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GETTING THE
HIGH SCORE IN
HR THROUGH
GAMIFICATION
P E T E J E N K I N S
1
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
- 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
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
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
WHEN AND WHAT DO YOU PLAY?
1. Your favourite
game?
2. Most recently
played game?
SCIENCE OF
GAMIFICATION
Gamification is the process of making
activities more game like
(Re)Defining Gamification: A Process Approach
Werbach (2014)
WHAT DO WE USE GAMIFICATION FOR?
Less of a
behaviour
More of a
behaviour
“Games give us unnecessary obstacles that
we volunteer to tackle” Bernard Suits
“UX design is
about removing
problems from
the user. Game
design is about
giving problems
to the user”
Raph Koster
VIDEO
GAME
MARKET
P C G A M E S
C O N S O L E G A M E S
M O B I L E G A M E S
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
https://massivelyop.com/2020/01/07/aarp-study-of-gamers-over-50
https://melmagazine.com/en-us/story/video-games-retirement-
senior-men
What percentage of video game players in
the UK are female?
A. 27%
B. 41%
C. 52%
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 ……………”
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
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 ……………”
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.
MASLOW’S
HIERARCHY OF
NEEDS
Three basic needs
Competence
Autonomy
Relatedness
Self-Determination Theory
Three key drivers
Mastery
Purpose
Autonomy
Daniel Pink - Drive
F R E E R I C E . C O M
M A R C Z E W S K I ’ S T H R E E L A Y E R S
O F M O T I V A T I O N
FLOW
“state of
concentration so
focused that it
amounts to absolute
absorption in a
activity”
Mihaly
Csikszentmihalyi
(1990, frontpiece)
CSIKSZENTMIHALYI FLOW MODEL
Csikszentmihalyi (1997)
Image from https://en.wikipedia.org/wiki/Flow_(psychology)
HR OBJECTIVES
digital
transformation
higher
productivity
lower attrition
attract new
employees
educate staff higher morale
culture change
increase
innovation
health &
wellbeing
ANALYSING
GAMIFICATION IN
HR – THE PLAYER
JOURNEY
PLAYER JOURNEY
Discovery Onboarding Scaffolding Mastery
PLAYER JOURNEY
Discovery
EARNING PLAYER ATTENTION
MAERSK – QUEST FOR OIL
31
http://www.maersk.com/en/hardware/quest-for-oil
PLAYER JOURNEY
Onboarding
BUILDING COMFORT & TRUST
ON-BOARDING: PLANTS VS. ZOMBIES
https://www.youtube.com/watch?v=VZhaETT4zNs
ONBOARDING TIPS:
Guides
Feedback
Highlighting
Limited
Options
Limited
Monsters
Almost impossible to
fail
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
PLAYER JOURNEY
Scaffolding
ACTIVITIES TO ENGAGE PEOPLE
- HABIT BUILDING
Gamesforbusiness.com
PLAYER JOURNEY
Mastery
REWARDING, RECOGNISING &
EMPOWERING STAR PLAYERS
T H E G A M I F I C A T I O N A W A R D
rise.global
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
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
RESOURCES
https://gamificationplus.uk/resources/
GAMIFICATION+ SUCCESS FRAMEWORK
https://gamificationplus.uk/game/
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
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?

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Getting the High Score in HR Through Gamification

Editor's Notes

  1. What do they play?
  2. Twitter Heart animation
  3. http://investor.activision.com/releasedetail.cfm?releaseid=1056935 Each player averaged over 50 minutes per day, 385m Monthly Active Users
  4. 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
  5. I am proud to have achieved ……………
  6. https://www.gamified.uk/2017/12/01/3-layers-motivation-2018-edition/
  7. 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
  8. Compettia - retaME
  9. Gamesforbusiness.com
  10. Youtube video.
  11. Best reward is more content – infinite gamification
  12. 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
  13. https://outlook.office365.com/owa/calendar/GamificationLtd1@gamificationplus.uk/bookings/