An introduction to funormaling business

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  1. 1. AN INTRODUCTION TO FUNORMALING BUSINESS Alireza Ranjbar SHourabi
  2. 2. Gamified or Gamifyed! re based on the number of the typos you can f Count conceptual conflicts in my speech! And Win a free Gamification session!
  3. 3. Alireza Ranjbar SHourabi Problem Designer (Game Designer) Problem Solver (Gamification Designer) Electrical Engineer (IUST) Animation & Game (Mobile Desktop) Business (Creativity GrowthHacks) Photography(Hobby)
  4. 4. This Presentation What is Gamification What is not Gamification Definitions and Samples Why is it valuable? Where does the power come from? How to Gamify?
  5. 5. Gamification?
  6. 6. Gamification is Learning from games and their abilities to connect with people. Using game elements while knowing that a game is a lot more. Thinking like a game designer. Having objectives other than winning in the game. Appreciating FUN! Much HARDER than it appears!
  7. 7. A simple visual definition
  8. 8. Definitions The use of game elements and game design techniques in non-game contexts. The process of game thinking and game mechanics to engage users and solve problems. Gamification is the concept of applying game- design thinking to non-game applications. the application of typical elements of game playing to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
  9. 9. Game Elements & Mechanics
  10. 10. Game Elements & Mechanics Score Points Badges Achievements Quests Leader boards Currency Level Experience
  11. 11. Gamification is NOT Making a 3D virtual world Making everything a game Game theory Just PBLs Simulations or serious games Windows solitaire
  12. 12. Gamification is NOT
  13. 13. Major Industries using gamification
  14. 14. Who is using it? Microsoft Nike SAP American Express Major League Baseball Salesforce.com AXA Equitable CodeAcademy Deloitte Samsung EMC Foursquare Stack Overflow USA Networks LiveOps Dell Kaiser Permanente Foot Locker Opower eBay Cisco Recyclebank Universal Music Siemens Yelp Verizon
  15. 15. Sample : Pain Squad
  16. 16. Sample : Foldit
  17. 17. Sample : Zamzee
  18. 18. Sample : Khan Academy
  19. 19. Engagement = Loyalty Connection between consumer and a product or service Recency Frequency Duration Virality Ratings Loyalty is no longer private! Behind engagement, revenue follows!
  20. 20. Usage : External / Internal External Marketing Sales Customer engagement Internal HR Productivity enhancement Crowd sourcing
  21. 21. External Usage
  22. 22. Internal Usage
  23. 23. Usage : Behavior Change Health and wellness Sustainability Personal finance Social good applications Social Entrepreneurship
  24. 24. Behavior change usage
  25. 25. Behavior change usage
  26. 26. Games : where the power comes from Games are able to get people to take actions that they dont always know they want to take, without the use of force, in a predictable way. 3 Central components Pleasure Rewards Time Name two that are more powerful than Games! and win a free gamification session!
  27. 27. How can we know games are powerful?
  28. 28. How can we know games are powerful?
  29. 29. What is a Game? And Why people Play? Mastery Destress Having fun - Socialize
  30. 30. What is a Game? Has Goal(s) = Objective(s) Has Rule(s) = Limitation(s) Has Balance of structure and exploration Needs Attitude = Following rule(s) Voluntarily overcoming unnecessary obstacles
  31. 31. Games & Gamification Real World Games Creating unnecessary obstacles Video games when used best provide experiences to people. Games Real World Helping with situations at hand Gamification when used best provides motivation to participate in a behavior.
  32. 32. How to Gamify Simple Intro Thinking like a game designer Youre Not a game designer Youre Not a gamer Know the players, Get the players playing and Keep them playing Your participants are your players Engage your players
  33. 33. Use a gamification Canvas
  34. 34. Use a Gamification Framework
  35. 35. Engage with FUN In every job that must be done, there is an element of fun. You find the fun and snap! The jobs a game. Mary Poppins Fun Hard Easy Altered state Social Fun can (and Should) be designed
  36. 36. Design Design Thinking Game Design Thinking
  37. 37. Gamification Design Hire a Designer Gartner 80% But know (game) design thinking Purposive Human centered Balance of analytics and creativeness Iterations and iterations
  38. 38. Prof. Kevin Werbach : A design framework 1. DEFINE business objectives 2. DELINEATE target behaviors 3. DESCRIBE your players 4. DEVISE activity loops 5. DONT forget the fun! 6. DEPLOY the appropriate tools
  39. 39. Player/User types
  40. 40. Type : Explorer
  41. 41. Type : Acheivers
  42. 42. Type : Socializers
  43. 43. Type : Killers
  44. 44. Activity Loop : Engagement Loop
  45. 45. Activity Loop : Progression Loop
  46. 46. Fun Winning Problem-solving Exploring Chilling Teamwork Recognition Triumphing Collecting Surprise Imagination Sharing Role Playing Customization Goofing off
  47. 47. Tools (Before us) Badgeville Bunchball Mozilla open badges Bigdoor Gigya LevelEleven gametize Lithium Technologies
  48. 48. Win the Gamification in 4 levels Know your user Identify your mission Apply game mechanics 3M Manage Monitor Measure Remember : Gamification is data driven
  49. 49. Win the Gamification Make no Misstake Misstake: Focus on Competition Misstake: No Clear Gamification Goals Misstake: Too Many Rewards Misstake: No Motivation Misstake: Misusing Points and Badges Misstake: Short-Term Thinking Do : Choose a behavior built for long term Do : Use variable interval rewards (operant conditioning) Do : Add new elements over time
  50. 50. Gamification Forecast and Future
  51. 51. Gamification Forecast and Future
  52. 52. Sight
  53. 53. THANK YOU FOR LISTENING Alireza Ranjbar Shourabi @ARSHourabi