Gamification HR

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Gamification in HR Augmentation

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GAMIFICATION

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About Gamification

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ARE you a player ?

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YES YOU ARE !Like everyone

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About Gamification

Key points

Limits and constraints

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About gamificationWhat do we mean by « gamification » ?

About gamification

Gamification : using game mechanics in order to engage customers

The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.

About gamification

Social GamificationThe use of design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.

Video games Gamification

Social Games Social Gamification

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“... game design elements ...”

or“Game mechanics”“Game dynamics”“Frameworks”“Gameplay mechanics”“Game thinking”

“Game attributes” (and also, game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games)

There are different levels and perspectives of “Game Design Elements”

Not just badges!

“... non-game contexts ...”Several domains: health, work, training, environment, government, everyday life,

etc,

and also ...

Education

E-learning

Social Learning Environments

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“... game like engagement ...”

Intrinsic motivation (autonomy, mastery and purpose)

Extrinsic motivation (rewards, punishment)

Flow (“In a state of flow, an activity is performed for enjoyment and pleasure rather than be driven by any extrinsic motivator”)

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“... desired behaviors ...”

To “engage people, motivate action, promote learning, and solve problems” (*)

Applied to:Students

Increasead engagement in school’s activities and higher motivation to achieve better learning outcomes. Teachers Reward and appraise students; setup engaging activities; provide flow.

ParentsRecognize and reward their children’s work; motivation for a deeper

envolvement in school’s activities.

“game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems”

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About gamification

What makes a game a game?Predictable

Unforced

Non obvious desire

Playfulness

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Key points of gamificationAbout the important features in a gamified project

Key points of gamificationAbout players

Killer Scorer

Socializer Explorer

Action

Interaction

EnvironmentPeople

Key points – Engagement

Gain

Spend

Share

Status

Key points - Mechanics

Quests

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Key points - Mechanics

QuestsRewards

Key points - Mechanics

QuestsRewardsCollections

Key points - Mechanics

QuestsRewardsCollectionsRanking

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Key points - Mechanics

QuestsRewardsCollectionsRankingLeveling

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Key points - Mechanics

QuestsRewardsCollectionsRankingLevelingComplementarity

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Key points - Social

Profile

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Key points - Social

Profile

Community

Key points - Social

Profile

Community

Key points - Social

Key points - Social

Key points - Social

Key points – Social Strategy EGG

Empowring

Group innovation through

Games

4 Key success Factor for - ECG

Benefits of EGG

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Gamification Prediction

Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.

According to a recent Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years." M2 Research reports that gamification will be a $2.8B industry by 2016.

Industry use Gamification

Gamification refers to the use of game mechanics and rewards in a non-game setting to increase user engagement and drive desired user behaviors. Gamification in business is used to increase such things as stickiness, sharing, content creation, and purchases.

So what are some of the industries that are already using gamification? Here are just a few:•Retail and e-commerce•Politics•Healthcare•Nonprofit•Human Resource

Industry use Gamification

Gamification in Human resources

Human resources officials in several organizations have begun to use gamification to recruit and motivate employees. For example, in an effort to motivate senior executives to complete its leadership development program, Deloitte has gamified its Deloitte Leadership Academy, a program that delivers lessons from world-renowned business schools (such as Harvard and Stanford). As participants complete programs, contribute, and share knowledge, they earn badges and other rewards — which are portable to sites like LinkedIn and Twitter.

Gamification HR

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

Industry use Gamification

“The size of the gamification market, currently estimated at around $100mm,will grow to more than $2.8b by 2016.” — M2Research

“Top gamification vendors are projecting 197% growth in 2012, up from 155%in 2011.” — M2Research

By 2014…more than 70% of Global 2000 organizations will have at least onegamified application, driving 50% of all innovation ” — Gartner

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