gamification for financial industry
TRANSCRIPT
[email protected] | @keizng slideshare.net/gametize
RAMP!Reward & Motivation Program:
Gamification for Financial Services
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
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
@keizng
Is your brand engaging and retaining your consumers on social media and mobile?
http://gametize.com/app http://bit.ly/techday14
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
Maybe they all look like this
@keizng
Wow. This is what it should feel like
Let’s get Science to help us get to “Wow”
http://gametize.com/app http://bit.ly/techday14
http://gametize.com/app http://bit.ly/techday14
http://gametize.com/app http://bit.ly/techday14
@keizng
What motivates us?
@keizng
What motivates us? Flow Theory, By Mihaly Csikszentmihalyi
@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.
Gf
What is the average age of a gamer?
What exactly makes a game fun?
@keizng
Frustration! Sense of Achievement!
Challenge! Strategy! Problem Solving!
1. Hard fun!
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Interesting content!
Collecting Items!
Points and level-ups!
Amazement! Happiness!
2. Easy fun!
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Exploration! Escape from thoughts & feelings!
Excitement!
3. Altered States!
Surprises! Discovery!
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Competition! Teamwork! Social Bonding!
Personal Recognition!
Sense of Achievement!
4. The People Factor!
@keizng
§ points and badges
§ advertgaming
§ edugaming
§ serious gaming
§ social gaming
§ Farmville
§ Candy Crush
§ NOT A GAME DAMMIT
gamification = @keizng
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
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
gamification
@keizng @keizng
= happification;
action
motivation
feedback
@keizng @keizng
http://gametize.com/app http://bit.ly/techday14
American Airlines Rewards, achievement, level-ups (elite status)
Nike Plus Achievement, level-ups, competition
Linked In Level-ups (progress bar)
More examples
Hilton Hhonors Points
@keizng
Relevance to Financial Industry?
@keizng
Gametize’s 5D Framework
Get your hands dirty!
Identify a common problem you face in your work.
Get your hands dirty!
Determine your goal: What is the outcome you want to
achieve out of gamification?
Get your hands dirty!
What are your target behaviours?
Bartle’s Player Types
Get your hands dirty!
Profile your target players: Make a list of characteristics of
your target group.
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
Case Study: Standard Chartered Bank
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/
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..
“We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
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!
THE GAMIFIED LEARNING EXPERIENCE!
Scaffolded Challenges!
Competitive Spirit!
Instantaneous Feedback!
Earning Rewards!
Product!
Product!
>10,000 employees, 1 million challenge completions!
Product!
Analytics!
Create!
Content!
Organize!1! 2!
3!4!
Backend
Case Study: DBS
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
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
New quests unlocked weekly
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
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
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
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
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
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
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
Verdict and Results
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
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
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
otherwise it will backfire!
Real Intrinsic motivators
Don’t overgive rewards
Make real fun, and keep them fresh
credits to @eliaveris���
Insites Consultin
g
create emotions tell a story
“The opposite of play is not work. It is depression”
- Dr Stuart Brown
Get your hands dirty!
Design your game.
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
[email protected] | @keizng slideshare.net/keizng
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