Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
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ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models
1.
ROD
U
Profitably
Create,
Deliver,
and
Share
Happiness
Unified
Business
Model
Gamifica1on
A
New
and
Proven
Strategy
to
Massively
Engage,
Acquire,
and
Retain
Customers
Dr.
Rod
King
Pioneer
and
Architect
of
Business
Model
Gamifica7on
2. Gamifica1on
Problems,
Consequences,
and
Solu1on
PROBLEMS
&
CAUSES
CONSEQUENCES
q Many
Change
Management
projects
fail
q Unprofitable
Change
Management
projects
q It’s
becoming
very
tough
to
mo1vate
customers
and
employees
to
get
desired
jobs
done
q Unprofitable
Gamifica1on
projects
q Inadequate
understanding,
planning,
execu1on,
and
management
of
a
Strategy
of
Business
Model
Gamifica1on
q Piecemeal
approach
to
gamifica1on:
No
common
or
unified
framework
for
systema9cally
documen9ng,
planning,
execu9ng,
and
managing
gamifica9on
projects
q Nega1ve
Return
On
Investment
(ROI)
q Waste
of
1me,
money,
and
other
resources
in
gamifica1on
projects
q “By
2014,
80
percent
of
current
gamified
applica1ons
will
fail
to
meet
business
objec1ves
primarily
due
to
poor
design”
Gartner
q Too
many
fragmented
tools
are
used
in
gamifica1on
projects
q Predominant
focus
on
the
“How?”
(tac1cs/
game
mechanics)
rather
than
the
“Why?”
(strategy/core
drivers)
of
human
and
business
mo1va1on
SOLUTION
q Strategy
of
Unified
Business
Model
Gamifica1on:
Holis1c
approach
for
understanding,
documen1ng,
and
managing
projects
on
Business
Model
Gamifica1on
as
well
as
Gamified
Change
Management
Simple
internal
integra9on
of
gamifica9on
frameworks,
tools,
and
ideas
as
well
as
external
integra9on
with
frameworks,
tools,
and
ideas
of
Business
Strategic
Management
3. Basic
Defini1ons
in
Business
Model
Gamifica1on
Business
Model
Gamifica7on
=
Gamified
Business
Model
Innova7on
=
Gamified
Change
Management
GAMIFY
“Entertainingly
and
Profitably
Mo)vate
and/or
Change
Especially
Using
Game
Mo)va)on
Mechanisms”
GAMIFICATION
“Entertaining
and
Profitable
Mo)va)on
and/or
Change
Especially
Using
Game
Mo)va)on
Mechanisms”
4. Business
Model
Gamifica1on
Involves
A
Con1nuous
Experiment
That
Uses
Game
Mo1va1on
Mechanisms
(GMM)
to
Entertainingly
and
Profitably
Create,
Deliver,
and
Share
Happiness
(Value)
5. Companies
Successfully
Applying
a
Strategy
of
BUSINESS
MODEL
GAMIFICATION
Business
Model
Gamifica7on
=
Gamified
Business
Model
Innova7on
=
Gamified
Change
Management
TwiMer
Companies
Successfully
Applying
A
Strategy
of
BUSINESS
MODEL
GAMIFICATION
Starbucks
Nike
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
8. ROD’s
5
Gamifica1on
Design
Ques1ons
Profitably
Create,
Deliver,
and
Share
Happiness
1.
WHY
Gamify?
2.
WHO
to
Gamify
for?
3.
WHAT
to
Gamify?
4.
TO
WHAT
to
Gamify?
5.
HOW
to
Gamify?
Gamify
=
“Entertainingly
and
profitably
mo1vate,
learn,
solve
problem,
or
get
a
job
done”
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
9. Ideas
and
Tools
for
Answering
The
5
Ques9ons
Of
Unified
Business
Model
Gamifica9on
10. ROD’s
5
Gamifica1on
Design
Ques1ons
Profitably
Create,
Deliver,
and
Share
Happiness
1.
WHY
Gamify?
Yu-‐Kai
Chou
2.
WHO
to
Gamify
for?
Richard
Bartle
3.
WHAT
to
Gamify?
Amy
Jo
Kim
Octalysis
Framework
Bartle
Player
Types
Social
Engagement
Verbs
4.
TO
WHAT
to
Gamify?
5.
HOW
to
Gamify?
Gamify
=
“Entertainingly
and
profitably
mo1vate,
learn,
solve
problem,
or
get
a
job
done”
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
11. ROD’s
5
Gamifica1on
Design
Ques1ons
Profitably
Create,
Deliver,
and
Share
Happiness
1.
WHY
Gamify?
Yu-‐Kai
Chou
2.
WHO
to
Gamify
for?
Richard
Bartle
3.
WHAT
to
Gamify?
Amy
Jo
Kim
4.
TO
WHAT
to
Gamify?
Octalysis
Framework
Bartle
Player
Types
Social
Engagement
Verbs
Visionary
Gamified
Business
Model
q Gamifica7on
Pentagon
q Red
Ocean
Disrup7on
(ROD)
Game
q Customer
Gamifica7on
Pyramid
q 3P-‐Business
Model
Gameboard
q 6
Jobs
of
Highly
Innova7ve
Teams
q Game
Mechanics,
Dynamics,
and
Gamify
=
“Entertainingly
and
profitably
mo1vate,
learn,
solve
problem,
or
get
a
job
done”
Aesthe7cs:
Physical;
Mental;
Social;
Reputa7on
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
5.
HOW
to
Gamify?
12. GAMIFICATION
PENTAGON:
Visual
Worksheet
for
Itera9vely
Answering
the
5
Gamifica9on
Design
Ques9ons
Profitably
Create,
Deliver,
and
Share
Happiness
WHY?
WHO?
HOW?
Object/
Topic
TO
WHAT?
Conven)on
(Present:
Red
Ocean/Job)
WHAT?
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
13. GAMIFICATION
PENTAGON:
Visual
Worksheet
for
Itera9vely
Answering
the
5
Gamifica9on
Design
Ques9ons
Profitably
Create,
Deliver,
and
Share
Happiness
WHY?
Problem-‐Solving
Cycle
q D:
Define
q B:
Build
q M:
Measure
q A:
Analyze
q I:
Improve
q L:
Learn
HOW?
Blue
Ocean
Gamifica1on
Model/
Behavior/Habit
WHO?
Business
Model
Red
Ocean
Gamifica1on
Model/
Behavior/Habit
TO
WHAT?
Conven)on
(Present:
Red
Ocean/Job)
WHAT?
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
14. GAMIFICATION
PENTAGON:
How
Dick
Fosbury
Disrupted
the
High
Jump
Game
Profitably
Create,
Deliver,
and
Share
Happiness
WHY?
Problem-‐Solving
Cycle
q D:
Define
q B:
Build
q M:
Measure
q A:
Analyze
q I:
Improve
q L:
Learn
HOW?
Bring
Honor
to
Country
Set
a
world
record
at
the
Olympic
Games
WHO?
HIGH
JUMP
Dick
Fosbury,
Game
Changer
TO
WHAT?
Conven)on
(Present:
Red
Ocean/Job)
WHAT?
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
15. APPLE’S
GAMIFICATION
PENTAGON:
How
Apple/Steve
Jobs
Disrupted
the
Music
Game
Profitably
Create,
Deliver,
and
Share
Happiness
WHY?
Problem-‐Solving
Cycle
q D:
Define
q B:
Build
q M:
Measure
q A:
Analyze
q I:
Improve
q L:
Learn
HOW?
Empowerment
&
Happiness
“Think
Different”
WHO?
Classic
iPod:
(“A
Thousand
Songs
In
Your
Pocket”)
TO
WHAT?
Conven)on
(Present:
Red
Ocean/Job)
WHAT?
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
16. 6
Jobs
of
Highly
Innova1ve
Teams
(Problem-‐Solving
Cycle
of
“DB-‐MAIL”)
Round:
.....
Problem
Definer
Solu1on
Builder
D
B
Object
(Topic/
Logo)
Value
L
Learner
Solu1on
Improver
I
M
A
Problem
Measurer
Problem
Analyzer
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
17. 6
Jobs
of
Highly
Innova1ve
Teams
(Problem-‐Solving
Cycle
of
“DB-‐MAIL”)
Round:
.....
Problem
Definer
D
Value
L
Learner
Solu1on
Builder
B
Define
Problem
Define/sketch
customer
Make
field
visits;
Network
Observe
anomalies,
pains
&
trade-‐offs
Ques9on
ecosystem
Learn
What’s
Valued
Explore
in
Build
Solu1on
What
to
learn/share
space/9me
Set
goals/strategies
Evaluate
(-‐/+);
Monitor
Brainstorm
specs/propn.
Reflect:
Lesson
Learned
Idealize;
Use
“What
if?”
Tell
stories;
“Pitch”
Analogize;
Experiment
Object
Summarize
Prototype
tool;
Pilot
(Topic/
Improve
Solu1on
Measure
Problem
Logo)
Resolve
trade-‐offs
Measure
impacts
Do
mul9level
thinking
Collect
data/info
Transform;
Disrupt
Quan9fy
rela9onships
Role-‐play;
Simplify
Confirm
channels
Implement
tac9cs
Verify/Validate
Analyze
Problem
Analyze
data/info
Categorize
inputs
Model
process/system
Structure/Classify
outputs
Display
cri9cal
thinking
Solu1on
Improver
M
I
A
Problem
Measurer
Problem
Analyzer
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
18. PROJECT
TEAM
Date:
…………………………....
Project
Descrip1on:
TEAM
MEMBER
Problem
Definer
Solu1on
Builder
Problem
Measurer
Problem
Analyzer
Solu1on
Improver
Value
Learner
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
19. PROJECT
JOURNAL
(Problem-‐Solving
Cycle
of
“DB-‐MAIL”)
Round:
.....
Date:
…………………………....
Why?
………………………………………………………………………………………………………….…………………………………………………………..…………………..…..……
Who?
…..…………………………………………………………………….………………………………………………….….……….………..……………………………..…………..……
What?
……..…………..……..……………………………………………………………………………………………………………………………..…….…………………………….……
To
What?
………………………………………………………………………………………………….…………………………………….…………………………………………………..
Project
Team:
…………………………………………….…………..…….…………..…….……………………...………………………….……………………………………………..
PROBLEM
DEFINER
SOLUTION
(PROTOTYPE)
BUILDER
PROBLEM
MEASURER
PROBLEM
ANALYZER
SOLUTION
IMPROVER
VALUE
LEARNER
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
20. LEADERBOARD
Date:
…………………………....
Project
Descrip1on:
NAME
OF
PROJECT
TEAM
ROUND
1
ROUND
2
ROUND
3
ROUND
4
ROUND
…
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
28. Customer
Gamifica1on
Pyramid:
Strategic
Mo9vators
(Value
Factors;
Core
Drivers;
Proposi9ons)
Profitably
Create,
Deliver,
and
Share
Happiness
Achiever
q Enlightenment
&
Meaning
q Empowerment
Compe77on
E:
EMOTIONAL
Happiness
Socializer
q Social
Influence
q Trouble
Avoidance
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
I:
INTELLECTUAL
Happiness
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Collabora7on
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
29. Customer
Gamifica1on
Pyramid:
Games
for
“Body,
Mind,
Heart,
and
Spirit”
Happiness
Profitably
Create,
Deliver,
and
Share
Happiness
Achiever
Compe77on
E:
EMOTIONAL
Games
Socializer
Intrinsic
Mo9va9on
S:
SPIRITUAL
Games
Mo1va1onal
Factors
I:
INTELLECTUAL
Games
Discoverer
Explora7on
P:
PHYSICAL
Games
Survivor
Extrinsic
Mo9va9on
Collabora7on
Survival
Customer/Job
To
Get
Done/BUMP:
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
30. Customer
Gamifica1on
Pyramid:
Elements
of
the
Happiness
Quo9ent
(HQ)
Profitably
Create,
Deliver,
and
Share
Happiness
Achiever
Compe77on
EMOTIONAL
Quo9ent
(EQ)
Socializer
Intrinsic
Mo9va9on
SPIRITUAL
Quo9ent
(SQ)
Mo1va1onal
Factors
INTELLECTUAL
Quo9ent
(IQ)
Discoverer
Explora7on
PHYSICAL
Quo9ent
(PQ)
Survivor
Extrinsic
Mo9va9on
Collabora7on
Survival
Customer/Job
To
Get
Done/BUMP:
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
31. Customer
Gamifica1on
Pyramid:
Habits
of
Player
Archetypes
Profitably
Create,
Deliver,
and
Share
Happiness
driven
Mo1va1onal
Factors
Intrinsic
Mo9va9on
SPIRITUAL
Quo9ent
(SQ)
purposeful
Achiever
compe77ve
strong-‐willed
Compe77on
sociable
EMOTIONAL
Quo9ent
(EQ)
caring
Socializer
INTELLECTUAL
Quo9ent
(IQ)
curious
ques7oning
Discoverer
analy7cal
PHYSICAL
Quo9ent
(PQ)
enthusias7c
cra`y
crea7ve
Explora7on
dynamic
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
Extrinsic
Mo9va9on
empathe7c
communal
Collabora7on
materialis7c
energe7c
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
38. Reiss’s
Drivers
of
Happiness
Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
Achiever
Power/Influence
• Status/Social
Standing
Independence/Self-‐reliance
• Tranquility/Emo9onal
Calm
Humor/Loyalty
Compe77on
Idealism/Social
Jus9ce
E:
EMOTIONAL
Happiness
•
•
•
•
Social
Contact/Companionship
Acceptance/Belonging
Family/Rela9onship
Romance/Sex
and
Beauty
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
• Curiosity/Knowledge
• Order/Organiza9on
Discoverer
Explora7on
P:
PHYSICAL
Happiness
•
•
•
•
Saving/Collec9ng
Things
Vengeance/One-‐upmanship
Ea9ng/Food
Physical
Ac9vity/Exercise
Intrinsic
Mo9va9on
•
•
•
•
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
39. Maslow’s
Mo9va9on
Mechanisms
Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
Self-‐actualiza9on
•
•
Self
Esteem
•
Status
•
Pres9ge
Reputa9on
Morality
Spontaneity
Mastery
Achiever
Compe77on
E:
EMOTIONAL
Happiness
•
•
•
•
Belonging
Love
Family
Sexual
In9macy
•
•
•
•
Aesthe9cs
Friendship
Community
Empathy
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
• Problem-‐Solving
• Wisdom
• Knowledge
• Facts
Discoverer
Explora7on
P:
PHYSICAL
Happiness
•
•
•
•
Food
Water
Health
Protec9on
•
•
•
•
Breathing
Sleep
Safety
Security
Intrinsic
Mo9va9on
•
•
•
•
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
40. Customer
Gamifica1on
Pyramid
Generic
Mo9va9on
Mechanisms
Profitably
Create,
Deliver,
and
Share
Happiness
Status
Enlightenment
Spirituality
Atonement
•
•
•
•
Peace
of
Mind
Self-‐expression
Autonomy/Power
Oneness/Altruism
Achiever
Compe77on
E:
EMOTIONAL
Happiness
•
•
•
•
Entertainment
Networking
Socializa9on
Community
•
•
•
•
Crowdsourcing
Romance
Loyalty
Sex;
Beauty
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
•
•
•
•
Wisdom;
Order
•
•
Knowledge
Ideas/Crea9vity
•
Informa9on/Data
•
Problem-‐Solving
Rhetoric
Trading
Decisions
Discoverer
Explora7on
P:
PHYSICAL
Happiness
•
•
•
•
•
Travel
Finance/Wealth
•
•
Health
Safety/Protec9on
•
Clothing
Housing
Food
Energy
Intrinsic
Mo9va9on
•
•
•
•
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
41. “Quests”
That
Make
Us
Happier
Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
q Seek/Obtain
Jus9ce
q Triumph
q Improve
Society
q Be
Enlightened
Achiever
Compe77on
E:
EMOTIONAL
Happiness
q Nurture
q Laugh
q Strengthen
Family
Rela9onship
q Connect
with
Past
q Customize
q Be
Roman9c
q Exchange
Gios
q Be
Recognized
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
q Learn/Gain
Knowledge
q Recognize
PaMerns
q Find
Treasure
q Get
Insider
Info
q Discover
Secret/Mystery
q Complete
Set
q Create
Order
q Predict
Events
Discoverer
Explora7on
P:
PHYSICAL
Happiness
q Be
a
Villain
q Improve
Health
q Be
a
Rebel
q Compete
q Revenge
Intrinsic
Mo9va9on
q Be
a
Hero
q Be
a
Wise
Old
Man
q Be
a
Ruler
q Master
a
Skill
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
42. Learning
Goals/Jobs-‐To-‐Get-‐Done
Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
q Be
a
Hero;
Win
q Improve
Society
q Obtain
Jus9ce
q Tell
Epic
Story
Achiever
Compe77on
E:
EMOTIONAL
Happiness
q Entertain
q Network
q Socialize
q Be
Emo9onal
q Bond/Team
q Be
Roman9c
q Be
Loyal
q Be
Sexy
q Enlightenment
&
Meaning
q Empowerment
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
q Gain
Wisdom
q Gain
Knowledge
q Organize
Ideas
q Discover
Objects
q Solve
Problems
q Predict
q Trade
q Decide/Learn
Discoverer
Explora7on
P:
PHYSICAL
Happiness
q Travel
q Be
Wealthy
q Be
Healthy
q Be
Safe
q Have
Clothing
q Have
House
q Have
Food
q Have
Energy
Intrinsic
Mo9va9on
q Gain
Recogni9on
q Gain
Mastery
q Be
Enlightened
q Customize
Object
8
Mo1va1onal
Factors
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
Gamified
Progress
Indicators
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
43. Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
Achiever
q Enlightenment
&
Meaning
q Empowerment
Compe77on
E:
EMOTIONAL
Happiness
Socializer
q Social
Influence
q Trouble
Avoidance
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
I:
INTELLECTUAL
Happiness
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Collabora7on
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
45. Customer
Gamifica1on
Pyramid
Game
Mechanics
Profitably
Create,
Deliver,
and
Share
Happiness
Epic
Meaning
Reward
Schedule
Structure
Building
Power;
Autonomy
•
•
•
•
Pride
Status
Achievement
Mastery
Achiever
Compe77on
E:
EMOTIONAL
Happiness
•
•
•
•
Communal
Disc.
Companionship
Ex9nc9on
Coopera9on
•
•
•
•
Friending;
Liking
Gioing
Personaliza9on
Mentorship
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
•
•
•
•
Avoidance
Endless
Game
Puzzle;
Quiz
Progression
•
•
•
•
Con9ngency
LoMery;
Hazard
Shell
Game
Appointment
Discoverer
Explora7on
P:
PHYSICAL
Happiness
•
•
•
•
Victory
Points
•
•
Leaderboard
Territory
Control
•
Bonus;
Discount
•
Ownership
Envy
Race
Auc9on
Intrinsic
Mo9va9on
•
•
•
•
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
46. Customer
Gamifica1on
Pyramid
Profitably
Create,
Deliver,
and
Share
Happiness
•
•
•
•
Epic
Meaning
Reward
Schedule
Structure
Building
Power;
Autonomy
•
•
•
•
Pride
Status
Achievement
Mastery
8
Mo1va1onal
Factors
Achiever
Compe77on
E:
EMOTIONAL
Happiness
•
•
•
•
Communal
Disc.
Companionship
Ex9nc9on
Coopera9on
•
•
•
•
Friending;
Liking
Gioing
Personaliza9on
Mentorship
q Enlightenment
&
Meaning
q Empowerment
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
•
•
•
•
Avoidance
Endless
Game
Puzzle;
Quiz
Progression
•
•
•
•
Con9ngency
LoMery;
Hazard
Shell
Game
Appointment
Discoverer
Explora7on
P:
PHYSICAL
Happiness
•
•
•
•
Victory
Points
•
•
Leaderboard
Territory
Control
•
Bonus;
Discount
•
Ownership
Envy
Race
Auc9on
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
5
Basic
Gamifica1on
Ingredients
Survivor
Survival
Customer/Job
To
Get
Done/BUMP:
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Game
Mechanics
q Ownership
q Accomplish-‐
ment
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
47. OCTALYSIS
PETAL
DIAGRAM:
8
Core
Drivers
of
Happiness
and
Corresponding
Game
Mechanics
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………..
Vision/Job
To
Get
Done/Mo)va)on:
……………………………………………………………………………..……………………………………………………………
ACCOMPLISHMENT:
Physical
Happiness
OWNERSHIP:
Physical
Happiness
SCARCITY:
Intellectual
Happiness
MEANING:
Spiritual
Happiness
8
Core
Drivers/“Hiring”
Reasons
(Based
on
Yu-‐Kai
Chou’s
Octalysis
Framework
of
8
Core
Drivers:
hMp://www.yukaichou.com/
gamifica9on-‐examples/octalysis-‐
complete-‐gamifica9on-‐framework/)
AVOIDANCE:
Emo7onal
Happiness
EMPOWERMENT:
Spiritual
Happiness
SOCIAL
INFLUENCE:
Emo7onal
Happin.
UNPREDICTABILITY:
Intellectual
Happin.
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
48. OCTALYSIS
PETAL
DIAGRAM:
8
Core
Drivers
of
Happiness
and
Corresponding
Game
Mechanics
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………..
Vision/Job
To
Get
Done/Mo)va)on:
……………………………………………………………………………..……………………………………………………………
ACCOMPLISHMENT:
Physical
Happiness
q Points
q Win
Prize;
High
5
q Badges
q Crowning
q Fixed
Ac9on
Rew.
q Level-‐up
Sympho.
q Leaderboard
q Aura
Effect
q Progress
Bar
q Tutorial
q Quest
Lists
q Boss
Fights
OWNERSHIP:
Physical
Happiness
q Virtual
Goods
q Earned
Lunch
q Build
from
Scratch
q Learning
Curve
q Collec9on
Set
q Protec9on
q Avatar
q Recruitment
q Monitoring
SCARCITY:
Intellectual
Game
q Appointment
q Pa9ent
Feedback
q Fixed
Intervals
q Countdown
q Dangling
q ThroMles
q Price
Pacing
q Moats
MEANING:
Spiritual
Game
q Narra9ve
q Beginner’s
Luck
q Eli9sm
q Free
Lunch
q Humanity
Hero
q Des9ny
Child
q Higher
Meaning
q Co-‐creator
8
Core
Drivers/“Hiring”
Reasons
(Based
on
Yu-‐Kai
Chou’s
Octalysis
Framework
of
8
Core
Drivers:
hMp://www.yukaichou.com/
gamifica9on-‐examples/octalysis-‐
complete-‐gamifica9on-‐framework/)
AVOIDANCE:
Emo7onal
Game
q Sunk-‐Cost
Tragedy
q Status
Quo
Sloth
q Progress
Loss
q Scarlet
LeMer
q FOMO
q Visual
Grave
q Evanescence
q Weep
Tune
Opportunity
EMPOWERMENT:
Spiritual
Game
q Milestone
Unlock
q Instant
Feedback
q Evergreen
q Boosters
q General’s
Carrot
q Blank
Fills
q Real-‐9me
Control
q Autonomy
q Chain
Combos
q Choice
Percep9on
SOCIAL
INFLUENCE:
Emo7onal
Game
q Friending
q Bragging
q Gioing
q Water
Cooler
q Seesaw
Bump
q Thank
You-‐Econ.
q Group
Quest
q Mentorship
q Tou9ng
q Social
Prod
UNPREDICTABILITY:
Intellectual
Game
q Growing
Choice
q Obvious
Wonder
q Mini-‐Quests
q Rolling
Rewards
q Visual
Stories
q Mischief
q Easter
Eggs
q Sudden
Rewards
q Random
Rewards
q Oracle
Effect
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
49. HAPPINESS
TRADE-‐OFF
MAP
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………………
Job
To
Get
Done
(Market/Goal/Mo9va9on):
………………………………………………….………………………………………………………….
Ideal
Final
Result
(IFR):
Insanely
Great
Experience
(Happiness)
or
Ideal
Minimum
Viable
Game
(MVG)
(+):
DELIGHT:
Learning
(Discovery)
High
(10)
BLUE
OCEAN
GAMIFICATION
STRATEGY/
GAMES
RED
OCEAN
GAMIFICATION
STRATEGY/
GAMES
Low
(1)
Low
(1)
(-‐):
PAIN:
Boredom
High
(10)
50. HAPPINESS
TRADE-‐OFF
MAP
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………………
Job
To
Get
Done
(Market/Goal/Mo9va9on):
………………………………………………….………………………………………………………….
Ideal
Final
Result
(IFR):
Insanely
Great
Experience
(Happiness)
or
Ideal
Minimum
Viable
Game
(MVG)
(+):
DELIGHT:
Learning
(Discovery)
High
(10)
BLUE
OCEAN
GAMIFICATION
STRATEGY/
GAMES
RED
OCEAN
GAMIFICATION
STRATEGY/
GAMES
Low
(1)
Low
(1)
(-‐):
PAIN:
Boredom
High
(10)
51. GAMIFIED
BUSINESS
MODEL
Holis1c
Tool
for
Applying
Evidence-‐based
Management
to
Gamifica1on
Projects
52. What
is
a
Gamified
Business
Model?
A
Gamified
Business
Model
Illustrates
How
an
Organiza1on
Uses
Game
Mo1va1on
Mechanisms
(GMM)
to
Create,
Deliver,
and
Share
Happiness
(Value)
A
Gamified
Business
Model
consists
of
three
sub-‐models:
q Provider’s
Happiness
Model:
Happiness
Crea7on
q Player’s
Happiness
Model:
Happiness
Delivery
q Performance
Happiness
Model:
Happiness
(Value)
Sharing
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
53. 3P-‐BUSINESS
MODEL
GAMEBOARD
Profitably
Create,
Deliver,
and
Share
Happiness
Level
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
P:
PROVIDER’S
HAPPINESS
MODEL
delivers
requires
P:
PLAYER’S
HAPPINESS
MODEL
drives
requires
P:
PERFORMANCE
HAPPINESS
MODEL
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
54. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
Profitably
Create,
Deliver,
and
Share
Happiness
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
P:
PROVIDER’S
HAPPINESS
MODEL
delivers
requires
P:
PLAYER’S
HAPPINESS
MODEL
drives
requires
P:
PERFORMANCE
HAPPINESS
MODEL
Inputs/Partners
Gamified
Product/Service;
Value
Proposi1on
Cost
(Pain):
“STICK”
Internal
Resources
Gamified
Channels
&
Rela1onships
Revenue
(Delight):
“CARROT”
Gamified
Processes/
Ac1vi1es/Goals
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
q Player’s
Persona
q Player’s
Hierarchy
of
Jobs
PERFORMANCE
(PROFIT;
VALUE)
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
55. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
Profitably
Create,
Deliver,
and
Share
Happiness
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
Inputs/Partners
require(s)
Internal
Resources
require(s)
requires
Gamified
Product/Service;
Value
Proposi1on
affect(s)
deliver(s)
Gamified
Processes/
Ac1vi1es
require(s)
delight(s)
Gamified
Channels
&
Rela1onships
require(s)
P:
PERFORMANCE
HAPPINESS
MODEL
delight(s)
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
q Player’s
Persona
q Player’s
Hierarchy
of
Jobs
requires
Cost
(Pain):
“STICK”
Revenue
(Delight):
“CARROT”
drive(s)
requires
drives
P:
PLAYER’S
HAPPINESS
MODEL
(Problem-‐Solu9on
Fit;
Product-‐Market
Fit)
delivers
P:
PROVIDER’S
HAPPINESS
MODEL
delights
PERFORMANCE
(PROFIT;
VALUE)
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
56. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
Profitably
Create,
Deliver,
and
Share
Happiness
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
require(s)
Gamified
Product/Service;
Value
Proposi1on
affect(s)
Internal
Resources
require(s)
requires
deliver(s)
Gamified
Processes/
Ac1vi1es
requires
gamified
E.A.R.
mechanisms
require(s)
delight(s)
Gamified
Channels
&
Rela1onships
gamified
E.A.R.
mechanisms
require(s)
delight(s)
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
q Player’s
Persona
q Player’s
Hierarchy
of
Jobs
Cost
(Pain):
“STICK”
Revenue
(Delight):
“CARROT”
drive(s)
Inputs/Partners
P:
PERFORMANCE
HAPPINESS
MODEL
gamified
E.A.R.
mechanism(s)
requires
drives
P:
PLAYER’S
HAPPINESS
MODEL
(Problem-‐Solu9on
Fit;
Product-‐Market
Fit)
delivers
P:
PROVIDER’S
HAPPINESS
MODEL
delights
PERFORMANCE
(PROFIT;
VALUE)
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
57. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Environment
Profitably
Create,
Deliver,
and
Share
Happiness
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
ENVIRONMENT
1 2 3 4 5
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
58. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Global
Environment
Profitably
Create,
Deliver,
and
Share
Happiness
1 2 3 4 5
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
Macro-‐Economic
Influencers
(MEI):
Global
Economy
Market
Ecosystem
(ME):
Demand
Industry
Ecosystem
(IE):
Supply
Key
Trends
&
Complementors
(KTC):
PESTLIED
(-‐/+)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
59. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Local
(Industry)
Environment
Profitably
Create,
Deliver,
and
Share
Happiness
1 2 3 4 5
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
Threat
of
Subs1tute
Products
or
Services
Bargaining
Power
of
Customers
Bargaining
Power
of
Suppliers
Threat
of
New
Entrants
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
60. LinkedIn’s
Business
Model
Gamifica1on
Evidence-‐based
Management
for
Beger
Engaging,
Acquiring,
and
Retaining
Customers
62. 5
Gamifica1on
Design
Ques1ons
for
LinkedIN
Profitably
Create,
Deliver,
and
Share
Happiness
1.
WHY
Gamify?
2.
WHO
to
Gamify
for?
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Customers/Players:
[People]
who
want
…
but
…
q Professionals
q Recruiters
q Marketers
q Adver9sers
3.
WHAT
to
Gamify?
Tradi1onal
Product/Service:
linkedin.com
4.
TO
WHAT
to
Gamify?
Gamified
Product/Service:
linkedin.com
5.
HOW
to
Gamify?
Gamify
=
“Entertainingly
and
profitably
mo1vate,
learn,
solve
problem,
or
get
a
job
done”
q Gamifica7on
Pentagon
q Red
Ocean
Disrup7on
(ROD)
Game
q Customer
Gamifica)on
Pyramid
q 3P-‐Business
Model
Gameboard
q 6
Jobs
of
Highly
Innova7ve
Teams
q Game
Mechanics,
Dynamics,
and
Aesthe)cs:
Physical;
Mental;
Social;
Reputa)on
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
63. Gamifica1on
Pentagon
for
LinkedIN
Profitably
Create,
Deliver,
and
Share
Happiness
WHY?
HOW?
q
q
q
q
Gamifica7on
Pentagon
Customer
Gam.
Pyramid
3P-‐Bus.
Model
Gameboard
DB-‐MAIL
Cycle
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Customers/Players:
Gamified
Product/Service:
linkedin.com
TO
WHAT?
WHO?
[People]
who
want
…
but
…
Professionals/Recruiters/
Marketer/Adver9sers
Tradi1onal
Product/Service:
linkedin.com
Conven)on
(Present:
Red
Ocean/Job)
WHAT?
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
64. Game
Mechanisms
(Features)
Customer
Gamifica1on
Pyramid
for
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Achiever
q Enlightenment
&
Meaning
q Empowerment
Compe77on
E:
EMOTIONAL
Happiness
Socializer
q Social
Influence
q Trouble
Avoidance
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
I:
INTELLECTUAL
Happiness
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Survivor
Survival
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Collabora7on
q Ownership
q Accomplish-‐
ment
Customer/BUMP/Job
To
Get
Done:
Professionals/Recruiters/Marketers/Adver)sers
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
65. Game
Mechanisms
(Features)
Customer
Gamifica1on
Pyramid
for
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Achiever
q Enlightenment
&
Meaning
q Empowerment
Compe77on
E:
EMOTIONAL
Happiness
Socializer
q Social
Influence
q Trouble
Avoidance
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
I:
INTELLECTUAL
Happiness
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Freemium
Leaderboard
Progress
Bar
Survivor
Survival
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Collabora7on
q Ownership
q Accomplish-‐
ment
Customer/Job
To
Get
Done/BUMP:
Professionals/Recruiters/Marketers/Adver)sers
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
66. Game
Mechanisms
(Features)
Customer
Gamifica1on
Pyramid
for
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Achiever
q Enlightenment
&
Meaning
q Empowerment
Compe77on
E:
EMOTIONAL
Happiness
Socializer
q Social
Influence
q Trouble
Avoidance
Intrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
I:
INTELLECTUAL
Happiness
Real-‐9me
Feedback/
Updates/No9fica9ons
Countdown
Poll
Vote
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Freemium
Leaderboard
Progress
Bar
Survivor
Survival
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
Collabora7on
q Ownership
q Accomplish-‐
ment
Customer/Job
To
Get
Done/BUMP:
Professionals/Recruiters/Marketers/Adver)sers
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
67. Game
Mechanisms
(Features)
Customer
Gamifica1on
Pyramid
for
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Compe77on
Profile
Views
E:
EMOTIONAL
Happiness
No.
of
Connec9ons
Networking/Linking
Endorse
Like
Share
Comment
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
Real-‐9me
Feedback/
Updates/No9fica9ons
Countdown
Poll
Vote
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Freemium
Leaderboard
Progress
Bar
Intrinsic
Mo9va9on
Achiever
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
Customer/Job
To
Get
Done/BUMP:
Professionals/Recruiters/Marketers/Adver)sers
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
68. Game
Mechanisms
(Features)
Customer
Gamifica1on
Pyramid
for
To
entertainingly
and
effec1vely
engage,
acquire,
and
retain
more
customers
Personalize
Influencers
Flag
Profile
Views
Achiever
Compe77on
E:
EMOTIONAL
Happiness
No.
of
Connec9ons
Networking/Linking
Endorse
Like
Share
Comment
Socializer
q Social
Influence
q Trouble
Avoidance
Collabora7on
I:
INTELLECTUAL
Happiness
Real-‐9me
Feedback/
Updates/No9fica9ons
Countdown
Poll
Vote
Discoverer
Explora7on
P:
PHYSICAL
Happiness
Freemium
Leaderboard
Progress
Bar
Intrinsic
Mo9va9on
Status/Reputa9on
q Enlightenment
&
Meaning
q Empowerment
Survivor
Survival
q Scarcity
q Surprise
&
Suspense
Extrinsic
Mo9va9on
S:
SPIRITUAL
Happiness
8
Mo1va1onal
Factors
q Ownership
q Accomplish-‐
ment
Customer/Job
To
Get
Done/BUMP:
Professionals/Recruiters/Marketers/Adver)sers
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
69. HAPPINESS
TRADE-‐OFF
MAP
FOR
Big
Urgent
Market
Problem
(BUMP):
Professionals
around
the
world
are
not
connected
and
are
working
inefficiently
Job
To
Get
Done
(Market/Goal/Mo9va9on):
Connect
the
world’s
professionals
to
make
them
more
produc7ve
and
successful
Ideal
Final
Result
(IFR):
Insanely
Great
Experience
(Happiness)
or
Ideal
Minimum
Viable
Game
(MVG)
(+):
DELIGHT:
Learning
(Discovery)
High
(10)
BLUE
OCEAN
GAMIFICATION
STRATEGY/
GAMES
RED
OCEAN
GAMIFICATION
STRATEGY/
GAMES
Low
(1)
Low
(1)
(-‐):
PAIN:
Boredom
High
(10)
70. HAPPINESS
TRADE-‐OFF
MAP
FOR
Big
Urgent
Market
Problem
(BUMP):
Professionals
around
the
world
are
not
connected
and
are
working
inefficiently
Job
To
Get
Done
(Market/Goal/Mo9va9on):
Connect
the
world’s
professionals
to
make
them
more
produc7ve
and
successful
Ideal
Final
Result
(IFR):
Insanely
Great
Experience
(Happiness)
or
Ideal
Minimum
Viable
Game
(MVG)
(+):
DELIGHT:
Learning
(Discovery)
High
(10)
BLUE
OCEAN
GAMIFICATION
STRATEGY/
GAMES
RED
OCEAN
GAMIFICATION
STRATEGY/
GAMES
Low
(1)
Low
(1)
(-‐):
PAIN:
Boredom
High
(10)
71. 3P-‐BUSINESS
MODEL
GAMEBOARD
Level
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
P:
PROVIDER’S
HAPPINESS
MODEL
delivers
requires
P:
PLAYER’S
HAPPINESS
MODEL
drives
requires
P:
PERFORMANCE
HAPPINESS
MODEL
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
72. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
P:
PROVIDER’S
HAPPINESS
MODEL
delivers
requires
Inputs/Partners
q Content
Providers
q Slideshare
q Pulse
q Equix
Internal
Resources
q Staff
q Brand;
IP
q IT
Plaporm/Infrastructure
Gamified
Processes/Ac1v.
q Recruitment
&
Training
Gam.
q Product/Service
Gamifica9on
q Marke9ng/Sales/Branding
Gam
q Business
Model
Gamifica9on
P:
PLAYER’S
HAPPINESS
MODEL
drives
requires
Gamified
Product/Service;
Value
Proposi1on
q Connect
the
world’s
pro-‐
fessionals
to
make
them
more
produc7ve
and
successful
Gamified
Channels
&
Rela1onships
P:
PERFORMANCE
HAPPINESS
MODEL
Cost
(Pain)
q Product
Development
q IT
Plaporm
q Marke9ng
&
Sales
q Admin
Revenue
(Delight)
q Linkedin.com
q Field
Sales
Force
q Paid
Membership
q Ads:
Job/Visual/Text
q Recruitment
Services
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
PERFORMANCE
(PROFIT;
VALUE)
q Professional/Recruiter/
Marketers/Adver9sers
q Player’s
Hierarchy
of
Jobs
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
(Loyalty)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
73. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
Inputs/Partners
q Content
Providers
q Slideshare
q Pulse
q Equix
require(s)
affect(s)
Internal
Resources
q Staff
q Brand;
IP
q IT
Plaporm/Infrastructure
require(s)
deliver(s)
Gamified
Processes/Ac1v.
q Recruitment
&
Training
Gam.
q Product/Service
Gamifica9on
q Marke9ng/Sales/Branding
Gam
q Business
Model
Gamifica9on
requires
Gamified
Product/Service;
Value
Proposi1on
q Connect
the
world’s
pro-‐
fessionals
to
make
them
more
produc7ve
and
successful
require(s)
delight(s)
Gamified
Channels
&
Rela1onships
q Linkedin.com
q Field
Sales
Force
require(s)
P:
PERFORMANCE
HAPPINESS
MODEL
delight(s)
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
q Professional/Recruiter/
Marketers/Adver9sers
q Player’s
Hierarchy
of
Jobs
Cost
(Pain)
requires
q Product
Development
q IT
Plaporm
q Marke9ng
&
Sales
q Admin
Revenue
(Delight)
q Paid
Membership
q Ads:
Job/Visual/Text
q Recruitment
Services
drive(s)
requires
drives
P:
PLAYER’S
HAPPINESS
MODEL
(Problem-‐Solu9on
Fit;
Product-‐Market
Fit)
delivers
P:
PROVIDER’S
HAPPINESS
MODEL
delights
PERFORMANCE
(PROFIT;
VALUE)
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
(Loyalty)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
74. Level
3P-‐BUSINESS
MODEL
GAMEBOARD
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Vision/
Job-‐To-‐Get-‐Done
q Content
Providers
q Slideshare
q Pulse
q Equix
require(s)
affect(s)
Internal
Resources
q Staff
q Brand;
IP
q IT
Plaporm/Infrastructure
require(s)
deliver(s)
Gamified
Processes/Ac1v.
q Recruitment
&
Training
Gam.
q Product/Service
Gamifica9on
q Marke9ng/Sales/Branding
Gam
q Business
Model
Gamifica9on
requires
Gamified
Product/Service;
Value
Proposi1on
q Connect
the
world’s
pro-‐
fessionals
to
make
them
more
produc7ve
and
successful
Cost
(Pain)
requires
gamified
E.A.R.
mechanisms
require(s)
delight(s)
Gamified
Channels
&
Rela1onships
q Linkedin.com
q Field
Sales
Force
gamified
E.A.R.
mechanisms
require(s)
delight(s)
Player/Gamer/Customer/
Gamified
Job-‐To-‐Get-‐Done
q Professional/Recruiter/
Marketers/Adver9sers
q Player’s
Hierarchy
of
Jobs
q Product
Development
q IT
Plaporm
q Marke9ng
&
Sales
q Admin
Revenue
(Delight)
q Paid
Membership
q Ads:
Job/Visual/Text
q Recruitment
Services
drive(s)
Inputs/Partners
P:
PERFORMANCE
HAPPINESS
MODEL
gamified
E.A.R.
mechanism(s)
requires
drives
P:
PLAYER’S
HAPPINESS
MODEL
(Problem-‐Solu9on
Fit;
Product-‐Market
Fit)
delivers
P:
PROVIDER’S
HAPPINESS
MODEL
delights
PERFORMANCE
(PROFIT;
VALUE)
q E:
Engagement
q A:
Acquisi9on
q R:
Reten9on
(Loyalty)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
75. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Environment
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
ENVIRONMENT
1 2 3 4 5
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
76. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Global
Environment
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
Macro-‐Economic
Influencers
(MEI):
Global
Economy
Market
Ecosystem
(ME):
Demand
Industry
Ecosystem
(IE):
Supply
Key
Trends
&
Complementors
(KTC):
PESTLIED
(-‐/+)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
77. Level
3P-‐BUSINESS
MODEL
GAMEBOARD:
Showing
the
Industry
Environment
BUMP:
Professionals
around
the
world
a
re
not
connected
and
are
working
inefficiently
1 2 3 4 5
Happiness
Crea)on:
PROVIDER
P:
PROVIDER’S
HAPPINESS
MODEL
Happiness
Delivery:
PLAYER
P:
PLAYER’S
HAPPINESS
MODEL
Happiness
Sharing
(Profit):
PERFORMANCE
P:
PERFORMANCE
HAPPINESS
MODEL
Threat
of
Subs1tute
Products
or
Services
Bargaining
Power
of
Customers
Bargaining
Power
of
Suppliers
Threat
of
New
Entrants
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
80. What
is
Gamifica1on?
Gamifica1on
Involves
Con7nuously
Using
Game
Mo1va1on
Mechanisms
(GMM)
to
Entertainingly
and
Profitably
Discover
as
well
as
Solve
Big
Urgent
Market
Problems
(BUMPs)
As
Well
As
Help
a
Player/Customer
to
Get
a
Cri9cal
Job
Done
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
81. What
is
Business
Model
Gamifica1on?
Business
Model
Gamifica1on
Involves
A
Con1nuous
Experiment
That
Uses
Game
Mo1va1on
Mechanisms
(GMM)
to
Entertainingly
and
Profitably
Create,
Deliver,
and
Share
Happiness
(Value)
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
82. Gamified
Problem
Solver:
8
BUILDING
BLOCKS
OF
A
GAME
OR
GAMIFIED
PROJECT
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………..
Vision/Job
To
Get
Done/Mo)va)on:
……………………………………………………………………………..……………………………………………………………
CHALLENGE:
QUEST/CONTEST
PLAYERS:
CAST/ACTORS/TEAM
SCOPE:
LEVEL/MISSION/GOAL
RESOURCES:
GEAR/PROPS/TOOLS
RULES:
MOVES/WIN/LOSS
ADDED
VALUE:
PRIZE/REWARD
DURATION
TRIGGERS/MECHANICS/GMM
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
83. Gamified
Problem
Solver:
8
BUILDING
BLOCKS
OF
A
GAME
OR
GAMIFIED
PROJECT
Big
Urgent
Market
Problem
(BUMP):
…………………………………………………………………………………………………………………..
Vision/Job
To
Get
Done/Mo)va)on:
……………………………………………………………………………..……………………………………………………………
CHALLENGE:
QUEST/CONTEST
PLAYERS:
CAST/ACTORS/TEAM
SCOPE:
LEVEL/MISSION/GOAL
RULES:
MOVES/WIN/LOSS
PLAYER’S
JOURNEY
(PHASES)
q Discovery
(for
Prospec7ve
Players)
q Onboarding
(for
Beginners/Novices)
q Scaffolding
(for
Regulars)
q Endgame
(for
Experts)
ADDED
VALUE:
PRIZE/REWARD
DURATION
RESOURCES:
GEAR/PROPS/TOOLS
TRIGGERS/MECHANICS/GMM
q
q
q
q
q
q
Real-‐9me
No9fica9ons;
Updates
Progress
Bar;
Timer
(Countdown)
Points;
Bonuses;
Ribbons;
Penal9es
Badges;
Creden9als;
Trophies;
Status
Leaderboards;
Rankings;
Levels
Gios;
Goods;
Praise;
Endorsements
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
84. Gamified
Products,
Services,
and
Business
Models
Should
Be
C.A.R.E.F.U.L.
C
Compelling
A
Addic9ve
R
Rewarding
E
Exci9ng
F
Func9onal
U
Unique
L
Lighthearted
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
85. C.A.R.E.F.U.L.
Game
Scorecard
Profitably
Create,
Deliver,
and
Share
Happiness
Ideal
Gamified
Object
(Product/Service/
Business
Model)
C:
Compelling
10
L:
Lighthearted
8
6
A:
Addic9ve
4
2
0
U:
Unique
F:
Func9onal
R:
Rewarding
E:
Exci9ng
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
86. The
Evolu9on
of
Business
Model
Gamifica1on
3
2
Where
must
we
go?
1
Where
currently
are
we?
Business
Model
DOCUMENTATION
Serious
Business
Model
INNOVATION
How
should
we
get
there?
Gamified
Business
Model
INNOVATION
#4ROD.
Dr.
Rod
King.
rodkuhnhking@gmail.com
&
hep://businessmodels.ning.com
&
hep://twieer.com/RodKuhnKing
87. The
Ul1mate
Purpose
of
Business
Model
Gamifica1on
Is
to
Profitably
Create,
Deliver,
and
Share
Happiness