Gamification through Simulation

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T E C H N O L O G Y E N A B L E D L E A R N I N G S O L U T I O N S ® © 2010-2014 CapitalWave, Inc. | All rights reserved. Gamification through Simulation

Transcript of Gamification through Simulation

Page 1: Gamification through Simulation

T E

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© 2010-2014 CapitalWave, Inc. | All rights reserved.

Gamification through Simulation

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Game ON

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Gamification Defined

Introduced in 2002 by Nick Pelling and

gained notoriety in 2010

Gamification is the use of game mechanics &

rewards for non-game applications in order to

increase engagement and loyalty

Gamification is used in applications and processes to

improve user engagement, Return on Investment, data

quality, timeliness, and learning

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Examples of Gamification

Examples

Offers additional

storage space if

users complete

certain tasks

A farm

management

based simulation

with a point

system based on

completing

activities such as

harvesting crops

and raising

livestock

Encourages members to maintain accurate

profiles by rewarding them with a particular

status based on the amount of information

they have entered

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Gamification & Simulations

Simulations allow for flexibility around the learners needs

By utilizing simulation one does not have to turn to boring traditional learning methods

Adds a level of interactivity

Immersion within the learning environment

Presentation of a challenge and reward-based system

Higher retention than traditional training methods

Interactive design elements, such as: audio, graphics, storytelling etc.

Gamification and simulations go hand in hand

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Accelerated

feedback

cycles

In the real world, feedback loops are slow (e.g., annual

performance appraisals) with long periods between

milestones. Gamification increases the velocity of

feedback loops to maintain engagement.

Clear goals and

rules of play

A compelling

narrative

Principal Means of Driving Engagement Utilizing Gamification

Tasks that are

challenging but

achievable

In the real world, where goals are fuzzy and rules

selectively applied, gamification provides clear goals

and well-defined rules of play to ensure players feel

empowered to achieve goals.

While real-world activities are rarely compelling,

gamification builds a narrative that engages players to

participate and achieve the goals of the activity.

While there is no shortage of challenges in the real

world, they tend to be large and long-term.

Gamification provides many short-term, achievable

goals to maintain engagement.

Gartner recognized 4 principal means of driving engagement utilizing gamification:

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Gamification + Simulation = Success

Benefits

Simulations that encompass

the element of gamification

are an educationally effective

medium

Gamification does work when

tied to a business case through

simulation!

Gamification is one of the most

promising areas of gaming that

has transferred over into the

simulation business

By providing a reward system for

completion of tasks or answering

decision block questions correctly

the user is completely engaged in

the simulation

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Training and Education for Millennials through Gamification

Millennials already make up 25% of the American workforce and

that number grows daily as college graduates are finding their

way into the workplace

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Millennials in the Workplace

There are no precise dates for when Generation Y starts

and ends. Commentators use beginning birth dates from the

latter 1970s, or from the early 1980s to the early 2000s

They are the demographic following Generation X

Characterized as the net generation, the millennials are demanding

more challenging types of training that they are able to relate to and

many companies are embracing the process of gamification to entice

this generation into their workforce

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Expectations of Millennials

Generation Y’ers typically have greater

expectations of the workplace and are found

to switch jobs more often than those of

Generation X due to the fact that they do not

find the job challenging and rewarding enough

Because of the internet and games,

millennials have different attitudes and

behaviors from previous generations

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Expectations of Millennials

This so called ‘net generation’ has grown up

with video games, they are highly proficient

with technology and see games as a tool (not a

just a game)

The millennials work ethic is motivated in a

different way than that of previous

generations; they seek instant gratification

and are looking to be employed by a company

that has embraced new technologies and

allows them to utilize their multi-tasking skills

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“How do we leverage “nine-to-fivers” who come home and apply

all of the smarts and talents that are underutilized at work to

plan and coordinate complex raids and quests in massively

multiplayer online games?”- Jane McGonigal, Reality is Broken

The Value of Gamification for Millennials

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The MTV Network utilized

gamification as part of the 2012

presidential election coverage

Fantasy Election 2012 allowed players to

build a fantasy ‘dream team’ of candidates

and to compete against others in a virtual

league, social media was utilized as a

measure of engagement

Millennials and Gaming

Millennials view life through a

game lens; they have been

playing video games almost since

birth so the mechanics of game-

play comes naturally to them

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MediaPost Research Highlights Millennials in the Workplace

89%

60%

Millennials Boomers

Want their workplace to be

social & fun

76%

85%

Millennials Boomers

Think their boss could learn a

lot from them

6%

89%Millennials think their mastery of technology makes

them faster than their older coworkers

Millennials prefer annual reviews from their bosses

Millennials think it is important to be constantly

learning at their job

50%

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Millennials think they

should be mentoring

older co-workers on

technology

67%

33%

MediaPost Research Highlights Millennials in the Workplace

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MediaPost Research Highlights Millennials in the Workplace

Millennials want feedback at least

once a week or more.

Millennials think they deserve to be

recognized more for their work

Millennials want regular

feedback from their boss

8 out of 10

8 out of 10

5 out of 10

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MediaPost Research Highlights Millennials in the Workplace

Half of Millennials would rather have no job than have a

job they hate

In the workplace “game,” more than three-fourths of

Millennials think they are smarter players than most

A higher salary is the preferred reward among two-thirds

of Millennials

However, one-third prefer recognition from their boss or

coworkers or a promotion over higher pay

Three-fourths of Millennials think that if the workplace were

like a game, they'd know how to "level up" faster than others

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60%

Nearly 6 in 10 Millennials feel that they will switch jobs in less than 5 years

Nearly 60% of Millennials think the perfect job might exist

Three-fourths of Millennials think they will find a way to advance in their corporation faster

than others, compared to only half of Boomers

Only one quarter of Millennials say they are completely satisfied in their current job -- half

the level for Boomers

MediaPost Research Highlights Millennials in the Workplace

60%

75%

25%

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“Millennials, like no generation before them, are

demanding work/life balance, flexibility for themselves

and social responsibility from their employers.”- Nicole

Lipkin, Y in the Workplace: Managing the ‘Me First’

Generation

Demands of Millennials in the Workplace

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Gartner: Gamification and The Hype Cycle

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Gamification and the Early Adopter Stage

Gamification is

quickly proving itself

as a useful tool

Gamification is currently

in the early adoption

stage

Gamification is

becoming more

broadly accepted

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Early adopter organizations are claiming success, sighting

better user engagement and higher retention of material

presented; than that of traditional training methods.

Early Adopters of Gamification

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Since the gamification industry and term launched back in

2010, many companies (over 350 to be exact) have launched

major gamification based projects. Ford, eBay, NBC, and

Walgreens are just a few on the list.

Proven Successes of Gamification

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Gamification According to Gartner

Gamification is the use

of game design and game

mechanics to engage a

target audience to

change behaviors, learn

new skills or engage in

innovation.

The target audience may

be customers, employees

or the general public, but

first and foremost, they

are people with needs

and desires who will

respond to stimuli.

It is important to think

of the people in these

target audiences as

"players" in gamified

applications.

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While game mechanics such as points and badges are the hallmarks of

gamification, the real challenge is to design player-centric applications that

focus on the motivations and rewards that truly engage players more fully.

Game mechanics like points, badges and leader boards are simply the tools

that implement the underlying engagement models.

Gamification According to Gartner- Cont’d

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Gamification According to Gartner- Cont’d

Gamification describes

the use of the same

design techniques and

game mechanics found in

all games, but it applies

them in non-game

contexts including:

• Customer Engagement

• Employee Performance

• Training and Education

• Innovation Management

• Personal Development

• Sustainability and Health

Behavioral

Economics

Game

Design

Loyalty

Program

Gamification

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To change behavior

Gamification According to Gartner- Cont’d

To develop skills

To enable innovation

Virtually all areas of business could

benefit from gamification as it can

help to achieve three broad

business objectives:

More opportunities may emerge as the trend matures

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A gamification program will be a key organizational enabler for 75% of enterprise-oriented DevOps initiatives by 2016, up from less than 1% today

More than 15% of games produced in 2017 will have been developed by workers on a gamification platform.

Gamification Predictions from Gartner

By 2017, 50% of Global 1000 organizations will use gamification in learning and/or recruitment processes

By 2016, early utility adopters will use gamification to drive end-user, energy-efficiency improvements of 1% to 3%.

By 2016, gamification will be an essential element for brands and retailers to drive customer marketing and loyalty

By 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations

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Gamification Market by

2016 –

US$2.8 Billion

Wanda Meloni of M2

Research

"Gamification takes advantage of

game mechanics to deliver engaging

applications, and make non‐game

applications more entertaining and

appealing.The adoption of applying

game mechanics in more

nontraditional industries has grown

exponentially," noted Meloni

Gamification Market Forecast

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Gamification Market Forecast

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Pew Internet on Gamification

“Overall, a modest majority of the

top tech experts participating in this

survey believe game elements in

some form will continue to play a

role of gathering importance in the

everyday activities of many of the

people who are actively using

communications networks.”

“The development of ‘serious games’

applied productively to a wide scope

of human activities will accelerate

simply because playing is more fun

than working.”

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Gamification through Simulation

Let’s Repeat:

“PLAYING is more fun than

WORKING.”

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Selling Gamification through Simulation

While the vast majority of company

executives may see this statement

as the sole reason why they DO NOT

want to implement gamified aspects

of simulation training within their

organization.

This should really be the entire

reason that they ought to employ

simulations with gamified

implications. Simply because

simulation coupled with gaming

technologies can engage and

motivate the learner to actually

learn the content!

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Jane McGonigal, Reality is Broken

“Games enrich us with intrinsic rewards. They actively engage us in

satisfying work that we have the chance to be successful at. They give us

a highly structured way to spend time and build bonds with people we

like. And if we play a game long enough, with a big enough network of

players, we feel a part of something bigger than ourselves—part of an epic

story, an important project, or a global community.”

Developing Skills Through Simulation

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Developing Skills Through Simulation

Gamification elements transfer over to

simulation training as a perfect fit for one

another, kind of like yin and yang.

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In the next decade, it is

estimated that we will

gain 1 billion more

gamers throughout the

world, bringing the total

to 1.5 billion

Average time spent in

school from 5th grade

through high school

graduation (with perfect

attendance of course) is

10,080 hours.

A recent Carnegie Mellon

University study showed

that kids will spend

10,000 hours playing

online games before age

21

Developing Skills Through Simulation

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Types of Gamers

Believing that

something is

possible

Gamers love to be

attached to awe

inspiring missions

Established trust,

bonds and

cooperation with

other players

Willing to work hard if

given the opportunity

and they are happier

when working hard.

They like a challenge!

Jane McGonigal Defines 4 Points of Gamers:

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What Gamers Can Achieve?

Gamers can achieve more in an online world than in the real world. If

we make the real world more like a game then this generation of gamers

will be more successful in their work practices.

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Defining Success by Gamification

Online gamers are now in today’s workforce driving company training

and education

Gamification + Simulation Training =

Training Success for any Organization

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12 Startling

Gamification

Statistics (from Jane

McConigal’s Reality is

Broken book)…

Gamification Statistics

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In the United States alone, there are 183 million active gamers

Active computer or video gamers play 13 hrs/week on average

The planet is now spending more than 3 billion hrs a week gaming

69% of all heads of household play computer and video games

97% of youth play computer and video games

40% of all gamers are women

Gamification Statistics (1-6)

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Gamification Statistics (7-12)

Most gamers expect to

continue playing games

for the rest of their lives

The average game player

is 35 years old and has

been playing for 12

years

1 out of 4 gamers is over

the age of 50

More than half of these

gameful executives say

they play during work in

order “to feel more

productive.”

61% of surveyed CEOs,

CFOs and other senior

executives say they take

daily game breaks at

work.

On average, gamers fail

80% of the time and yet

they still find the gaming

experience enjoyable.

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The Power of Gamification

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By utilizing game-design thinking and techniques

through an intuitive simulation one can become

proficient at job related skills

A Gamified Simulation Experience

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Game Design in the Twenty-First-Century

“Game design isn’t just a

technological craft. It’s a twenty-

first-century way of thinking and

leading.”

-Jane McGonigal, Reality is Broken

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Gamification + Simulation Training =

Training Success for any Organization

Simulations to Teach

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Gamified simulations are even being incorporated into traditional

military training war games.

Gamified Simulations for the Military

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America’s Army presents real-

world-like challenges to the

player; yet brings an element of

seriousness and real-world

applicability

It is a great recruitment strategy

in a cost-effective format that

captures its target audience and

leads to more recruits signing up

for duty; that may not have

otherwise

America’s Army

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Gamfication and Design Elements

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“While some people dismiss gamification as a fad, neuroscientists are discovering

more and more about the ways in which humans react to such interactive design

elements. They say such elements can cause feel-good chemical reactions, alter

human responses to stimuli—increasing reaction times, for instance—and in

certain situations can improve learning, participation, and motivation.”- 2012 Pew Internet Research Report

Proven Success of Gamification

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So many of us lead digital lives and have become accustomed

to being ‘plugged-in’ all of the time whether that be by a

wireless internet connection and iPad or through a Smartphone

When playing through simulations it’s just second nature and

an extremely compelling way to present material that may

otherwise be bland and boring

We tend to look for instant gratification in our work; by

providing user feedback (through a point system, etc.) the

simulation medium provides for direct response

Gamification in the Digital Age

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Gaming Functions

Gaming technologies are making

training and education far more

effective than traditional

methods and gamification has

many applications within the

training arena

Gaming functionality allows for

people to understand more

complex topics quicker and with

more nuances involved. We are

able to present problem-solving

strategies and a challenge that

meets the skill level of any and

all players

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“For many companies, gamified training has lowered costs and raised

engagement by over 50 percent.” -Gigaom

Gamified Training

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By integrating gamification into the workplace, employees are

encouraged to engage in desired behaviors

They get the instant gratification that they are seeking through their

efforts and receive immediate feedback

The employer sees increased socialization and personal satisfaction from

the employee all as a result of the gamification program

Companies should take measures to tap into the millennials innovation,

by weaving gamification into the corporate culture the organization will

recognize enhanced communication and collaboration all employees

Gamification in the Workplace

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Gamification through Simulation

Game

Over