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Gamification For Businesses

WHAT IS GAMIFICATION IN BUSINESS?

To achieve certain business goals such as attracting new customers, increasing customer engagement, boosting productivity or improving , businesses often employ game-like elements to unrelated situations. This art, called gamification, is a term coined by Nick Pelling in 2012.

Gamification could be digital, as in online leaderboards, or analog, as in loyalty cards and milestone badges.

Gamification makes use of various gaming concepts such as rewards, an entertaining interface, and a point system. However, the intent of these gaming features to build systems that solve certain challenges businesses often encounter.

Key points to note

1. Do Not Confuse Activity with Success

2. Think of the Audience as Players not Puppets

3. Clearly Identify the Business Objectives

Design for Player-Centricity

COURSE OBJECTIVES

1.  What is Gamification for Business and  Companies that use 

     Gamification

2. Aspects of Gamification and the Magic Circle

3. Game Thinking and Design Rules

4. Tapping the Emotions and Anatomy of Fun

5. Game Elements and the PBL Triad

6. Behaviorism and Motivational Design

7. Reward Structures and Self-Determination Theory

8. Gamification Design Framework

9. Different Applications of Gamification and Holistic Perspective

    to  Gamification

Prototype of Gamification Application

MODULE 1. WHAT IS GAMIFICATION

INTRODUCTION TO GAMIFICATION

• What is Gamification

• Case studies of Gamification (and its definition)

• The Business Need of Gamification

• A Quick History

• Examples and Categories of Gamification

THE THEORY OF GAMES

• What is a Game

• Games and Play

• What Gamification IS NOT and what it IS

• Why Gamify

DECONSTRUCTING GAMES

• Thinking like a game designer

• Design rules: The Player Journey

• Design rules: Balance

• Design rules: Create an Experience

THE X-FACTOR

• Tapping emotions of players

• The Anatomy of Fun

• Breaking down game elements

• The Pyramid of Elements: Dynamics, Mechanics, Components

• The PBL Triad

 

MODULE 1 ASSIGNMENT

• Assignment: Look for examples of Gamification, the strategy

  behind it, and how you could apply them to solve a problem.

• Identify Design rules embedded

-Identify Game Elements

MODULE 2. BEHAVIORISM & MOTIVATIONAL DESIGN

SHARING OF ASSIGNMENT

• Assignment: Look for examples of Gamification, the strategy

  behind it, and how you could apply them to solve a problem.

• Identify Design rules embedded

• Identify Game Elements

 

BUILDING YOUR GAMIFICATION FOUNDATION

• Active Learning: Constructing a Game

• The Business Challenge

• Applying Design rules

• Applying Game Elements

• Presentation

   Limitations of Game Elements

BEHAVIORISM & MOTIVATIONAL DESIGN

• What is Motivation

• What is Behaviorism

• Application to Gamification

• Reward Structures

• Reward Schedules

• Limits of Behaviorism

• Dangers of Behaviorism

• Intrinsic and Extrinsic Motivators

• How rewards can demotivate

• Self Determination Theory

• Competence, Autonomy, Relatedness

 

MODULE 2 ASSIGNMENT

• Look for examples of Motivational Design and Behaviorism in the

  world

• Applying Motivational Design and Behaviorism to your model

• Reward Structures and Schedules

  Competence, Autonomy, Relatedness

MODULE 3. GAMIFICATION DESIGN FRAMEWORK

THE DESIGN PROCESS

• Introduction to design thinking

• 6-Step Process Framework

• Define objectives

• Success vs Failure

• 3 Steps to defining Business Objectives

• Delineate target behaviors

• What do we want users to do

• Success metrics

• Describe your Players

• Demographics of Players

• Psychographics of Players

• Motivation of Players

• Achievers, Explorers, Killers and Socializers

• Activity Loops (1): Engagement Loops

• Activity Loops (2): Progressive Loops

• Crafting in Fun

• Deploying Appropriate Tools

• Revisiting the Pyramid

• Dynamics, Mechanics, Components

 

MODULE 3 ASSIGNMENT

Applying the 6-Steps Design Framework to create a Gamification Strategy

MODULE 4. EVALUATION & APPLICATIONS OF GAMIFICATION

SHARING OF ASSIGNMENT

•Applying the 6-Steps Design Framework to create a Gamification 

  Strategy

 

EVALUATING YOUR DESIGN

• Is what we are doing suitable for Gamification?

• The 4 Questions

DESIGINING FOR COLLECTIVE GOOD

Finding the collective good?

Designing in the collective good

DESIGNING FOR HAPPINESS

• Positive Psychology

• Designing for Flow

• Designing for Social Engagement

   Zero-sum vs non-zero sum game

APPLICATIONS OF GAMIFICATION

• Engagement

• Productivity Enhancement

• Efficiency Enhancement

• Knowledge Management

• Human Resource

• Innovation

• Serious Games

• Workplace Motivation

• Skill Development

• Information

• Corporate Citizenship

• Fun in the workplace

• Behavior Change

• Social Good

• Business Development

MODULE 4 ASSIGNMENT

Execute a prototype Gamification application

MODULE 5. PROJECT PRESENTATION & EVALUATION

SHARING OF ASSIGNMENT

• Execute a prototype Gamification application

  CONSIDERATIONS, CRITIQUE AND INSIGHTS

• Points-ification

• Exploitationware

• Forgetting the players

• Legal Issues

• Regulatory Issues

• Beyond the Basics

• Inducement Prizes

• Virtual Economies

• Collective Action

• The Future of Gamification

PROGRAM WRAP UP

COURSE DETAILS

COURSE DURATION:   

Five session training program. (Each session is 4 hours – excluding assignment time)

CERTIFICATION:     

Nikao Consulting internal certification of course attendance

TARGET GROUP:   

Talents, Managers, Senior Managers

COURSE INVESTMENT

RM 15,000 for 5-module course (20 pax)

 

METHODOLOGIES:   

Active Lecturing, Accelerated Learning techniques

Videos

Exercises, Activities and Games (related to content)

Self-evaluation assessments

Systems and processes

Observation and Coaching

Brainstorming and team discussion

Problem solving practices

Action planning

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