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AUSLAN – Gamification is key to nudging collective behaviour | Kerstin Oberprieler | TEDxCanberra


imagine if everyone in the world

imagine if everyone in the world simultaneously was a little more playful

simultaneously was a little more playful

simultaneously was a little more playful and a little more delighted imagine the

and a little more delighted imagine the

and a little more delighted imagine the psychological physiological and social

psychological physiological and social

psychological physiological and social impact this could have if by adding play

impact this could have if by adding play

impact this could have if by adding play to parts of our lives we collectively

to parts of our lives we collectively

to parts of our lives we collectively became a little more motivated and a

became a little more motivated and a

became a little more motivated and a little more happy imagine if we all work

little more happy imagine if we all work

little more happy imagine if we all work together a little more and the

together a little more and the

together a little more and the difference this could make globally

difference this could make globally

difference this could make globally games have the power to achieve this

games have the power to achieve this

games have the power to achieve this games hack your brain they activate your

games hack your brain they activate your

games hack your brain they activate your limbic system and release feel-good

limbic system and release feel-good

limbic system and release feel-good hormones that’s what makes games so

hormones that’s what makes games so

hormones that’s what makes games so popular so engaging and so powerful the

popular so engaging and so powerful the

popular so engaging and so powerful the mechanics used in game design are not

mechanics used in game design are not

mechanics used in game design are not limited to cards boards and video games

limited to cards boards and video games

limited to cards boards and video games they’re all around you think about it

they’re all around you think about it

they’re all around you think about it every time you earn status points by

every time you earn status points by

every time you earn status points by flying every time you buy that ninth

flying every time you buy that ninth

flying every time you buy that ninth coffee to get one free every time you

coffee to get one free every time you

coffee to get one free every time you work hard in school to get an A instead

work hard in school to get an A instead

work hard in school to get an A instead of a B and every time you bribe your

of a B and every time you bribe your

of a B and every time you bribe your child to eat their vegetables with the

child to eat their vegetables with the

child to eat their vegetables with the promise of dessert you are engaging with

promise of dessert you are engaging with

promise of dessert you are engaging with a game mechanic game mechanics are

a game mechanic game mechanics are

a game mechanic game mechanics are already affecting your life gamification

already affecting your life gamification

already affecting your life gamification is about using these mechanics to design

is about using these mechanics to design

is about using these mechanics to design an experience to engage users to solve

an experience to engage users to solve

an experience to engage users to solve real-world problems it’s about applying

real-world problems it’s about applying

real-world problems it’s about applying a game layer on top of the real world an

a game layer on top of the real world an

a game layer on top of the real world an example is the piano stairs the aim was

example is the piano stairs the aim was

example is the piano stairs the aim was simple get people to take the stairs

simple get people to take the stairs

simple get people to take the stairs instead of the escalator by placing

instead of the escalator by placing

instead of the escalator by placing tactile piano keys onto the stairs

tactile piano keys onto the stairs

tactile piano keys onto the stairs people could create music as they walked

people could create music as they walked

people could create music as they walked and burn a few extra calories while

and burn a few extra calories while

and burn a few extra calories while having fun the result a 66% increase in

having fun the result a 66% increase in

having fun the result a 66% increase in people taking the stairs

companies like Fitbit are also using

companies like Fitbit are also using elements of gamification to encourage

elements of gamification to encourage

elements of gamification to encourage you to exercise more fitbit’s app tracks

you to exercise more fitbit’s app tracks

you to exercise more fitbit’s app tracks your exercise gives you daily challenges

your exercise gives you daily challenges

your exercise gives you daily challenges lets you compete with friends and

lets you compete with friends and

lets you compete with friends and rewards you with badges

rewards you with badges

rewards you with badges another example is chores which turns

another example is chores which turns

another example is chores which turns your household into a game the members

your household into a game the members

your household into a game the members of your household choose a character a

of your household choose a character a

of your household choose a character a wizard an elf an orc and you compete

wizard an elf an orc and you compete

wizard an elf an orc and you compete against each other to do household

against each other to do household

against each other to do household chores 10 points for making the bed 20

chores 10 points for making the bed 20

chores 10 points for making the bed 20 points for doing the dishes and 30

points for doing the dishes and 30

points for doing the dishes and 30 points for taking out the trash current

points for taking out the trash current

points for taking out the trash current examples of gamification tend to rely on

examples of gamification tend to rely on

examples of gamification tend to rely on simple mechanics like points badges and

simple mechanics like points badges and

simple mechanics like points badges and leaderboards and a lot of them rely on

leaderboards and a lot of them rely on

leaderboards and a lot of them rely on competition but there’s a lot more to

competition but there’s a lot more to

competition but there’s a lot more to gamification than badges and competition

gamification than badges and competition

gamification than badges and competition and it has the potential to help us

and it has the potential to help us

and it has the potential to help us achieve great things together I fell in

achieve great things together I fell in

achieve great things together I fell in love I fell in love with gamification

love I fell in love with gamification

love I fell in love with gamification when I discovered that it could nudge

when I discovered that it could nudge

when I discovered that it could nudge behavior in the real world I designed an

behavior in the real world I designed an

behavior in the real world I designed an experience for my colleagues at think

experience for my colleagues at think

experience for my colleagues at think place to encourage a range of team

place to encourage a range of team

place to encourage a range of team behaviors from daily irritants like

behaviors from daily irritants like

behaviors from daily irritants like tithing a mess and submitting a form to

tithing a mess and submitting a form to

tithing a mess and submitting a form to strategically critical behaviors like

strategically critical behaviors like

strategically critical behaviors like sharing knowledge and building culture

sharing knowledge and building culture

sharing knowledge and building culture by showing appreciation for each other

by showing appreciation for each other

by showing appreciation for each other this is a mechanic we developed it’s

this is a mechanic we developed it’s

this is a mechanic we developed it’s called a mess monster you place it on a

called a mess monster you place it on a

called a mess monster you place it on a mess to one signal that this is a messy

mess to one signal that this is a messy

mess to one signal that this is a messy area that needs cleaning and to empower

area that needs cleaning and to empower

area that needs cleaning and to empower people to clean it before most monsters

people to clean it before most monsters

people to clean it before most monsters cleaning was kind of annoying it was

cleaning was kind of annoying it was

cleaning was kind of annoying it was frustrating especially if it wasn’t your

frustrating especially if it wasn’t your

frustrating especially if it wasn’t your mess after miss monsters cleaning was

mess after miss monsters cleaning was

mess after miss monsters cleaning was kind of fun after all

kind of fun after all

kind of fun after all you’re capturing monsters and cleaning

you’re capturing monsters and cleaning

you’re capturing monsters and cleaning rewarded you and your team this is just

rewarded you and your team this is just

rewarded you and your team this is just one example of how we used a game

one example of how we used a game

one example of how we used a game mechanic

mechanic

mechanic to reframe daily behaviors through fun

to reframe daily behaviors through fun

to reframe daily behaviors through fun in my PhD research in gamification my

in my PhD research in gamification my

in my PhD research in gamification my work with clients I am driven by the

work with clients I am driven by the

work with clients I am driven by the question of how we can use gamification

question of how we can use gamification

question of how we can use gamification to delight to celebrate and to achieve

to delight to celebrate and to achieve

to delight to celebrate and to achieve great things I’ve worked with many

great things I’ve worked with many

great things I’ve worked with many clients to apply gamification in their

clients to apply gamification in their

clients to apply gamification in their contexts from government departments to

contexts from government departments to

contexts from government departments to schools and restaurants and I found that

schools and restaurants and I found that

schools and restaurants and I found that all of them are trying something new

all of them are trying something new

all of them are trying something new because they understand that current

because they understand that current

because they understand that current approaches to engaging people are not

approaches to engaging people are not

approaches to engaging people are not enough global trends in technology

enough global trends in technology

enough global trends in technology flexible and employee centered

flexible and employee centered

flexible and employee centered workplaces and generational expectations

workplaces and generational expectations

workplaces and generational expectations are just a few of the converging trends

are just a few of the converging trends

are just a few of the converging trends driving gamified experiences Gartner

driving gamified experiences Gartner

driving gamified experiences Gartner research predicts that 50% of businesses

research predicts that 50% of businesses

research predicts that 50% of businesses will have at least one gamified process

will have at least one gamified process

will have at least one gamified process by the end of 2018 a global workforce

by the end of 2018 a global workforce

by the end of 2018 a global workforce study by Towers Perrin found that less

study by Towers Perrin found that less

study by Towers Perrin found that less than one-third of employees are

than one-third of employees are

than one-third of employees are meaningfully engaged in their work

meaningfully engaged in their work

meaningfully engaged in their work a study by Tallinn LMS found that 79% of

a study by Tallinn LMS found that 79% of

a study by Tallinn LMS found that 79% of learners so that they would be more

learners so that they would be more

learners so that they would be more productive if their education was more

productive if their education was more

productive if their education was more game-like and by 2025 three out of four

game-like and by 2025 three out of four

game-like and by 2025 three out of four workers will be Millennials who have

workers will be Millennials who have

workers will be Millennials who have grown up on video games as digital

grown up on video games as digital

grown up on video games as digital natives Millennials have grown up in an

natives Millennials have grown up in an

natives Millennials have grown up in an era of Technology and of high

era of Technology and of high

era of Technology and of high expectations for being engaged these

expectations for being engaged these

expectations for being engaged these trends show the demand for more engaging

trends show the demand for more engaging

trends show the demand for more engaging and user centered experiences our

and user centered experiences our

and user centered experiences our standards for how engage with brands

standards for how engage with brands

standards for how engage with brands products companies and workplaces is

products companies and workplaces is

products companies and workplaces is increasing we expect to be engaged we

increasing we expect to be engaged we

increasing we expect to be engaged we expect to have experiences designed and

expect to have experiences designed and

expect to have experiences designed and tailored for us and we want to be part

tailored for us and we want to be part

tailored for us and we want to be part of something bigger than ourselves that

of something bigger than ourselves that

of something bigger than ourselves that connects us meaningfully with each other

connects us meaningfully with each other

connects us meaningfully with each other and with a purpose

and with a purpose

and with a purpose this is where I see gamification going

but to understand what gamification

but to understand what gamification truly is and how to realize its

truly is and how to realize its

truly is and how to realize its potential for behavioral and social

potential for behavioral and social

potential for behavioral and social change we need a framework I’d like to

change we need a framework I’d like to

change we need a framework I’d like to share the four orders of gamification my

share the four orders of gamification my

share the four orders of gamification my framework to better understand implement

framework to better understand implement

framework to better understand implement and evaluate gamification experiences

and evaluate gamification experiences

and evaluate gamification experiences there are four orders and they go up in

there are four orders and they go up in

there are four orders and they go up in complexity based on the number of people

complexity based on the number of people

complexity based on the number of people playing and interacting the types of

playing and interacting the types of

playing and interacting the types of behaviors being incentivized the

behaviors being incentivized the

behaviors being incentivized the duration of time the experience goes for

duration of time the experience goes for

duration of time the experience goes for and how much integration there is with

and how much integration there is with

and how much integration there is with everyday life the first order playful

everyday life the first order playful

everyday life the first order playful design is about engaging for a moment

design is about engaging for a moment

design is about engaging for a moment it’s about fun her simple or no rules

it’s about fun her simple or no rules

it’s about fun her simple or no rules and it engages for a short amount of

and it engages for a short amount of

and it engages for a short amount of time the piano stairs is a great example

time the piano stairs is a great example

time the piano stairs is a great example of this order second order transactional

of this order second order transactional

of this order second order transactional gamification is about encouraging task

gamification is about encouraging task

gamification is about encouraging task completion by individuals with some

completion by individuals with some

completion by individuals with some interaction with others the mechanics

interaction with others the mechanics

interaction with others the mechanics here tend to be simple like points

here tend to be simple like points

here tend to be simple like points badges and leaderboards and a lot of

badges and leaderboards and a lot of

badges and leaderboards and a lot of examples here rely on competition chore

examples here rely on competition chore

examples here rely on competition chore wars is an example of transactional

wars is an example of transactional

wars is an example of transactional gamification and this is where the

gamification and this is where the

gamification and this is where the majority of gamification applications

majority of gamification applications

majority of gamification applications stop but what if we took it further what

stop but what if we took it further what

stop but what if we took it further what if we took it beyond competition only

if we took it beyond competition only

if we took it beyond competition only experiences and work together for

experiences and work together for

experiences and work together for collective good this is where third

collective good this is where third

collective good this is where third order social gamification comes in it’s

order social gamification comes in it’s

order social gamification comes in it’s about more complex and social behaviors

about more complex and social behaviors

about more complex and social behaviors like sharing knowledge collaborating

like sharing knowledge collaborating

like sharing knowledge collaborating innovating here the experience goes for

innovating here the experience goes for

innovating here the experience goes for months and years with the groups like

months and years with the groups like

months and years with the groups like organizations and communities playing

organizations and communities playing

organizations and communities playing and there is meaningful integration with

and there is meaningful integration with

and there is meaningful integration with everyday life

everyday life

everyday life there aren’t many examples here yet but

there aren’t many examples here yet but

there aren’t many examples here yet but they will include teams and workplaces

they will include teams and workplaces

they will include teams and workplaces working towards organizational

working towards organizational

working towards organizational objectives through a game of fight

objectives through a game of fight

objectives through a game of fight experience they will involve sporting

experience they will involve sporting

experience they will involve sporting teams rewarding ongoing training effort

teams rewarding ongoing training effort

teams rewarding ongoing training effort and team spirit and they will involve

and team spirit and they will involve

and team spirit and they will involve schools creating more engaging learning

schools creating more engaging learning

schools creating more engaging learning environments and curriculum structures

fourth-order systemic gamification is

fourth-order systemic gamification is about gamifying at scale here a large

about gamifying at scale here a large

about gamifying at scale here a large variety of behaviors are being

variety of behaviors are being

variety of behaviors are being incentivized the experience runs for

incentivized the experience runs for

incentivized the experience runs for years groups as large as communities and

years groups as large as communities and

years groups as large as communities and entire nations are playing and

entire nations are playing and

entire nations are playing and interacting and there is substantial

interacting and there is substantial

interacting and there is substantial merging with everyday life this is a

merging with everyday life this is a

merging with everyday life this is a somewhat theoretical level but there is

somewhat theoretical level but there is

somewhat theoretical level but there is a current pilot in China that is

a current pilot in China that is

a current pilot in China that is exploring this notion

exploring this notion

exploring this notion it’s called sesame credit and it’s about

it’s called sesame credit and it’s about

it’s called sesame credit and it’s about gamifying China’s citizens citizens

gamifying China’s citizens citizens

gamifying China’s citizens citizens receive a score based on their social

receive a score based on their social

receive a score based on their social media activity and online purchases the

media activity and online purchases the

media activity and online purchases the higher your score the more easily of

higher your score the more easily of

higher your score the more easily of access to things like booking our hotel

access to things like booking our hotel

access to things like booking our hotel without a deposit easier access to loans

without a deposit easier access to loans

without a deposit easier access to loans and having applications processed faster

and having applications processed faster

and having applications processed faster the sesame credit score has become so

the sesame credit score has become so

the sesame credit score has become so valued that some people are even putting

valued that some people are even putting

valued that some people are even putting it onto their online dating profile

sesame credit is creating a meta-level

sesame credit is creating a meta-level game experience for citizens across

game experience for citizens across

game experience for citizens across their life with their game score having

their life with their game score having

their life with their game score having a very real impact on their life the

a very real impact on their life the

a very real impact on their life the four orders of gamification framework is

four orders of gamification framework is

four orders of gamification framework is powerful because it defines the impact

powerful because it defines the impact

powerful because it defines the impact we’re making directs the mechanics we

we’re making directs the mechanics we

we’re making directs the mechanics we use and guides how we evaluate outcomes

use and guides how we evaluate outcomes

use and guides how we evaluate outcomes the piano stairs won’t address the

the piano stairs won’t address the

the piano stairs won’t address the obesity epidemic because you need a

obesity epidemic because you need a

obesity epidemic because you need a third and fourth order gamification to

third and fourth order gamification to

third and fourth order gamification to do that but the piano stairs will change

do that but the piano stairs will change

do that but the piano stairs will change behavior in the moment if we want to

behavior in the moment if we want to

behavior in the moment if we want to create social and systemic level change

create social and systemic level change

create social and systemic level change we need third and fourth order

we need third and fourth order

we need third and fourth order gamification I see gamification

gamification I see gamification

gamification I see gamification not something new or innovative I see

not something new or innovative I see

not something new or innovative I see gamification as the new norm imagine

gamification as the new norm imagine

gamification as the new norm imagine replacing our current school system with

replacing our current school system with

replacing our current school system with its archaic Industrial Age set up with a

its archaic Industrial Age set up with a

its archaic Industrial Age set up with a gamer fide one

gamer fide one

gamer fide one what if and Serve grading students by

what if and Serve grading students by

what if and Serve grading students by age and giving them only one chance to

age and giving them only one chance to

age and giving them only one chance to succeed on an on an exam students became

succeed on an on an exam students became

succeed on an on an exam students became players and could choose their own

players and could choose their own

players and could choose their own education adventure what if students

education adventure what if students

education adventure what if students could choose which subject areas to

could choose which subject areas to

could choose which subject areas to master and try again and again while

master and try again and again while

master and try again and again while having fun what if they could learn from

having fun what if they could learn from

having fun what if they could learn from peers who had already mastered a subject

peers who had already mastered a subject

peers who had already mastered a subject and instead of being labeled as cheating

and instead of being labeled as cheating

and instead of being labeled as cheating were instead rewarded with points and

were instead rewarded with points and

were instead rewarded with points and badges for collaboration and helpfulness

imagine if we were all playing the game

imagine if we were all playing the game of environmental sustainability that

of environmental sustainability that

of environmental sustainability that your household received points every

your household received points every

your household received points every time you switched off the lights put out

time you switched off the lights put out

time you switched off the lights put out the recycling bin cycled instead of

the recycling bin cycled instead of

the recycling bin cycled instead of drove and used reusable shopping bags

drove and used reusable shopping bags

drove and used reusable shopping bags imagine that your household level of

imagine that your household level of

imagine that your household level of sustainability gave you discounts on

sustainability gave you discounts on

sustainability gave you discounts on your bill funded the planting of trees

your bill funded the planting of trees

your bill funded the planting of trees in your local neighborhood and donated

in your local neighborhood and donated

in your local neighborhood and donated to wildlife funds imagine if cities work

to wildlife funds imagine if cities work

to wildlife funds imagine if cities work together as teams and we competed

together as teams and we competed

together as teams and we competed against the other cities in our country

against the other cities in our country

against the other cities in our country and then our individual and collective

and then our individual and collective

and then our individual and collective effort could be celebrated so that we

effort could be celebrated so that we

effort could be celebrated so that we could see how our daily actions affect

could see how our daily actions affect

could see how our daily actions affect the health of our city our country and

the health of our city our country and

the health of our city our country and our world

our world

our world I see gamification as the key to nudging

I see gamification as the key to nudging

I see gamification as the key to nudging behavior individually and collectively

behavior individually and collectively

behavior individually and collectively to achieve great things

to achieve great things

to achieve great things I see gamification as a better way to

I see gamification as a better way to

I see gamification as a better way to connect with each other

connect with each other

connect with each other to address the critical problems we face

to address the critical problems we face

to address the critical problems we face today I leave you with this thought life

today I leave you with this thought life

today I leave you with this thought life and work don’t need to be so serious

and work don’t need to be so serious

and work don’t need to be so serious life and work can be fun

life and work can be fun

life and work can be fun [Applause]

”

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