23
Gamification When the game becomes serious Guillemette Goglio, Sylvain Rouillard

Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

  • Upload
    others

  • View
    7

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

GamificationWhen the game becomes serious

Guillemette Goglio, Sylvain Rouillard

Page 2: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

PLEASE !

We don’t have any photos of the marvellous

ideas you have suggested during the workshop.

If some of you have taken photos, we would be

delighted to receive them !

Page 3: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

�Discover an approach based on motivation

levers associated with games

� Experiment these levers and their impact

in the ideas generation phase

� Reflect on how these tools could improve

your practice

Page 4: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Epic Meaning & Calling*

�Being part of something greater than oneself

�Having the feeling of being “chosen” to do something important

�Helping to create important changes for a significant part of the community

*The 8 drivers come from Yu-Kai Chou approach

Page 5: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Epic meaning and calling

• What could we associate with our service or product so our clients to feel they display strong civic or altruist behavior?

• How could our product or service have more positive consequences on the users’ community, on the planet ?

Page 6: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Empowerment of Creativity &

Feedback

�Users are engaged in a process where they have to

figure things out and try different combinations

�Opportunities to express their individuality, the

unique person they are

�Express their creativity, receive feedback, and

respond in return

Page 7: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Empowerment of Creativity & Feedback

• How could our product or service be customizable at several stages?

• How could we make our users make new and interesting combinations?

• In what ways could our users express their creativity?

• How could we “reward” the fact that our users express themselves?

Page 8: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Social Influence & Relatedness

�The need to be closer to people, places, or events that we can relate to

� It includes: mentorship, belonging, acceptance, social responses, companionship

�Also, the sense of nostalgia Ex.: a product that reminds you of your childhood

�Ex. : Online social strategies, club

Page 9: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Social Influence & Relatedness

• How could we make our service or product gather its users around common values in order to create a community ?

• How could we enable the users to see how others are using the product or service, how they are performing?

• How could we make our users feel that they “are not alone”?

Page 10: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Unpredictability & Curiosity

�Wanting to find out what will happen next

� If you don’t know what’s going to happen, your brain is engaged and you think about it often

� Primary factor behind gambling addiction, lottery

Page 11: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Unpredictability & Curiosity

• In what ways could our service or product distinguish itself in small details that would surprise our users?

• How could our service or product generate excitement?

• How could we make our users want to see, know, explore, more?

Page 12: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Loss & Avoidance

�Avoidance of something negative happening

�Could be make people feel like if they don’t act immediately, they would lose the opportunity to act forever

�Could be to continue using product or service because users don’t want to admit that everything they did up to this point was useless if they are quitting now

Page 13: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Loss & Avoidance

• How could you make the users

feel they are loosing something

if they are not using our product

or service on a regular base ?

• How could we enhance the cost

of churning to another product

or service ?

Page 14: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Scarcity & Impatience

�Wanting something because only a few people can have it

�The fact that people can’t get something right now motivates them to think about it all day long

�You have to make a move right now or someone else will have the benefit, the object, etc.

Page 15: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Scarcity & Impatience

• What “rare” benefits could users get after spending a lot of time using our product or service ? (feature unlocked, levels, entering into a community of expert, positive feedbacks, …)

• How to enhance a logic of appointment in your service ? ( magic moments, etc).

• What aspects of your service or product could become rare and desirable?

Page 16: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Ownership & Possession

�Users are motivated because they feel like they

own something

�When users own something, they want to take

care of it, have more of it

�This is the core drive that makes people collecting

objects: stamps, cards, etc.

�This deals also with many virtual goods or virtual

currencies

Page 17: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Ownership & Possession

• what items could our users collect when using our product or service?

• How to enhance the value of these items?

• How to make our users personalize the service or product?

Page 18: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Development & Accomplishment

�The internal drive of;

• Setting goals

• making progress,

• developing skills,

• And overcoming challenges

� The word “challenge” here is very important, as a badge or trophy without a challenge is not meaningful at all

Page 19: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Development & Accomplishment

• How to make goals/targets clearly defined in the service?

• How could the users keep track of their progression toward a determined goal?

• In what ways the challenges or offers could take into account the users’ actual knowledge and skills?

• How to better reward the users when they achieve their goals?

Page 20: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

About gamification :

• Gamification to improve our world : Yu-kai Chou at TEDx

Lausanne

https://www.youtube.com/watch?v=v5Qjuegtiyc

• The Future of Creativity and Innovation is Gamification:

Gabe Zichermann at TEDxVilnius :

https://www.youtube.com/watch?v=ZZvRw71Slew

• SickKids Pain Squad iPhone App :

https://www.youtube.com/watch?v=qsl9NjyVpHY

Page 21: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Guillemette Goglio, Paris, France

[email protected]

Guillemette facilitates creativity workshops for Orange (telecom operator), linkingtogether designers, marketing people, and technical people to create new user experiences.

She helps teams find new concepts, imagine possible use cases, and work bettertogether. She also trains groups in Orange using Creative Problem Solving method and helps them with team-building techniques.

She works also as a coach using creativetechniques .Guillemette loves designing new workshops and she’s a regular presenter at Créa France and at CREA Conference in Sestri Levante, Italy.

Page 22: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We

Sylvain Rouillard, Montréal, Canada

[email protected]

Sylvain is a psychologist, specialized in creativity and creative

problem-solving.

He has designed and facilitated workshops and delivering

conferences on these themes for 25 years.

He has been teaching the Psychology of Creativity and Creativity

Methods in various universities for over 15 years, including Université

du Québec à Montréal and Université de Montréal.

For more than ten years, he has designed and facilitated workshops

at the annual Creative Problem Solving Institute (CPSI) at Buffalo, as

well as CREA, an annual creativity event in Italy, and he has been an

enthusiastic facilitator here at Mindcamp for many years

His knowledge of creativity is combined with experience in real

innovation. He helps individuals and teams from public and private

organizations in various fields — tourism, architecture, food industry,

media, etc. — to gain innovative results.

His consulting and training activities have taken him across Québec

and Canada, to the United States, Italy, France, Mexico, and India.

With a group of colleagues, he founded Créa-Québec, Québec’s

association for the development of creativity.

Page 23: Gamification - Mindcamp Canadamindcamp.org › handouts › 2016 › gamification.pdf · Gamification Whenthe gamebecomesserious Guillemette Goglio, Sylvain Rouillard. PLEASE ! We