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Image Credit: Anurabh Das, Flickr

Mohit Garg
Co-founder, MindTickle
mohit.garg@mindtickle.com
+91 99203 49419
© All Rights reserved, 2013
What is Gamification?
• Essence of “game” thinking -> applied to
business (non-game) use cases

• Gamification provides a scalable
framework for encouraging users to
engage in desired behaviours voluntarily

© All Rights reserved, 2013

2
How does Gamification work?

(1) Source: BunchBall Whitepaper
© All Rights reserved, 2013

3
Examples of Gamification

© All Rights reserved, 2013

4
Why is Gamification Relevant to
Employee Engagement/Learning?
Because of the changing attitudes/preference of employees








Short attention span
Competitive
Irreverent
Seek instant gratification
Tuned to “Social”
Prefer self-paced
Accustomed to visually
stimulating user interfaces

© All Rights reserved, 2013

5
Gamification is not “Gaming”
or “Serious Gaming”, for that matter
Business

Gamification is a framework for
designing repeatable and agile
business processes/ technology

Gaming on the other hand
focusses on deep interactions in
game play, resulting in higher
degree of customization but
limited extensibility

Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification

© All Rights reserved, 2013

6
Gamification is more suited for
today’s business environment
Gaming/
Serious Gaming

Gamification

Agility / Time to deploy

3-6 months

< 4 weeks

Flexibility

Low

High

Resources Required

High

Low

Cost Model

Upfront Sunk Cost

Value Based/Per User

Depth of Simulation

High

Medium

(graphics, servers, manpower)

Source: http://www.hrzone.com/

© All Rights reserved, 2013

7
The blend of “social”, gamification
& analytics creates highest impact

If “Social” and Gamification are an engine to enable change, analytics is the fuel.
Analytics lets you measure impact and identify where further refinement is
needed. Nearly all Gamification efforts are iterative in nature.
- Charlie Bess, Chief Technologist, HP

© All Rights reserved, 2013

8
Blended recipe for online learning
Game mechanics motivate and engage the user






Badges: Sense of achievement, instant gratification
Levels: Achievable goals and incremental sense of progress
Challenges: Balance between skill and difficulty
Points: Differentiate committed learner from casual dabbler
Leaderboard: Reputation, Bragging Rights

Social enhances informal learning and participation






Invites: Makes it viral and increases participation Updates &
Discussions: Be a part of the larger community
Likes: Encouragement from peers
Share: Sharing achievements
Comments: Informal learning and feedback

© All Rights reserved, 2013

9
Case Study 1

Problem: Pre-Join Onboarding /
Training at HCL

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
© All Rights reserved, 2013

10
Case Study 1

Solution: Gamified online platform
for new joiners
Achievement
badges for
creating sense of
aspiration and
achievement

Gamified journey
for creating
awareness about
HCL’s history,
employer value
proposition and
its culture

Leaderboard for
healthy competition –
acts as a driver of
motivation

Updates/wall for
creating an online
social environment,
an online community
of all joiners

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
© All Rights reserved, 2013

11
Case Study 1

Solution: Gamified online platform
for new joiners

© All Rights reserved, 2013

12
Case Study 1

User Feedback
Gamification turned my rejection into acceptance!
“An amazing platform which sheds relevant information about HCL which a
new joiner would like to know. Easy to explore and understand. It actually
created an interest to be a part of HCL family”
– Management Trainee, 25

Being a part of virtual HCL!
“Gamification connects with you at the time when a joiner is confused and
unaware about the company. This tool gives him/her an insight about the
history, culture and business. It is an effective communicator”
- Senior Manager, 48

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
© All Rights reserved, 2013

13
Case Study 1

Results and associated Business
Impact
1. > 60% new hires participated voluntarily
2. The probability of a candidate dropping was 9
times lower among the cohort who
participated vs. those who did not
3. Discovery: The participation acts as a renege
predictor

Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
© All Rights reserved, 2013

14
Summary
1. Gamification for the sake of gamification is likely to fail

2. Align gamification with learner motivation
3. Identify the business objectives and metrics
4. Integrate with “social” and “strong analytics”
5. Start with a well-defined use case/business problem.
Examples – sales training, policy training, NHT
6. Measure, learn and iterate along the way to enterprise
wide gamification
7. Internal marketing and branding of the initiative is a
KSF
© All Rights reserved, 2013

15
Thank you!

Visit www.mindtickle.com
Follow our blog www.mindtickle.com/blog
Follow us on twitter @mindtickle

Contact:
mohit.garg@mindtickle.com
@mohgar
(0) 99203 49419

Share This Document

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Gamification of online learning - Case study & Best practices

  • 1. Image Credit: Anurabh Das, Flickr Mohit Garg Co-founder, MindTickle mohit.garg@mindtickle.com +91 99203 49419 © All Rights reserved, 2013
  • 2. What is Gamification? • Essence of “game” thinking -> applied to business (non-game) use cases • Gamification provides a scalable framework for encouraging users to engage in desired behaviours voluntarily © All Rights reserved, 2013 2
  • 3. How does Gamification work? (1) Source: BunchBall Whitepaper © All Rights reserved, 2013 3
  • 4. Examples of Gamification © All Rights reserved, 2013 4
  • 5. Why is Gamification Relevant to Employee Engagement/Learning? Because of the changing attitudes/preference of employees        Short attention span Competitive Irreverent Seek instant gratification Tuned to “Social” Prefer self-paced Accustomed to visually stimulating user interfaces © All Rights reserved, 2013 5
  • 6. Gamification is not “Gaming” or “Serious Gaming”, for that matter Business Gamification is a framework for designing repeatable and agile business processes/ technology Gaming on the other hand focusses on deep interactions in game play, resulting in higher degree of customization but limited extensibility Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification © All Rights reserved, 2013 6
  • 7. Gamification is more suited for today’s business environment Gaming/ Serious Gaming Gamification Agility / Time to deploy 3-6 months < 4 weeks Flexibility Low High Resources Required High Low Cost Model Upfront Sunk Cost Value Based/Per User Depth of Simulation High Medium (graphics, servers, manpower) Source: http://www.hrzone.com/ © All Rights reserved, 2013 7
  • 8. The blend of “social”, gamification & analytics creates highest impact If “Social” and Gamification are an engine to enable change, analytics is the fuel. Analytics lets you measure impact and identify where further refinement is needed. Nearly all Gamification efforts are iterative in nature. - Charlie Bess, Chief Technologist, HP © All Rights reserved, 2013 8
  • 9. Blended recipe for online learning Game mechanics motivate and engage the user      Badges: Sense of achievement, instant gratification Levels: Achievable goals and incremental sense of progress Challenges: Balance between skill and difficulty Points: Differentiate committed learner from casual dabbler Leaderboard: Reputation, Bragging Rights Social enhances informal learning and participation      Invites: Makes it viral and increases participation Updates & Discussions: Be a part of the larger community Likes: Encouragement from peers Share: Sharing achievements Comments: Informal learning and feedback © All Rights reserved, 2013 9
  • 10. Case Study 1 Problem: Pre-Join Onboarding / Training at HCL Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification © All Rights reserved, 2013 10
  • 11. Case Study 1 Solution: Gamified online platform for new joiners Achievement badges for creating sense of aspiration and achievement Gamified journey for creating awareness about HCL’s history, employer value proposition and its culture Leaderboard for healthy competition – acts as a driver of motivation Updates/wall for creating an online social environment, an online community of all joiners Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification © All Rights reserved, 2013 11
  • 12. Case Study 1 Solution: Gamified online platform for new joiners © All Rights reserved, 2013 12
  • 13. Case Study 1 User Feedback Gamification turned my rejection into acceptance! “An amazing platform which sheds relevant information about HCL which a new joiner would like to know. Easy to explore and understand. It actually created an interest to be a part of HCL family” – Management Trainee, 25 Being a part of virtual HCL! “Gamification connects with you at the time when a joiner is confused and unaware about the company. This tool gives him/her an insight about the history, culture and business. It is an effective communicator” - Senior Manager, 48 Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification © All Rights reserved, 2013 13
  • 14. Case Study 1 Results and associated Business Impact 1. > 60% new hires participated voluntarily 2. The probability of a candidate dropping was 9 times lower among the cohort who participated vs. those who did not 3. Discovery: The participation acts as a renege predictor Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification © All Rights reserved, 2013 14
  • 15. Summary 1. Gamification for the sake of gamification is likely to fail 2. Align gamification with learner motivation 3. Identify the business objectives and metrics 4. Integrate with “social” and “strong analytics” 5. Start with a well-defined use case/business problem. Examples – sales training, policy training, NHT 6. Measure, learn and iterate along the way to enterprise wide gamification 7. Internal marketing and branding of the initiative is a KSF © All Rights reserved, 2013 15
  • 16. Thank you! Visit www.mindtickle.com Follow our blog www.mindtickle.com/blog Follow us on twitter @mindtickle Contact: mohit.garg@mindtickle.com @mohgar (0) 99203 49419 Share This Document