Gamification lecture by Kevin Werbach to Digital October Knowledgestream project, Moscow, Russia (April 9, 2013)
1 of 35
Download to read offline
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
More Related Content
Applied Game Thinking
1. Professor Kevin Werbach
Dept. of Legal Studies & Business Ethics
Wharton School, Univ. of Pennsylvania
werbach@wharton.upenn.edu
Twitter: @kwerb
Knowledgestream Lecture
April 9, 2013
5. Points
Resource Levels
Collection
Progression
Quests Avatars
Social Graph
6. Progression
Levels
Points
Rewards
Quests
Avatars Social Graph
Badges
7. Everyone’s Gamifying
“Suddenly, gamification is the hot
new business concept, with many of “Striving to make everyday business
the world’s most admired tasks more engaging, a growing
companies signing on.” number of firms... are incorporating
elements of videogames into the
– Fortune, Oct. 17, 2011 workplace.”
– Wall Street Journal, Oct. 10, 2011
“Many businesses are using these game tricks to try to get people hooked on their
products and services—and it is working, thanks to smartphones and the Internet.”
– New York Times, Dec. 23, 2012
8. Everyone’s Gamifying
• Microsoft • Samsung • Opower
• Nike • EMC • eBay
• SAP • Mint.com • Cisco
• American Express • Stack Overflow • Recyclebank
• Major League • USA Networks • Universal Music
Baseball • LiveOps • Siemens
• Salesforce.com • Dell • Yelp
• AXA Equitable • Kaiser • Nissan
• CodeAcademy Permanente • Playboy
• Deloitte • Foot Locker • Verizon
8
16. Game Game
Elements Techniques
(focus of book and course)
1. Player Journey
2. Motivation Types
Dynamics 3. Balance
Big-picture
aspects; “grammar”
4. Social Dynamics
Mechanics
Processes that drive 5. Puzzles
action forward; “verbs”
6. Surprise
Components
Specific instantiations of mechanics 7. Feedback
and dynamics; “nouns”
8. Playtesting
17. 1. The Player Journey
Level
Up Climbing
Boss
Fight
Rest
Climbing
Rest
Climbing
Scaffolding
Onboarding
30. 8. Test, Test, Test… with Real Humans!
“We’re running several
hundred tests at any
given time for every
one of our games.”
http://grattisfaction.com/2010/01/
how-zynga-does-customer-development-minimum-viable-product/
Mark Pincus
Founder & CEO, Zynga
32. Business Games
Marketing & economics Game design
Incentives Experiences
Satisfying needs Fun
Status Meaning
PBLs Challenges
Rewards Progression
Getting users to do things Making players awesome