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[email protected] | @keizng slideshare.net/gametize RAMP Reward & Motivation Program: Gamification for Financial Services

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Page 1: Gamification for Financial Industry

[email protected] | @keizng slideshare.net/gametize

RAMP!Reward & Motivation Program:

Gamification for Financial Services

Page 2: Gamification for Financial Industry

Co-founder and Hustle Ninja of Gametize World’s Simplest Gamification Platform (Gametize.com)

Also made crazy apps such as Selfiely

about.me/keizng

http://gametize.com/app http://bit.ly/techday14

@keizng

Page 3: Gamification for Financial Industry

Achievements and Badges Renowned Counterstrike Camper, Reformed Compulsive Gamer

Trained in Software Engineering, Business (Finance) Almost zero game design training (self taught)

Almost bankrupt, secured USD$200,000 on TV, Angels Gate Nominated top global influencer/innovator in gamification

about.me/keizng @keizng

http://gametize.com/app http://bit.ly/techday14

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@keizng

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Is your brand engaging and retaining your consumers on social media and mobile?

http://gametize.com/app http://bit.ly/techday14

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Are you looking for solutions to motivate and engage the employees in your enterprise,

such as in learning or productivity?

http://gametize.com/app http://bit.ly/techday14

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Maybe they all look like this

@keizng

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Wow. This is what it should feel like

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Let’s get Science to help us get to “Wow”

http://gametize.com/app http://bit.ly/techday14

Page 10: Gamification for Financial Industry

http://gametize.com/app http://bit.ly/techday14

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http://gametize.com/app http://bit.ly/techday14

Page 12: Gamification for Financial Industry

@keizng

What motivates us?

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@keizng

What motivates us? Flow Theory, By Mihaly Csikszentmihalyi

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@keizng

What motivates us? Flow Theory, By Mihaly Csikszentmihalyi

•  One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.

•  The task at hand must have clear and immediate feedback.

This helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.

•  One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.

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Gf

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What is the average age of a gamer?

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What exactly makes a game fun?

@keizng

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Frustration! Sense of Achievement!

Challenge! Strategy! Problem Solving!

1. Hard fun!

@keizng

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Interesting content!

Collecting Items!

Points and level-ups!

Amazement! Happiness!

2. Easy fun!

@keizng

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Exploration! Escape from thoughts & feelings!

Excitement!

3. Altered States!

Surprises! Discovery!

@keizng

Page 21: Gamification for Financial Industry

Competition! Teamwork! Social Bonding!

Personal Recognition!

Sense of Achievement!

4. The People Factor!

@keizng

Page 22: Gamification for Financial Industry

§ points and badges

§  advertgaming

§ edugaming

§  serious gaming

§  social gaming

§  Farmville

§ Candy Crush

§ NOT A GAME DAMMIT

gamification = @keizng

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gamification = Use of game design and game psychology in non-game settings to engage and motivate target audience for target behaviors. It is a process, but not an end point. Also a rapidly growing market, projected by Gartner at $2Bn

@keizng

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gamification = A process to engage and motivate your consumers into behaviors that directly or indirectly increase sales. It does not need to be transactional.

@keizng

Page 25: Gamification for Financial Industry

gamification

@keizng @keizng

= happification;

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action

motivation

feedback

@keizng @keizng

Page 27: Gamification for Financial Industry
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http://gametize.com/app http://bit.ly/techday14

Page 29: Gamification for Financial Industry

American Airlines Rewards, achievement, level-ups (elite status)

Nike Plus Achievement, level-ups, competition

Linked In Level-ups (progress bar)

More examples

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Hilton Hhonors Points

@keizng

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Relevance to Financial Industry?

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@keizng

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Gametize’s 5D Framework

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Get your hands dirty!

Identify a common problem you face in your work.

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Get your hands dirty!

Determine your goal: What is the outcome you want to

achieve out of gamification?

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Get your hands dirty!

What are your target behaviours?

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Bartle’s Player Types

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Get your hands dirty!

Profile your target players: Make a list of characteristics of

your target group.

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G

A

M

E

T

I

S

E

Generous Rewards (clear path to incentives)!

Appealing, Fresh Content (create stickiness)!

Maintainability (easy, powerful dashboard to manage) !

Easy, Emotional Experience (make them love it)!

Togetherness (create a community)!

Intrinsic motivations (understand non-reward benefits)!

Social behaviors (create conversations, sharing)!

Engagement (create love, loyalty, trust)!

KEY ELEMENTS

KEY GOALS

Gametize’s Design Strategy

Methodology

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Case Study: Standard Chartered Bank

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Corporate Training: $200bn Corporate E-Learning: $26bn % Fortune 500 with E-learning: 41.7% Asian E-Learning market: $11.5bn by ‘16 Mobile Education Products in ‘12: $4.4bn (Elearning! Magazine – May 2013)

what you may already know..

And many more awesome mLearning stats.. http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/

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E-Learning Completion: 30-40% MOOC Dropout Rate (estimated): ~90%

“People don’t have time to learn,

don’t know where to learn, and don’t want to learn”

- Frustrated Client

what you don’t like hearing..

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“We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3

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LEARN! COLLECT! COMPETE!

Gain knowledge and experience through challenges!

Collect points and badges to level up!

Pit your score against other countries and global peers!

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THE GAMIFIED LEARNING EXPERIENCE!

Scaffolded Challenges!

Competitive Spirit!

Instantaneous Feedback!

Earning Rewards!

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Product!

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Product!

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>10,000 employees, 1 million challenge completions!

Product!

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Analytics!

Create!

Content!

Organize!1! 2!

3!4!

Backend

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Case Study: DBS

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Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore

Management University (SMU).

To solve the problem of engagement in LTB beyond the classroom, the Gametize

platform to produce GameLead, a gamified experience to make learning

much more engaging, exciting and easy for 177 students in a pilot run.

  GameLead was made available on both

web and mobile to be played by students wherever, whenever!

GameLead Case Study

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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Games were segregated according to LTB classes, students will only see their

designated classes, while administrators can access all 4 games.

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

A Game for Each Class

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New quests unlocked weekly

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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A series of simple challenges, from photos, quizzes,

and videos prompted students

to reflect on and apply what they

have learnt in class

Challenges within each Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Page 66: Gamification for Financial Industry

Challenges within each Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

An activity feed enabled students to

view submissions

by other classmates and vote,

which increase the points of the submission

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Students can also log their in-class participation for points here

Class Participation Quest

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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Gamification was also used to

collect student feedback on the

GameLead experience

Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

We were able to extract

sentiments that help us understand our users’

pain in using GameLead,

some of which are negative

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Gathering Feedback and Sentiments

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

We also discovered

what the students enjoyed

about GameLead

that can help with

future executions

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Verdict and Results

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

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A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

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A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

Verdict: Successfully Gametized

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Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews.

However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a

seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these

questions, in this case, showing GameLead’s effectiveness.

Iterative Development and Improvement Gamification in education is a fairly new concept, especially with the use

of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable

sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and

considered.

Conclusion for GameLead

A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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gamification is not magic. it is a strategy, which like many others, must be well-designed and planned. there are no rules to fun.

http://gametize.com/app http://bit.ly/techday14

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otherwise it will backfire!

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Real Intrinsic motivators

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Don’t overgive rewards

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Make real fun, and keep them fresh

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credits to @eliaveris���

Insites Consultin

g

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create emotions tell a story

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“The opposite of play is not work. It is depression”

- Dr Stuart Brown

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Get your hands dirty!

Design your game.

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Create games where your players can:

Upload a photo Write a comment Answer a quiz Make a prediction

Scan a QR code Fill in the blank Enter a secret passcode

http://gametize.com/app http://bit.ly/techday14

Page 86: Gamification for Financial Industry

[email protected] | @keizng slideshare.net/keizng

slideshare.net/gametize