
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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