Gamification: Leveraging Game Strategies & Big Data to Drive Business with Dr. Karl Kapp

Post on 27-Jun-2015

1.045 views 1 download

Tags:

description

Competitive pressures are driving business beyond the simple incentive and rewards programs. Cutting edge organizations are leveraging Knowledge Performance Indicators (KPIs), such as user engagement, loyalty quotient, event causality, and user cohorts to gain insight into and develop a more robust understanding of their customer and their preferences. With the widespread application of gamification, you have experienced in the course of your Internet usage, although you may not have even realized it. This overview demonstrates: What's Gamification and What's not How Gamification is growing Implications of gamification on learning, business, and life What you’ll learn: Gamification and its Competitive Advantage Value of gamification Best practices for initiating a gamification program to drive loyalty and retention

Transcript of Gamification: Leveraging Game Strategies & Big Data to Drive Business with Dr. Karl Kapp

A NEW PLATFORM FOR A NEW ERA

O

Pivotal Confidential – Internal Use Only

Introductions David Morris, Host Big Data Analytics Marketing – Cetas, By VMware dmorris@gopivotal.com @jdavidmorris @pivotalanalyticx

Please submit your questions at anytime throughout the webinar via the chat tool.

Today’s Thought Leadership Webinar: Gamification: Leveraging Game Strategies & Big Data

to Drive Business

Pivotal Confidential – Internal Use Only

EMC VMware

Pivotal

•  Greenplum •  Gemfire •  Cetas - Now Pivotal Analytics •  Pivotal Labs

April 24th General Electric (GE)

Is Now

Pivotal Confidential – Internal Use Only

Dr. Karl M. Kapp

Available  from  Amazon  

Twi1er:@kkapp  kkapp@bloomu.edu  

Google    “Kapp  Notes”  

GamificaCon  Dr.  Karl  M.  Kapp  

Professor,  Bloomsburg  University  Author:  The  GamificaCon  of  Learning  and  InstrucCon  

 

Agenda •  GamificaCon  and  its  CompeCCve  Advantage  •  Value  of  gamificaCon  •  Best  pracCces  for  iniCaCng  a  gamificaCon  program  to  drive  loyalty  and  retenCon  

Adding game elements to traditional learning. Structural:

§  Points §  Badges §  Leaderboard

Content: §  Characters §  Challenge §  Feedback

Gamification is using game-based mechanics, aesthetics and game-thinking to engage people, motivate action promote learning, solve problems and engage.

What is Gamification?

•  Gamification is to Learning Game as: – Part is to Whole – Piece is to Puzzle – Slice is to Pie – Steering Wheel is to Car

•  Gamification uses parts of games but is not a game

in-and-of itself.

What is Gamification?

Polling  QuesCon  •  By  2015,  what  percent  of  Global  1000  organizaCons  are  predicted  to  use  GamificaCon,  as  a  primary  mechanism  for  transforming  business  operaCons?      

•  5%  •  20%  •  40%  •  60%  •  80%  

Gamifica'on  is  not  only  about  points,  badges,  progress  bars  and  rewards…  

…  but  that’s  not  all  or  this  would  be  the  most  engaging  game  in  the  world.  

20%  increase  in  profile  comple'on.  

…  the  possibili'es  of  “gamifica'on”  are  far  larger  than  points,  badges  and  rewards.  

Challenge

Jones,  B.,  Valdez,  G.,  Norakowski,  J.,  &  Rasmussen,  C.  (1994).  Designing  learning  and  technology  for  educaConal  reform.  North  Central  Regional    EducaConal  Laboratory.  [Online].  Available:  h1p://www.ncrtec.org/capacity/profile/profwww.htm  and  Schlechty,  P.  C.  (1997).  InvenCng  be1er  schools:  An  acCon  plan  for  educaConal  reform.  San  Francisco,  CA:  Jossey-­‐Bass.  Chapter  2  “The  GamificaCon  of  Learning  and  InstrucCon.”  

Feedback  

Story  

•  Self-­‐DeterminaCon  Theory  – Autonomy  – Competence  – Relatedness  

Self-Determination Theory

Autonomy or Producers– Players are producers, not just consumers, they are “writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make. James Paul Gee, University of Wisconsin-Madison

Competence or Pleasantly Frustrating– Good games stay within, but at the outer edge, of the players “regime of competence” (diSessa, 2000) Challenges in a game are challenging but feel “doable.” This is motivational. James Paul Gee, University of Wisconsin-Madison

diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.

Performance before Competence– Good video games operate by a principle just the reverse of Most training modules: performance before competence (Cazden, 1981). Players can perform before they are competent, supported by the design of the game. It is learning by doing. James Paul Gee, University of Wisconsin-Madison

Relatedness– This is experienced when a person feels connected to others. It can either be in real-time or related to players who have played before through such items as a leaderboard or artifacts left by other players.

h1p://success.adobe.com/microsites/levelup/index.html  

•  Gamification in the Enterprise: – Health and Wellness – Learning and Development – Business Operations

Gamification in the Enterprise

•  “Daily  Challenge”  – New challenge each day in email – Earn points – Progress through levels

•  Running and Exercise – Nike+

Health and Wellness

80%  of  Blue  Shield  employees  have  

parCcipated  in  at  least  one  wellness  programs.  

50%  drop  in  smoking  prevalence  and  a  similar  

increase  in  regular  physical  acCvity  among  employees.    

The  incidence  of  hypertension  has  fallen  by  two-­‐thirds,  and  disability  

claims  are  down  .  

NikePlus  Stats  for  Karl  

•  Mobile Cricket University (Mobile CU) –  Points

•  Earned for completing certain formal learning assignments •  “acceleration points” for completing assignments within a defined time period

–  Leader boards •  Master •  Group •  Challenge

–  Digital badges and trophies are awarded •  Knowledge Guru

–  Character –  Challenge –  Feedback

Learning and Development

39.39%  indicated  “I  wanted  to  see  what  I  remember  from  the  training.”  

81.82%  agreed  with  statement  “I  learned  more  about  4G  LTE  by  playing  the  

game”    

42.2%  indicated  “I  want  my  store  and  market  to  win.”  

39.39%  indicated  “I  wanted  to  see  what  I  remember  from  the  training.”  

81.82%  agreed  with  statement  “I  learned  more  about  4G  LTE  by  playing  the  

game”    

42.2%  indicated  “I  want  my  store  and  market  to  win.”  

Average  contract  value  2x  higher  than  for  previous  mobile  product.  

Of  all  the  launches  done  in  the  previous  two  years  to  

MobileConnect,  the  sales  team  has  built  the  quickest  pipeline  

for  this  product.”    

First  call  resoluCon  ($35  a  call/average)  is  up  45%.  

•  “Lawley Insurance” –  Looking for a strategy to convince the sales team of the value of salesforce.com. –  Goal:

•  Update the stage opportunities. •  Change close dates on leads when appropriate. •  Properly log prospect calls and meetings.

•  Ford Canada –  Professional Performance Program (p2p) –  Goals: Drive site traffic, increase utilization of content, decrease time to certification,

encourage learning –  Gamification Mechanics: Fast Feedback, Transparency, Goals, Badges, Leveling Up,

Competition, Collaboration, Community, Points –  Big Data: User activity, content consumption, employee performance, customer

satisfaction, course completion

Business Operations

In  2  week  Cme  frame,  sales  team  created  the  equivalent  of  257%  of  the  average  weekly  acCviCes  created  in  the  prior  7.5  months.    

Stage  updates  increased  110%.    

Closing  dates  updated  307  Cmes  in  2  weeks.  

Professional  Performance  Program  

A  posiCve  correlaCon  between  engagement  in  the  Ford  p2p  Cup  and  key  performance  measures  including  sales  and  customer  saCsfacCon  

15%  more  unique  visitors  and  a  30%  increase  in  unique  visits  vs.  the  same  period  the  previous  year  

A  417%  increase  in  site  usage  vs.  the  same  period  the  previous  year  

Polling  QuesCon  •  What  percent  of  current  gamified  applicaCons  will  fail  by  2014?  

•  5%  •  20%  •  40%  •  60%  •  80%  

Gamification and Big Data 1.  Tracking  behaviors,  acCons  and  acCviCes  2.  Mining  the  data  for  meaning  from  behaviors,  

acCons  and  acCviCes  3.  Modifying  acCons  and  reacCons  of  programs  

based  on  data  4.  ReporCng  results  

Q&A Available  from  Amazon  

Twi1er:@kkapp  kkapp@bloomu.edu  

Google    “Kapp  Notes”  

Pivotal Confidential – Internal Use Only

June’s Big Data Thought Leader

Balu Rajagopal Delivering the Big Answers from Big Data – An analysis of Your Return on Investment (ROI) Signup at www.cetas.net/webinars

Pivotal Confidential – Internal Use Only

Pivotal Analytics Free Trial

Monetize Your Big Data Today!

Sign-up today for FREE Analytics @ www.cetas.net !

Pivotal Confidential – Internal Use Only

Big Data Thought Leadership Webinar Series

Live  Webinar  RegistraCon  and  Recorded  Webinars  available  at    

www.cetas.net/webinars  

Web:  www.cetas.net  or  www.gopivotal.com  TwiGer:  @CetasAnalyCcs  is  now  @pivotalanalyCx  Blog:  www.cetas.net/blog  YouTube:  www.youtube.com/CetasAnalyCcs  

A NEW PLATFORM FOR A NEW ERA

O