SlideShare a Scribd company logo
1 of 27
Principles of conservative
gamification
Zsombor Fekete – Andrea Buzás
Gamification is…
… the use of game thinking and
game mechanics in non-game
contexts to engage users and
increase users' self contributions.
Conservative gamification is…
… reinventing and reframing
non-game activities in a form
of a game.
Results that make a difference...
Gamification  boosting activitiy with game mechanics
Conservative gamification  transforming activity to a game
How do you transform it to a game?
• Question: what is a game?
• Challange: games have become „corrupted”
Roger Caillois: „Man, Play and Games”, 1961
Johan Huizinga: Homo Ludens (1938)
• Huizinga puts games in the
context of history and culture.
• His definition is often
considered over rigid.
Huizinga’s definition of play
1. Play is a free activity
2. It stands quite consciously outside “ordinary” life as being “not serious,”
3. But at the same time it absorbs the player intensely and utterly.
4. It is an activity connected with no material interest.
5. It proceeds within its own proper boundaries of time and space.
6. It is played according to fixed rules in an orderly manner.
The conservative approach...
Huiziga’s definition cannot be applied to
many current games.
If so, game experience is corrupted.
The driver of the conservative approach is
Huizinga’s definition applied as a guideline
towards pure game experience.
Basics of conservative game design
1. Never force the player to play.
2. Never mix reality with games.
3. Eliminate negative stress and push player to flow.
4. Never involve external interests.
5. Define the boundaries of time and space.
6. Create fixed and clear rules.
Never force the player to play
Some typical questions from HR:
“Why not make the content obligatory if we
have paid so much for it?”
Once it is obligatory it will not work.
A game is never obligatory, if so, it’s called work
or learning. But with proper communication,
the target group’s interest can be attracted,
they can be involved in a game.
Never mix reality with games
“Why not put some real tasks in the game?”
Careful! Games are safe, reality is not!
Games can be corrupted by real anxiety,
frustration (e.g. scoring a goal to the boss) and
financial differences.
The rules should not interfere with our lives.
Family, health and finances should not be
directly gamified – though related information
could be.
Eliminate negative stress and push to flow
“Why not penalize him if he makes mistakes?”
No one likes to play with Damocles’ sword
hanging above his head. Chance and
motivation should be granted if player fails.
He must be ensured that goal can be
achieved.
Never involve external interests
“We use gamification instead of e-learning…”
Games do not substitute work and learning.
With games we have fun and let steam off.
Games can be designed to efficiently produce
useful knowledge, work and money, but these
should never be the immediate goals of the
player.
Define boundaries of time and space
“We need an open-ended gamification system.”
Open-ended gamification is an urban legend.
Even the largest MMO’s have a number of
campaigns, scenarios or mini-games and they
are presented as campaigns.
Clear goals, structure and boundaries are
essential.
Create fixed and clear rules
“We’ll figure it out as we go along…”
No way, rules are created beforehand and apply to
everybody. Any personal disadvantage stemming
from altered game-rules is unacceptable.
Modifications should be kept to a minimum,
communicated openly, and if needed, players should
be compensated based on principles of fair play.
Frequently asked questions
“Isn’t this method too rigid?”
“Sure it is, but it is also effective.”
“Are the other gamification approaches less efficient?”
“We can’t tell. They probably are.”
“Can you guarantee that conservative gamification works?”
“There are no guarantees, but we have various successful,
measureable projects behind.”
How to set up a conservative gamification project?
In 3+1 steps, based on Huizinga’s principles
• Explain why to play – internal marketing
• Design easy to digest process – ergonomic optimization
• Eliminate frustration, create challenge – flow support
• Transfer usable knowledge to reality – conversion
Internal marketing
Why is it important?
• Even the best videogames need it.
• Many great games are not played at all.
• Gamification is voluntary, so users must be
convinced that they are going to experience
something worthwhile.
How to do it?
• Take two kids arguing what to play with.
• Give them reasons to convince the other.
Ergonomic optimization
Features of pure game Mistakes at work
Sexy Must
Voluntary rules Obligatory rules
Adaptive progress Difficult or unchallenging
Boundaries of time and
space
Badly structured, endless
Regular feedback No positive feedback
Free from everyday stress Mistakes effect real life
Why is it important?
• Work is rarely ergonomic and it decreases
motivation.
• Ergonomics can be easily adapted from
videogames.
How to do it?
• Find out how our work would work if it
wasn’t work…
• ... and put it into practice!
Why is it important?
• Game design can contribute to players
reaching the state of flow.
How to do it?
• Challenge must be clear and achievable.
• Stress must be eliminated: to err is human,
retry is good.
• Player’s inner motivation should be built on
(competitiveness, curiosity, collecting, power).
Flow support
Conversion
Why is it important?
• „One thing we can learn from Tetris is to play Tetris
well.” – László Mérő
• We all learn something from every game, but it is
important what we make use of.
How to do it?
• Enhance best practices and schemes.
• Reframe acquired knowledge as a part of reality.
How to measure gamification?
Process Message KPI
Internal marketing Put it on colorful plate! Number of players
Ergonomic optimization Slice it up! Ratio of players finishing
Flow support Reassure after every bite! Ratio of hardcore gamers
Conversion Make him love it! KPI of defined goals
Case study
Target: training of sales staff
Message: DISC based sales techniques
Date: 2014
Audience: Hungarian, Czech and Slovak
subsidiaries of GrandVision optical retail chain
Software used
GéMeS - gamification framework
AdvEngine – HTML5 based
adventure game engine
Workflow of implementation
Running multiple interviews about the
aims and motivation of the company.
Acquiring all the knowledge that the
employees are supposed to learn
during the traditional training.
Drafting the concept and the script of
the game.
Producing graphic design and media
content. The game’s beta version is
made.
Testing by the company, list of
required corrections and
modifications is put together.
Corrections and modifications are
made.
Designing the launch of the game.
Plan on channels and resources of
internal marketing. Game is launched
at a store managers’ meeting.
Monitoring the number of players and
various achievements with GéMeS
Light software.
Bottom line
of all employees End of
week 1
End of
month 1
number of players
(internal marketing index)
90,1 % 100 %
ratio of players finishing
(game ergonomic index)
54 % 95 %
ratio of hardcore gamers
(flow support index)
18 % 65 %
YTD results (conversion index*):
Orders have grown by 34 %
Sales have increased by 20 %
* Sales increase can be attributed to various factors. The game and the training is only one of those.
„I would have never imagined that I could talk my colleagues into going through an elearning
module more than once – many of them have done so, over a hundred times.”
Katalin Hámori– sales director at Ofotért
BUZÁS ANDREA - BUZAS@ABAGIL.HU
ZSOMBOR FEKETE - FEKETE@ABAGIL.HU
Abagil Kft. 2015

More Related Content

What's hot

Gamification: How to use gaming techniques to grow your community
Gamification: How to use gaming techniques to grow your communityGamification: How to use gaming techniques to grow your community
Gamification: How to use gaming techniques to grow your community5Desire
 
Smart Gamification: Social Game Design for a Connected World
Smart Gamification: Social Game Design for a Connected WorldSmart Gamification: Social Game Design for a Connected World
Smart Gamification: Social Game Design for a Connected WorldAmy Jo Kim
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Margaret Wallace
 
Gamification 101 - It's not just about points and badges
Gamification 101 - It's not just about points and badges Gamification 101 - It's not just about points and badges
Gamification 101 - It's not just about points and badges GameMaki by Gametize
 
Gamification: Techniques and its applications to enterprises by @brendalogy,a...
Gamification: Techniques and its applications to enterprises by @brendalogy,a...Gamification: Techniques and its applications to enterprises by @brendalogy,a...
Gamification: Techniques and its applications to enterprises by @brendalogy,a...GameMaki by Gametize
 
Crash course in edugaming
Crash course in edugamingCrash course in edugaming
Crash course in edugamingPearson
 
Gamification, motivation and loyalty
Gamification, motivation and loyaltyGamification, motivation and loyalty
Gamification, motivation and loyaltyAndrzej Marczewski
 
Gamification: The reality of what it is and what it isn't
Gamification: The reality of what it is and what it isn'tGamification: The reality of what it is and what it isn't
Gamification: The reality of what it is and what it isn'tTNS
 
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
 
Gamification - Elements for a Gamification Learning Strategy
Gamification - Elements for a Gamification Learning StrategyGamification - Elements for a Gamification Learning Strategy
Gamification - Elements for a Gamification Learning StrategyAndrew Hughes
 
The 5 Pillars of #Gamification
The 5 Pillars of #GamificationThe 5 Pillars of #Gamification
The 5 Pillars of #GamificationRoman Rackwitz
 
Beyond Gamification: Architecting Engagement Through Game Design Thinking
Beyond Gamification: Architecting Engagement Through Game Design ThinkingBeyond Gamification: Architecting Engagement Through Game Design Thinking
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
 
Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Nico King
 
Gamification Elements and Mechanics
Gamification Elements and MechanicsGamification Elements and Mechanics
Gamification Elements and MechanicsAndrzej Marczewski
 
11 Awesome Quotes About Game Design
11 Awesome Quotes About Game Design11 Awesome Quotes About Game Design
11 Awesome Quotes About Game DesignIdea to Appster
 
Gamification and serious games - a great duo
Gamification and serious games - a great duoGamification and serious games - a great duo
Gamification and serious games - a great duoRoman Rackwitz
 
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Sebastian Deterding
 

What's hot (20)

Gamification: How to use gaming techniques to grow your community
Gamification: How to use gaming techniques to grow your communityGamification: How to use gaming techniques to grow your community
Gamification: How to use gaming techniques to grow your community
 
Smart Gamification: Social Game Design for a Connected World
Smart Gamification: Social Game Design for a Connected WorldSmart Gamification: Social Game Design for a Connected World
Smart Gamification: Social Game Design for a Connected World
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World
 
Gamification 101 - It's not just about points and badges
Gamification 101 - It's not just about points and badges Gamification 101 - It's not just about points and badges
Gamification 101 - It's not just about points and badges
 
Gamification: Techniques and its applications to enterprises by @brendalogy,a...
Gamification: Techniques and its applications to enterprises by @brendalogy,a...Gamification: Techniques and its applications to enterprises by @brendalogy,a...
Gamification: Techniques and its applications to enterprises by @brendalogy,a...
 
Crash course in edugaming
Crash course in edugamingCrash course in edugaming
Crash course in edugaming
 
Gamification, motivation and loyalty
Gamification, motivation and loyaltyGamification, motivation and loyalty
Gamification, motivation and loyalty
 
Gamification: The reality of what it is and what it isn't
Gamification: The reality of what it is and what it isn'tGamification: The reality of what it is and what it isn't
Gamification: The reality of what it is and what it isn't
 
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011
 
Gamification - Elements for a Gamification Learning Strategy
Gamification - Elements for a Gamification Learning StrategyGamification - Elements for a Gamification Learning Strategy
Gamification - Elements for a Gamification Learning Strategy
 
The 5 Pillars of #Gamification
The 5 Pillars of #GamificationThe 5 Pillars of #Gamification
The 5 Pillars of #Gamification
 
Beyond Gamification: Architecting Engagement Through Game Design Thinking
Beyond Gamification: Architecting Engagement Through Game Design ThinkingBeyond Gamification: Architecting Engagement Through Game Design Thinking
Beyond Gamification: Architecting Engagement Through Game Design Thinking
 
Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...
 
Gamification Elements and Mechanics
Gamification Elements and MechanicsGamification Elements and Mechanics
Gamification Elements and Mechanics
 
Gamification
GamificationGamification
Gamification
 
Gamification of E-learning
Gamification of E-learningGamification of E-learning
Gamification of E-learning
 
11 Awesome Quotes About Game Design
11 Awesome Quotes About Game Design11 Awesome Quotes About Game Design
11 Awesome Quotes About Game Design
 
Gamification and serious games - a great duo
Gamification and serious games - a great duoGamification and serious games - a great duo
Gamification and serious games - a great duo
 
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
 
Carla hoekendijk
Carla hoekendijkCarla hoekendijk
Carla hoekendijk
 

Similar to Principles of conservative gamification

Gamification - ASTD RTA
Gamification - ASTD RTAGamification - ASTD RTA
Gamification - ASTD RTAtrickyraymer
 
Gametization 101 (14 Dec 2018)
Gametization 101 (14 Dec 2018)Gametization 101 (14 Dec 2018)
Gametization 101 (14 Dec 2018)Gametize
 
Gamification training pros-2015
Gamification training pros-2015Gamification training pros-2015
Gamification training pros-2015Charles Palmer
 
A Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsA Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
 
Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital MarketingGunter Blanckaert
 
Final_Presentation
Final_PresentationFinal_Presentation
Final_PresentationJoe Totherow
 
Gamification - How to Think Straight About
Gamification - How to Think Straight AboutGamification - How to Think Straight About
Gamification - How to Think Straight AboutVille Ritola
 
Creative Mobile: How to eliminate risks in game design evaluation
Creative Mobile: How to eliminate risks in game design evaluationCreative Mobile: How to eliminate risks in game design evaluation
Creative Mobile: How to eliminate risks in game design evaluationDevGAMM Conference
 
Social Gaming & Gambling Summit_Martin Williams
Social Gaming & Gambling Summit_Martin WilliamsSocial Gaming & Gambling Summit_Martin Williams
Social Gaming & Gambling Summit_Martin WilliamsMediabistro
 
1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based LearningUCL Interaction Centre
 
How to Design Effective Learning Games: Sharon Boller and Karl Kapp
How to Design Effective Learning Games: Sharon Boller and Karl KappHow to Design Effective Learning Games: Sharon Boller and Karl Kapp
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
 
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating GamesPixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
 
Gamification: How Effective Is It?
Gamification: How Effective Is It?Gamification: How Effective Is It?
Gamification: How Effective Is It?Socialphysicist
 
Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
 

Similar to Principles of conservative gamification (20)

Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital Marketing
 
Gamification - ASTD RTA
Gamification - ASTD RTAGamification - ASTD RTA
Gamification - ASTD RTA
 
Gametization 101 (14 Dec 2018)
Gametization 101 (14 Dec 2018)Gametization 101 (14 Dec 2018)
Gametization 101 (14 Dec 2018)
 
Gamification training pros-2015
Gamification training pros-2015Gamification training pros-2015
Gamification training pros-2015
 
A Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsA Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and Results
 
An introduction to funormaling business
An introduction to funormaling businessAn introduction to funormaling business
An introduction to funormaling business
 
Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital Marketing
 
Final_Presentation
Final_PresentationFinal_Presentation
Final_Presentation
 
Gamification
GamificationGamification
Gamification
 
Gamification - How to Think Straight About
Gamification - How to Think Straight AboutGamification - How to Think Straight About
Gamification - How to Think Straight About
 
Creative Mobile: How to eliminate risks in game design evaluation
Creative Mobile: How to eliminate risks in game design evaluationCreative Mobile: How to eliminate risks in game design evaluation
Creative Mobile: How to eliminate risks in game design evaluation
 
UXAustralia 2011: Gamification sucks
UXAustralia 2011: Gamification sucksUXAustralia 2011: Gamification sucks
UXAustralia 2011: Gamification sucks
 
Social Gaming & Gambling Summit_Martin Williams
Social Gaming & Gambling Summit_Martin WilliamsSocial Gaming & Gambling Summit_Martin Williams
Social Gaming & Gambling Summit_Martin Williams
 
Work better, Play Together. On Enterprise Gamification
Work better, Play Together.  On Enterprise GamificationWork better, Play Together.  On Enterprise Gamification
Work better, Play Together. On Enterprise Gamification
 
Do You Need Games in Your Portfolio?
Do You Need Games in Your Portfolio?Do You Need Games in Your Portfolio?
Do You Need Games in Your Portfolio?
 
1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning
 
How to Design Effective Learning Games: Sharon Boller and Karl Kapp
How to Design Effective Learning Games: Sharon Boller and Karl KappHow to Design Effective Learning Games: Sharon Boller and Karl Kapp
How to Design Effective Learning Games: Sharon Boller and Karl Kapp
 
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating GamesPixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
 
Gamification: How Effective Is It?
Gamification: How Effective Is It?Gamification: How Effective Is It?
Gamification: How Effective Is It?
 
Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge Guru
 

More from Zsombor Fekete

Mindenki kókler! - Konzervatív gamification
Mindenki kókler! - Konzervatív gamificationMindenki kókler! - Konzervatív gamification
Mindenki kókler! - Konzervatív gamificationZsombor Fekete
 
Gamification for beginners
Gamification for beginnersGamification for beginners
Gamification for beginnersZsombor Fekete
 
Játékosítás lépésről lépésre
Játékosítás lépésről lépésreJátékosítás lépésről lépésre
Játékosítás lépésről lépésreZsombor Fekete
 
Konzervatív gamifikació - elméleti alapok
Konzervatív gamifikació - elméleti alapokKonzervatív gamifikació - elméleti alapok
Konzervatív gamifikació - elméleti alapokZsombor Fekete
 
Konzervatív gamifikáció
Konzervatív gamifikációKonzervatív gamifikáció
Konzervatív gamifikációZsombor Fekete
 
Hűség vagy rászokás?
Hűség vagy rászokás?Hűség vagy rászokás?
Hűség vagy rászokás?Zsombor Fekete
 

More from Zsombor Fekete (6)

Mindenki kókler! - Konzervatív gamification
Mindenki kókler! - Konzervatív gamificationMindenki kókler! - Konzervatív gamification
Mindenki kókler! - Konzervatív gamification
 
Gamification for beginners
Gamification for beginnersGamification for beginners
Gamification for beginners
 
Játékosítás lépésről lépésre
Játékosítás lépésről lépésreJátékosítás lépésről lépésre
Játékosítás lépésről lépésre
 
Konzervatív gamifikació - elméleti alapok
Konzervatív gamifikació - elméleti alapokKonzervatív gamifikació - elméleti alapok
Konzervatív gamifikació - elméleti alapok
 
Konzervatív gamifikáció
Konzervatív gamifikációKonzervatív gamifikáció
Konzervatív gamifikáció
 
Hűség vagy rászokás?
Hűség vagy rászokás?Hűség vagy rászokás?
Hűség vagy rászokás?
 

Principles of conservative gamification

  • 2. Gamification is… … the use of game thinking and game mechanics in non-game contexts to engage users and increase users' self contributions.
  • 3. Conservative gamification is… … reinventing and reframing non-game activities in a form of a game.
  • 4. Results that make a difference... Gamification  boosting activitiy with game mechanics Conservative gamification  transforming activity to a game
  • 5. How do you transform it to a game? • Question: what is a game? • Challange: games have become „corrupted” Roger Caillois: „Man, Play and Games”, 1961
  • 6. Johan Huizinga: Homo Ludens (1938) • Huizinga puts games in the context of history and culture. • His definition is often considered over rigid.
  • 7. Huizinga’s definition of play 1. Play is a free activity 2. It stands quite consciously outside “ordinary” life as being “not serious,” 3. But at the same time it absorbs the player intensely and utterly. 4. It is an activity connected with no material interest. 5. It proceeds within its own proper boundaries of time and space. 6. It is played according to fixed rules in an orderly manner.
  • 8. The conservative approach... Huiziga’s definition cannot be applied to many current games. If so, game experience is corrupted. The driver of the conservative approach is Huizinga’s definition applied as a guideline towards pure game experience.
  • 9. Basics of conservative game design 1. Never force the player to play. 2. Never mix reality with games. 3. Eliminate negative stress and push player to flow. 4. Never involve external interests. 5. Define the boundaries of time and space. 6. Create fixed and clear rules.
  • 10. Never force the player to play Some typical questions from HR: “Why not make the content obligatory if we have paid so much for it?” Once it is obligatory it will not work. A game is never obligatory, if so, it’s called work or learning. But with proper communication, the target group’s interest can be attracted, they can be involved in a game.
  • 11. Never mix reality with games “Why not put some real tasks in the game?” Careful! Games are safe, reality is not! Games can be corrupted by real anxiety, frustration (e.g. scoring a goal to the boss) and financial differences. The rules should not interfere with our lives. Family, health and finances should not be directly gamified – though related information could be.
  • 12. Eliminate negative stress and push to flow “Why not penalize him if he makes mistakes?” No one likes to play with Damocles’ sword hanging above his head. Chance and motivation should be granted if player fails. He must be ensured that goal can be achieved.
  • 13. Never involve external interests “We use gamification instead of e-learning…” Games do not substitute work and learning. With games we have fun and let steam off. Games can be designed to efficiently produce useful knowledge, work and money, but these should never be the immediate goals of the player.
  • 14. Define boundaries of time and space “We need an open-ended gamification system.” Open-ended gamification is an urban legend. Even the largest MMO’s have a number of campaigns, scenarios or mini-games and they are presented as campaigns. Clear goals, structure and boundaries are essential.
  • 15. Create fixed and clear rules “We’ll figure it out as we go along…” No way, rules are created beforehand and apply to everybody. Any personal disadvantage stemming from altered game-rules is unacceptable. Modifications should be kept to a minimum, communicated openly, and if needed, players should be compensated based on principles of fair play.
  • 16. Frequently asked questions “Isn’t this method too rigid?” “Sure it is, but it is also effective.” “Are the other gamification approaches less efficient?” “We can’t tell. They probably are.” “Can you guarantee that conservative gamification works?” “There are no guarantees, but we have various successful, measureable projects behind.”
  • 17. How to set up a conservative gamification project? In 3+1 steps, based on Huizinga’s principles • Explain why to play – internal marketing • Design easy to digest process – ergonomic optimization • Eliminate frustration, create challenge – flow support • Transfer usable knowledge to reality – conversion
  • 18. Internal marketing Why is it important? • Even the best videogames need it. • Many great games are not played at all. • Gamification is voluntary, so users must be convinced that they are going to experience something worthwhile. How to do it? • Take two kids arguing what to play with. • Give them reasons to convince the other.
  • 19. Ergonomic optimization Features of pure game Mistakes at work Sexy Must Voluntary rules Obligatory rules Adaptive progress Difficult or unchallenging Boundaries of time and space Badly structured, endless Regular feedback No positive feedback Free from everyday stress Mistakes effect real life Why is it important? • Work is rarely ergonomic and it decreases motivation. • Ergonomics can be easily adapted from videogames. How to do it? • Find out how our work would work if it wasn’t work… • ... and put it into practice!
  • 20. Why is it important? • Game design can contribute to players reaching the state of flow. How to do it? • Challenge must be clear and achievable. • Stress must be eliminated: to err is human, retry is good. • Player’s inner motivation should be built on (competitiveness, curiosity, collecting, power). Flow support
  • 21. Conversion Why is it important? • „One thing we can learn from Tetris is to play Tetris well.” – László Mérő • We all learn something from every game, but it is important what we make use of. How to do it? • Enhance best practices and schemes. • Reframe acquired knowledge as a part of reality.
  • 22. How to measure gamification? Process Message KPI Internal marketing Put it on colorful plate! Number of players Ergonomic optimization Slice it up! Ratio of players finishing Flow support Reassure after every bite! Ratio of hardcore gamers Conversion Make him love it! KPI of defined goals
  • 23. Case study Target: training of sales staff Message: DISC based sales techniques Date: 2014 Audience: Hungarian, Czech and Slovak subsidiaries of GrandVision optical retail chain
  • 24. Software used GéMeS - gamification framework AdvEngine – HTML5 based adventure game engine
  • 25. Workflow of implementation Running multiple interviews about the aims and motivation of the company. Acquiring all the knowledge that the employees are supposed to learn during the traditional training. Drafting the concept and the script of the game. Producing graphic design and media content. The game’s beta version is made. Testing by the company, list of required corrections and modifications is put together. Corrections and modifications are made. Designing the launch of the game. Plan on channels and resources of internal marketing. Game is launched at a store managers’ meeting. Monitoring the number of players and various achievements with GéMeS Light software.
  • 26. Bottom line of all employees End of week 1 End of month 1 number of players (internal marketing index) 90,1 % 100 % ratio of players finishing (game ergonomic index) 54 % 95 % ratio of hardcore gamers (flow support index) 18 % 65 % YTD results (conversion index*): Orders have grown by 34 % Sales have increased by 20 % * Sales increase can be attributed to various factors. The game and the training is only one of those. „I would have never imagined that I could talk my colleagues into going through an elearning module more than once – many of them have done so, over a hundred times.” Katalin Hámori– sales director at Ofotért
  • 27. BUZÁS ANDREA - BUZAS@ABAGIL.HU ZSOMBOR FEKETE - FEKETE@ABAGIL.HU Abagil Kft. 2015

Editor's Notes

  1. Mikor hagyjuk ott a játékot? Mikor játsszuk végig?
  2. Mitől jobb játszani, mint tanulni / dolgozni?