Slides from Pete Jenkins' presentation to https://www.hr360cy.com/ in Cyprus on 25th June 2020.
In this engaging and interactive session Pete Jenkins will help us understand how to use the psychology behind games to help us motivate people. Looking at HR examples through the lens of the player journey to learn what is gamification, experience how it works and why it is proving so transformational to businesses around the world.
2. ABOUT PETE
• CEO – GAMIFICATION+ LTD (BOFTA 2018 Award
Winner)
• Export Champion – Department for International
Trade
• Honorary Ambassador - GamFed
• Lecturer - University of Brighton
• Chair - Gamification Europe Conference
• Founder - Gamification Awards
• Ambassador - Brighton & Hove Chamber of
Commerce
• Guest Lecturer – King’s College London & ESCP
Europe
3. - I M P L E M E N T I N G G A M I F I C A T I O N
P R O J E C T S F O R 4 Y E A R S
- A C H I E V E D A 6 % I N C R E A S E I N S A L E S
- A N D A N 1 1 % I N C R E A S E A T Y E A R - E N D
- N O W T H E Y A R E R U N N I N G 1 2 5 G A M E S
https://www.thenewbarcelonapost.com/en/gamification-
when-digital-transformation-makes-work-fun/
“Gamification is the
incentive of the 21st
century,”
L l u í s C o s t a , B u s i n e s s P a r t n e r
M a n a g e r a t M a r s I b e r i a
4. AGENDA
• Science of Gamification
• Objectives for gamifying HR
• Analysing gamification in HR - player
journeys
• Q&A
* Free 20 minute video call with Pete as a
reward for engaging during the whole
talk
5. TO MY PARENTS WHO SAID STAYING HOME AND
PLAYING VIDEO GAMES WOULD NEVER PREPARE
YOU FOR THE REAL WORLD.
CHECK
MATE.
Photo by Florian Olivo on Unsplash
6. WHEN AND WHAT DO YOU PLAY?
1. Your favourite
game?
2. Most recently
played game?
13. A. 100 million
B. 1 billion
C. 10 billion
Activision Blizzard’s players racked up how
many hours of play time in 4th Quarter 2017?
A. 9 billion
B. 19 billion
C. 29 billion
15. What percentage of video game players in
the UK are female?
A. 27%
B. 41%
C. 52%
16. DOPAMINE
Dopamine is released before an event that requires some sort of response,
pleasurable or otherwise, and drives us to act.
So when it comes to a reward, dopamine is released in anticipation of receiving
the reward, rather than after.This is known as incentive salience.
“I’d like to use gamification to ……………”
17. OXYTOCIN
Oxytocin is key to how we bond to others (lovers, friends, parents to babies). It
can give us a strong feeling of contentment.This can even occur remotely, i.e.
via social networks such asTwitter!
Oxytocin has been shown to increase trust in groups, altruism in individuals,
arousal and more.
Now comment on the goals
18. SEROTONIN
Serotonin is a mood regulator. If you have enough you will be happy, if you
don’t – you will be miserable.
It is triggered when you feel wanted, important and proud.This could be when
you are thanked or have achieved something that required true effort.
“I am proud to have achieved ……………”
19. ENDORPHINS
Endorphins are opioids that we produce naturally as a reaction to certain
stimuli. When they are released we feel good, possibly even high or euphoric.
Overcoming the challenges in games can stimulate the release of endorphins.
35. Compettia - Atrivity
Average knowledge increase in players over a
5 day period is 30%
80% of players end up playing it outside of
work hours
Most questions answered by a player in 5
days is 10,521 questions
Average player will answer 800 questions
during a 5 day period
Most commonly play between 11pm and 1am
42. Discovery Onboarding Scaffolding Mastery
Interest,
anticipation,
curious,
empowered
Social,
understandi
g,
comfortable
Inspired,
involved,
community,
acceptance,
focus
Joy,
recognition,
pride,
protective,
achievement,
DESIGNING THE PLAYER JOURNEY
Feelings / Emotions: What do you want your players to fee
during the 4 phases of the player’s journey
43. E M O T I O N S
http://blog.thejuntoinstitute.com/the-
junto-emotion-wheel-why-and-how-
we-use-it
Player Journey:
1. Discovery
2. Onboardin
g
3. Scaffolding
4. Mastery
46. JOIN THE GAMEFUL
LEADERSHIP GUILD
• A weekly online meeting *
• Facilitated by Pete Jenkins
• In small groups
• For leaders wanting to implement a
gamification project or initiative
• Action learning approach in a confidential
space because this enables us to learn from
each other.
* Moves to meeting monthly after the initial
sprint during COVID-19 situation
This Photo by Unknown Author is licensed under CC BY-NC
47. THANK YOU FOR PLAYING
CONTACT PETE
• pete.jenkins@gamificationplus.uk
• https://gamificationplus.uk
• https://www.linkedin.com/in/jenkinspe
te/
• https://twitter.com/petejenkins
• https://www.instagram.com/petejenki
ns/
BOOK A FREE 20 MINUTE VIDEO
CALL WITH PETE
https://outlook.office365.com/owa/calendar/Gamification
Ltd1@gamificationplus.uk/bookings/
Any questions?
Editor's Notes
What do they play?
Twitter Heart animation
http://investor.activision.com/releasedetail.cfm?releaseid=1056935
Each player averaged over 50 minutes per day, 385m Monthly Active Users
https://ukie.org.uk/research#demographics
In 2017, the UK mobile market is very evenly represented between the genders, with a 48% female / 52% male split between those who are playing more than once a month.
https://assets.kpmg.com/content/dam/kpmg/in/pdf/2017/05/online-gaming.pdf
what are your business priorities – 3 minutes to write some down on post its
any personal priorities
what examples have you seen that you liked
What would most excite you to work on
Compettia - retaME
Gamesforbusiness.com
Youtube video.
Best reward is more content – infinite gamification
Gameful Leadership Guild – small group of people leading gamification projects and initiatives – meeting weekly for 2 to 3 hours during the current crisis for the first three months, then monthly after the initial sprint – facilitated by Pete Jenkins – all online