague

Path to Mastery

clear

unclear

Rules

clear, transparent

unclear, in-transparent

Information

right amount at the right time

too much and not enough

Failure

expected, encouraged, spectacular,

brag about it

forbidden, punished, don’t talk

about it

Status of Users

transparent, timely

hidden

Promotion

meritocracy

kiss-up-o-cracy

Collaboration

yes

yes

Speed/Risk

high

low

Autonomy

high

mid to low

Narrative

yes

only if you are lucky

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DEFINITION

Gamification is the use of

game design elements

in non-game context

to solve problems and engage audiences.

Enterprise Gamification ensures gameful experiences to

support players’ overall value creation to indirectly

support entities’ overall value creation.

Make work more fun!

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GAMIFIED EXAMPLES YOU HAVE PLAYED

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GAMIFIED EXAMPLES YOU HAVE PLAYED

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ENTERPRISE GAMIFICATION MARKET

$0 $500 $1,000 $1,500 $2,000 $2,500 $3,000 2011 2012 2013 2014 2015 2016 M illio ns

“If a company like SAP can not just reach these users, but

engage

them in a gamified

experience that is

compelling and fun

, SAP can potentially

make users something more

than just users

: they can be participants in a community environment where that old

coercive model of engagement is a thing of the past.”

M2 Research

will have at least

one gamified

application by 2014

70 %

Global 2000

will gamify

innovation

processes by 2015

50 %

Innovators

A little fun can go a long way, especially in the enterprise

.

Joshua Greenbaum, February, 2011

”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins” Gartner

Gamification Software Market: $2.8B by 2016

Enterprise Gamification Software Market: 38% in 2012 = $92Mio

will use gamification

as primary vehicle to

transform business

operations by 2015

Global 1000

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GAMIFICATION FACTS ROI-RELATED

1. LiveOps:

call-time reduction by 15%; 8-12% increase in sales; training effort

reduced from 4 weeks to 14 hours; trained agents outperformed peers by 23% in

call handle time and +9% in customer satisfaction

2. Objective Logistics:

1.8% increase in sales, 11% increase in gratuities, $1.5Mio

more revenue

3. Department of Work and Pension / UK:

$41 million in hard savings by innovating

its business processes; £21 million benefits

4. CaLLogix:

saved $380,000 during the first year of the program – that equates to

$2,000 per employee! reduced attrition by 50% and absenteeism by 80%

5. Engine Yard:

20% reduction in tickets per customer on average

6. Allstate:

saved the company $18 million a year in adjusters' time.

7. Investorville:

the game generated about 600 loans

8. HP - Project Everest:

aimed for 50% of revenue growth – achieved 56.4%

9. Teleflora:

conversion rate improved by 92%.

10. Moosejaw:

The $10 gift card led to an average basket size of $66 – nearly seven

times the initial value. Of the new customers, 34% went on to make additional

purchases within 90 days. The average basket size of those additional purchases

was more than $150.

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FLOW – “KEEPING THE BALANCE”

Mihaly Csikszentmihalyi:

Flow: The Psychology of Optimal Experience

, 1991

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GAME DESIGN ELEMENTS

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THE HOLISTIC STRATEGY

Achievements

Communication tools & channels

ABAP Workbench DevStudio Developer tools Leave Request Business Applications Travel Expense

System Call Center

Processes

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GAMIFICATION TECHNOLOGIES

Universalists

Full list:

http://enterprise-gamification.com/index.php/en/resources/platforms

Social

Sustainability

Loyalty

Support & QA

CRM

HCM

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LEVELING UP – THE BOOK

Enterprise Gamification

Engaging people by letting them have fun.

The Guide to

Happy Birds

with Gamification.

By Mario Herger

Available November 2013 on Amazon.com

700 pages

>200 gamification examples across all industries and

functional areas

60+ gamification platforms and technologies presented

200 pages how to gamify

Everything you need to know to apply gamification in

the enterprise

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LEVELING UP _ THE OTHER BOOK

Gamification at Work

Designing Engaging Business Software

By Janaki Kumar & Mario Herger

Available since May 2013

165 pages

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LEVELING UP - WORKSHOPS

Online

Enterprise Gamification (English) – 3,5 hrs, 20 lectures

http://www.udemy.com/enterprise-gamification

Enterprise Gamification (Deutsch) – 3,5 hrs, 20 lectures

http://www.udemy.com/enterprise-gamification-deutsch

Gamification - Basic Course (English)

https://www.coursera.org/course/gamification

Classroom

Enterprise Gamification (1-2 Day workshops)

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ENTERPRISE GAMIFICATION – THE TEAM

Mario Herger

Yu-kai Chou

Roman

Rackwitz

Marigo

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GAME ON!

Mario Herger

Email:

[email protected]

Twitter:

@mherger

Web:

www.enterprise-gamification.com

Community:

www.gamificationcommunity.com

Workshops:

http://enterprise-gamification.com/index.php/en/workshops

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