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measure, reward , enhance:
leverage user adoption with gamification
e-office 1970 history   teacher
about me                                collaboration consultant
                                        Rotterdam social IBM cooking
sasja.beerendonk@e-office.com           adoption cats-and-dogs travel
twitter.com/sbeerendonk                 sci-fi spinach
http://nl.linkedin.com/in/sbeerendonk
what do you think of at
                       the word gamification?


Gamification is the use of game elements and game design techniques
(mechanics) to enhance non-games.
Typically gamification applies to non-game applications and processes, in order
to encourage people to adopt them, or to influence how they are used.




                                  it’s about meaning, not flair
                                  to pursue purpose, not leaderboard points

                     Gamification won't solve your business problem
                     it only solves your (short-term) engagement problem

                                                                Source: Wikipedia
games are everywhere
in consumer areas

•   electricity company
and also business-like
• LinkedIn profile
how many of you are   is playing games a
gamers?               waste of time?




what is the average
                      is it a boy thing?
age of gamers?
31 million gamers
       43.000.000 hours per day

       9.7 hours per week

women little less hrs
men little more hrs          53% women
                             47% men

        average age is 37

                    Source: Newzoo, National Gaming Research 2011
research

• By 2014, more than 70% of Global 2000
  organizations will have at least one gamified
  application
• By 2015, more than 50 percent of
  organizations that manage innovation
  processes will gamify those processes




                     Source: http://www.gartner.com/it/page.jsp?id=1629214
again ... what is gamification ?

Gamification is the use of game elements and game design techniques
(mechanics) to enhance non-games.
Typically gamification applies to non-game applications and processes, in order
to encourage people to adopt them, or to influence how they are used.




and how does it relate to adoption?




                    ADOPTION




                   Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
time spent                                  training




                  10,000 hrs!

              playing Draw Something




If we could only engage our employees
to put in as many hours learning

                  Outliers, Malcom Gladwell, The 10.000 hrs succes theory
what do you see?

 urgency        ‘anxiety’      concentration




              epic win

           optimism         surprise


                                       Source: Phil Toledano
human – technology - organization




technology = 10%
People = 90% !
of success.
make social collaboration possible


                                   Yellow & Blue

      knowledge | information | everywhere         process | control | predictable
       network | creativity | goal oriented       manage | low costs | mechanical

G
                                                      structure &
         smart & flexible
                                                        process
         intrinsically | independent | trust       9 to 5 | no errors | internal focus
        collaborate | discipline | facilitate   no change | control | process leading




             social collaboration, how do I start?
some roadblocks to change



•   fear of the unknown
•   comfort with the status quo
•   pushback on being forced to change
•   no sense of the future possible benefit
•   being overwhelmed with possibilities




             Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
change is social



• change is a process, not an event
• change takes time
• change is made real by what people do




           Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
what motivates us?

   • from Maslow’s Need to Pink’s Drive




                                 Bron: Michael Wu, Ph.D.
how does gamification work?


measure       set goals, levels, points and measure if they are
              met




 reward       give badges, give feedback, notifications, show
              the best




              indicate what needs to be done to go further,
enhance       invite to use advanced functionality or show
              desired behaviour
encourage to engage in desired behaviours
expert




           advanced




beginner
encouraging users to engage in desired behaviors


     game mechanics      behaviour motivators
     points              reward
     levels              status
     badges              achievement
     leaderboards        competition
     challenges          self-expression
     feedback            altruism
drive engagement with game design techniques




rapid/instant feedback   clear goals and rules




                         tasks that are
a compelling narrative   challenging but
                         achievable
about motivation and rewards
is gamification a long-term approach?


     extrinsic rewards                     intrinsic rewards

     competetive:                          • being good at your
     helping, giving, welcoming,             job
     exchange, participate                 • gather knowledge
                                           • autonomy
     explorative:                          • belonging
     look at, search, collect,             • having fun
     complement                            • doing work that
                                             matters




             Source: Michael Whu, Pd. D.,
             http://lithosphere.lithium.com/t5/Building-Community-the-
             Platform/The-Gamification-Backlash-Two-Long-Term-Business-
             Strategies/ba-p/30891
behaviour loop

      desire

          incentive

          challenge
                                 social
          achievement / reward

          feedback

      mastery
sticks and carrots:
Path to Sustained Adoption


                                      increased utility

u
s
a
g
e

                                      financial rewards / carrots

            punishment / sticks

            time
                      Source: John McGuigan, Fiberlink Communications
gamification in social software

•   Badgeville for Yammer + Jive + Connections
•   Level Up for Connections
•   Kudos Badges for Connections
•   The Hive for Connections
Bunchball Level Up

                     gamification partner
                     hosted environment
                     focused on training, first steps
TemboSocial The Hive


                  gamification partner
                  hosted environment
                  focused on training, first steps
ISW’s Kudos Badges




                 IBM partner
                 internal installation
                 focused on first steps and long-term
                 integration with other tools
                 widgets
                 configuration tool for creating your
                 own Badges
Kudos demo
create metrics
create / edit a badge
gaming the system

bending the rules, taking a short-cut, creating our own solution,
finding a loop-hole
A sign that people have a high level of affinity with an experience, engaged
and enhacing skills by doing this!
• anticipate likely behaviour and put measures in place

• choose rewards that resonate with your core audience (culture,
  business goals)

• create pre-requisites that require someone to satisfy a variety of
  different criteria within a certain timeframe

• reward for quality rather than quantity
want more?


    Get badges and earn your free adoption workshop !
    • leave your business card
    • get in touch with me

E

    Whitepaper on request:
    Measure, reward, enhance: leverage adoption of IBM Connections
    by applying gamification



                                   sasja.beerendonk@e-office.com
                                   twitter.com/sbeerendonk
                                   http://nl.linkedin.com/in/sbeerendonk

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UKLUG 2012 Leverage user adoption with gamification

  • 1. measure, reward , enhance: leverage user adoption with gamification
  • 2. e-office 1970 history teacher about me collaboration consultant Rotterdam social IBM cooking sasja.beerendonk@e-office.com adoption cats-and-dogs travel twitter.com/sbeerendonk sci-fi spinach http://nl.linkedin.com/in/sbeerendonk
  • 3. what do you think of at the word gamification? Gamification is the use of game elements and game design techniques (mechanics) to enhance non-games. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. it’s about meaning, not flair to pursue purpose, not leaderboard points Gamification won't solve your business problem it only solves your (short-term) engagement problem Source: Wikipedia
  • 5. in consumer areas • electricity company
  • 6. and also business-like • LinkedIn profile
  • 7. how many of you are is playing games a gamers? waste of time? what is the average is it a boy thing? age of gamers?
  • 8. 31 million gamers 43.000.000 hours per day 9.7 hours per week women little less hrs men little more hrs 53% women 47% men average age is 37 Source: Newzoo, National Gaming Research 2011
  • 9. research • By 2014, more than 70% of Global 2000 organizations will have at least one gamified application • By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes Source: http://www.gartner.com/it/page.jsp?id=1629214
  • 10. again ... what is gamification ? Gamification is the use of game elements and game design techniques (mechanics) to enhance non-games. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. and how does it relate to adoption? ADOPTION Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  • 11. time spent training 10,000 hrs! playing Draw Something If we could only engage our employees to put in as many hours learning Outliers, Malcom Gladwell, The 10.000 hrs succes theory
  • 12. what do you see? urgency ‘anxiety’ concentration epic win optimism surprise Source: Phil Toledano
  • 13. human – technology - organization technology = 10% People = 90% ! of success.
  • 14. make social collaboration possible Yellow & Blue knowledge | information | everywhere process | control | predictable network | creativity | goal oriented manage | low costs | mechanical G structure & smart & flexible process intrinsically | independent | trust 9 to 5 | no errors | internal focus collaborate | discipline | facilitate no change | control | process leading social collaboration, how do I start?
  • 15. some roadblocks to change • fear of the unknown • comfort with the status quo • pushback on being forced to change • no sense of the future possible benefit • being overwhelmed with possibilities Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  • 16. change is social • change is a process, not an event • change takes time • change is made real by what people do Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  • 17. what motivates us? • from Maslow’s Need to Pink’s Drive Bron: Michael Wu, Ph.D.
  • 18. how does gamification work? measure set goals, levels, points and measure if they are met reward give badges, give feedback, notifications, show the best indicate what needs to be done to go further, enhance invite to use advanced functionality or show desired behaviour
  • 19. encourage to engage in desired behaviours
  • 20. expert advanced beginner
  • 21. encouraging users to engage in desired behaviors game mechanics behaviour motivators points reward levels status badges achievement leaderboards competition challenges self-expression feedback altruism
  • 22. drive engagement with game design techniques rapid/instant feedback clear goals and rules tasks that are a compelling narrative challenging but achievable
  • 23. about motivation and rewards is gamification a long-term approach? extrinsic rewards intrinsic rewards competetive: • being good at your helping, giving, welcoming, job exchange, participate • gather knowledge • autonomy explorative: • belonging look at, search, collect, • having fun complement • doing work that matters Source: Michael Whu, Pd. D., http://lithosphere.lithium.com/t5/Building-Community-the- Platform/The-Gamification-Backlash-Two-Long-Term-Business- Strategies/ba-p/30891
  • 24. behaviour loop desire incentive challenge social achievement / reward feedback mastery
  • 25. sticks and carrots: Path to Sustained Adoption increased utility u s a g e financial rewards / carrots punishment / sticks time Source: John McGuigan, Fiberlink Communications
  • 26. gamification in social software • Badgeville for Yammer + Jive + Connections • Level Up for Connections • Kudos Badges for Connections • The Hive for Connections
  • 27.
  • 28. Bunchball Level Up gamification partner hosted environment focused on training, first steps
  • 29. TemboSocial The Hive gamification partner hosted environment focused on training, first steps
  • 30. ISW’s Kudos Badges IBM partner internal installation focused on first steps and long-term integration with other tools widgets configuration tool for creating your own Badges
  • 32.
  • 34. create / edit a badge
  • 35. gaming the system bending the rules, taking a short-cut, creating our own solution, finding a loop-hole A sign that people have a high level of affinity with an experience, engaged and enhacing skills by doing this! • anticipate likely behaviour and put measures in place • choose rewards that resonate with your core audience (culture, business goals) • create pre-requisites that require someone to satisfy a variety of different criteria within a certain timeframe • reward for quality rather than quantity
  • 36. want more? Get badges and earn your free adoption workshop ! • leave your business card • get in touch with me E Whitepaper on request: Measure, reward, enhance: leverage adoption of IBM Connections by applying gamification sasja.beerendonk@e-office.com twitter.com/sbeerendonk http://nl.linkedin.com/in/sbeerendonk