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http://www.pieria.co.uk/articles/innovation_research_and_the_uks_productivity_crisis_2
Founder
Entrepreneur in Residence
Chair
Ambassador
Chair
Accenture’s report (2016) shows that distraction has
reduced sellers’ performance by?
A. 11 %
B. 14 %
C. 19 %
https://www.accenture.com/us-en/insight-selling-high-tech-age-distraction
Accenture’s report (2016) says that sales productivity has
declined over the past five years from 41% to 36%?
A. True
B. False
https://www.accenture.com/us-en/insight-selling-high-tech-age-distraction
Flow
“state of
concentration so
focused that it
amounts to absolute
absorption in a
activity”
Mihaly Csikszentmihalyi (1990,
frontpiece)
8
Components of a Flow producing activity
9
• We are up to the activity.
• We are able to concentrate on the activity.
• The activity has clear goals.
• The activity has direct feedback.
• We feel that we control the activity.
• Our worries and concerns disappear.
• Our subjective experience of time is altered.
https://www.jenovachen.com/flowingames/flowtheory.htm
10
Preliminary findings support the notion of flow
as a complex cognitive state resulting from a
cycle of transitions between simple affective
states such as frustration and joy.
Source: Detecting flow in games using facial expressions
http://ieeexplore.ieee.org/abstract/document/8080414/
We should highlight tasks and decisions that need
to be made and offer them up to our staff in a
prioritised order.
14
Please use gamification to:
• Remove distractions
• Increase focus
• Improve productivity
• Increase creativity
MAKE WORK MORE ENJOYABLE!
Thank you for playing.
pete.jenkins@gamificationplus.uk
https://gamificationplus.uk
@gamifiplus @petejenkins

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Gamification - Distraction or necessity in the modern world?

  • 1.
  • 3.
  • 5. Accenture’s report (2016) shows that distraction has reduced sellers’ performance by? A. 11 % B. 14 % C. 19 % https://www.accenture.com/us-en/insight-selling-high-tech-age-distraction
  • 6. Accenture’s report (2016) says that sales productivity has declined over the past five years from 41% to 36%? A. True B. False https://www.accenture.com/us-en/insight-selling-high-tech-age-distraction
  • 7.
  • 8. Flow “state of concentration so focused that it amounts to absolute absorption in a activity” Mihaly Csikszentmihalyi (1990, frontpiece) 8
  • 9. Components of a Flow producing activity 9 • We are up to the activity. • We are able to concentrate on the activity. • The activity has clear goals. • The activity has direct feedback. • We feel that we control the activity. • Our worries and concerns disappear. • Our subjective experience of time is altered. https://www.jenovachen.com/flowingames/flowtheory.htm
  • 10. 10 Preliminary findings support the notion of flow as a complex cognitive state resulting from a cycle of transitions between simple affective states such as frustration and joy. Source: Detecting flow in games using facial expressions http://ieeexplore.ieee.org/abstract/document/8080414/
  • 11.
  • 12. We should highlight tasks and decisions that need to be made and offer them up to our staff in a prioritised order.
  • 13.
  • 14. 14
  • 15. Please use gamification to: • Remove distractions • Increase focus • Improve productivity • Increase creativity MAKE WORK MORE ENJOYABLE! Thank you for playing. pete.jenkins@gamificationplus.uk https://gamificationplus.uk @gamifiplus @petejenkins