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'For the Win': How Gamification Can Transform Your Business

December 05, 2012 / 25:21

This episode features a discussion about gamification and its application in business, focusing on the book "For the Win" by Kevin Werbach and Dan Hunter. The hosts cover topics such as employee engagement, intrinsic and extrinsic motivation, and the design principles behind effective gamification.

Kevin Werbach and Dan Hunter explain the concept of gamification, emphasizing its potential to motivate employees and enhance customer experiences. They highlight the importance of understanding what makes games engaging and how these principles can be applied to business processes.

Examples from companies like Microsoft and Deloitte illustrate successful internal gamification strategies. Microsoft created a competition among employees to identify localization errors in software, while Deloitte improved knowledge sharing among consultants through gamified applications.

The authors also discuss the risks of gamification, including ethical concerns and the potential for bad design. They stress the importance of thoughtful implementation and understanding the motivations of users to avoid common pitfalls.

Finally, Werbach and Hunter encourage businesses to adopt a broader view of gamification, recognizing that many companies are already implementing game-like elements without realizing it. They suggest that managers should learn about game design principles to enhance their business strategies.

TL;DR

Kevin Werbach and Dan Hunter discuss gamification's role in business, focusing on motivation, design principles, and successful examples from Microsoft and Deloitte.

Episode

25:21
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[Music]
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[Music]
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love to talk to you about your book
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which is titled for the win uh where
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does the title come from for the win is
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a a gamer term uh that that PE it
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usually abbreviated FTW it's it's
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something in games people will say some
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great thing for the win it was
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originally something you had to do to
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get over the top to win an epic kind of
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battle and it's become just sort of a
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commonplace expression just anything you
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want to do that gives you a real
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achievement um and so we thought it it
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echoed um some of these expressions in
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gains but also was very indicative of
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what we're talking about this concept of
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gamification or game thinking as
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something that can actually for
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businesses provide uh epic wins as well
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well it's very interesting because
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though the book is about
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gfic uh the starting point to your book
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is actually the fact that so many
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employees and customers are so utterly
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disengaged today uh now um and and and
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business just isn't as much fun as it
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could be uh what do you think are some
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of the reasons for
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that I'll take that one I mean we've
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sort of assumed that the way that we
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motivate people is through Rewards or
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punishments right and we do that within
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businesses we do that sort of within uh
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the consumer side um there are lots of
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ways of motivating people and we need to
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find new ways of motivating people
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really at the core of it this book is
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about finding ways to do that by relying
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upon some pretty well tested approaches
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to to game design and and what makes
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things fun so what we're really trying
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to do is is to put fun back into all of
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these kinds of areas we've gotten really
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good in business at squeezing out
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operational efficiencies and we have all
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this technology we're in a globalized
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world the the Baseline has been raised
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to the point where just doing those
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things just being efficient isn't a
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differentiator and you think what's the
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differentiator it's human beings it's
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engagement enthusiasm and games we found
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are the key to understanding some of the
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techniques as Dan said to motivating
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people in in powerful and
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differentiating ways so before we go too
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far what exactly is a game and what is
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gamification wow you want to handle
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that so both of those uh I'll take a
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start then maybe you can say like those
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are deeper Concepts than you might think
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in fact there are large dense works of
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philosophy that have been written on
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what is a game um basically a game is
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something that has some rules some
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objective uh and uh involves an attitude
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by players that players care about the
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outcome of the game so it includes
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everything you might think of as a game
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including board games card games Sports
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video games uh but also other kinds of
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experiences that feel game likee where
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there's a set of constraints and you
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care about somehow overcoming those
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constraints so work can be a game school
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can be a game lots of things can be game
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likee and
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gamification is taking what we
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understand about games turns out games
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have been around for tens of thousands
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of years video games uh now are a 40y
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old industry that generates roughly $70
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billion doar a year worldwide and game
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designers have gotten really good at
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understanding what makes those games
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work um learning from those things
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taking those insights from what makes
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games effective what makes people care
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about the outcomes and then translating
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them into business context so how can
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applying the lessons from a a game
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approach or uh introducing game elements
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how can that revolutionize a business
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which is the point that you make early
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on in your book yeah well I mean
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starting off from Kevin's point we can't
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squeeze out any more operational
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efficiency gains from this so so
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basically it's looking at the business
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in a completely different way and saying
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okay so so what are the objectives that
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we have in relation to this business and
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in relation to these business processes
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right and then how can we take these
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these time honored and and now very well
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understood approaches to game design
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right and and apply that to these
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particular Arenas so you know pick any
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given kind of business objective you
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want to increase engagement you know of
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of your customers in relation to say
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your website or something like that okay
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so you actually then rather than saying
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okay we're going to you know pay for
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them to come or we're going to you know
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have prizes or those sorts of things
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we're actually we're going to approach
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this as a as a design problem and say
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all right what's going to motivate them
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you know what sort of playful features
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do people like right understanding your
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users you know and saying okay this
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particular sort of person would like
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this this particular sort of person
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would like that and introducing those
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game elements into the the overall
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design of of the process right now one
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of the things I really loved about your
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book is that you one of the things you
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say is uh that at its core gamification
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is about finding the fun in the things
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that you have to do uh could you uh give
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some examples of how companies like
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Microsoft and deoe have been using this
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approach sure so those are two examples
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we give in the book um the Microsoft one
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uh is a project that came out of the
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test group they the people who do the
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the testing of things like Windows and
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Microsoft Office and one of the problems
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we talked about was that when they were
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releasing Windows 7 Microsoft releases
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it in in dozens of dozens of different
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countries and languages and they have to
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make sure the dialogue boxes work well
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in every one of those languages and even
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Microsoft uh would have a challenge
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hiring companies that have native
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speakers in all of those languages to go
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and sit and look at those dialogue boxes
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but it's really important you don't want
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something to be offensive or incorrect
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that would that would hurt the
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usuability of the applications um so
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what they realized was that they could
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make a game likee experience they
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created a competition for teams of their
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employees their sales offices in these
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different countries to go and find
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errors in the localized dialogue boxes
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and there's no reward uh there was just
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the the thrill of uh finding the most
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problems being good corporate citizens
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and being the most successful office on
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the leaderboard they set up just doing
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that they got uh their employees to
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review half a million dialogue boxes and
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found hundreds and hundreds of bugs
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errors in the localization that hadn't
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been caught in the original translation
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so that's an example of taking something
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that's very mundane very boring no no
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one would say that reading dialogue
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boxes is inherently fun or great it's
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but it's something that they had to do
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for a real legitimate business purpose
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um and that was what we call an internal
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gamification example using it inside the
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Enterprise as opposed to outside for
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customers the deoe one you mentioned was
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about uh Knowledge Management about
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getting their Consultants to describe
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what they're working on and what they
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know about which is incredibly important
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task for lots of organizations
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especially Professional Services
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organizations by creating a little bit
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of competition and a little bit of fun
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through an internal application they got
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much greater participation in that
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information sharing and in the book we
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go through examples in all sorts of
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areas gamification is not just something
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for teeny little startups or for youth
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oriented sexy kinds of companies it's
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something that AC applies across the
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board you distinguish in the book
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between internal and external
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gamification how how is external
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gamification different well I mean it's
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it still uses the same principles but
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basically you're you're focused on on
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issues outside of the company so you
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know the internal one of things like HR
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or the examples that that Kevin gave in
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relation to Microsoft and deoe external
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you know typically the marketing kinds
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of Arenas so so we're thinking about
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things like Salesforce at the really
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high end um and at the at the lower end
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you other sorts of examples like um Club
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site uh which was a which was a website
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that was gamified for for USA networks
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um and and those ones are really about
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trying to improve the the user and
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customer experience um trying to to
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drive revenue and those sorts of things
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outside of the Enterprise so it's really
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just a useful distinction between the
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the different sort of elements or the
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different sort of approaches that you
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face inside the Enterprise and outside
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the Enterprise what does it mean to
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think like a game designer MH and how do
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can companies uh use that kind of
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thinking to do some of the things that
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you're describing yeah so this ties into
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a point that Dan made earlier which is
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really critical we look at gamification
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as a design challenge um so it's part of
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design more broadly and there there have
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been other authors and Scholars and
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practitioners who've written about
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design thinking and and this in some way
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is a special case of that broad approach
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but it's a special case that's important
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uh game design is its own discipline uh
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major video games cost tens of millions
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of dollars and bring in in some cases
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billions of dollars of Revenue so it's a
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a fairly sophisticated and
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well-developed discipline thinking like
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a game designer means attacking problems
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through the lens of creating an
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experience for players and the primary
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challenges of a game designer are one
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get people playing and two keep them
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playing and if you start to think about
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your business challenges that way you
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think about your participants as players
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they are voluntarily participating in
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something because they want to because
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they get value and enjoyment and
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fulfillment out of it and find ways to
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get them in and then once they're in
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find ways to keep them interested to
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create a player Journey if you will that
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remains valuable as they get to higher
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levels of the experience you start to
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create a kind of environment that is
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inherently engaging and in the book we
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go through lots of specific Frameworks
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and Concepts that there's a lot more
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detail than that but that's the basic
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approach to to think about what you're
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doing as creating an experience for a
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group of players that they find valuable
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I mean if I can just jump in there the
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the reason that we we sat down to write
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this book um was that we looked at at
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the other sorts of approaches that were
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out there and and basically everyone was
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saying oh look gamification it's this
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huge interesting fascinating incredibly
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important thing that you should do and
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the way you do it is just just slap
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badges on this or put points on anything
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right and and those those those
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approaches fail right I mean and and
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we'd seen them fail and we were sort of
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looking at it and saying well why do
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they fail um and and we sort of sat back
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and said okay so if you approach this in
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the way of a game designer and try to
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understand you know what it is that the
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players want and actually go through
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this entire process that we outline in
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the book then you can actually build an
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experience that's engaging um and that
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people will keep coming back to because
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it's fun and at the same time Drive
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revenue or do all of the sorts of things
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that you need for your business process
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um we we found that there was really
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just nothing out there that was a sort
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of a guideline along those along that
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those sort of lines so so that was
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really the motivation for the book to
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sort of think as as a game designer
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without being a game designer you know
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we absolutely don't want people to be a
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game designer at the end of this we're
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simply saying look if you approach it
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this way you'll actually generate these
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these really useful compelling
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experiences for your users so let's say
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there's an executive who's facing a
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business problem
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how does she or he know whether
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gamification is the right solution for
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that problem buy the book first
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right and yeah and it's very engaging
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and well written and um uh but but no I
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mean what they they need to do is sort
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of try to work out what is the actual
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process that they're they're looking to
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gamify what's the objective out of all
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of this you know what do they need to do
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right and then they go through the steps
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in the book and they'll actually have
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within a very short space of time a kind
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of an idea about um what it is that
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gamification can give them at the end of
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this of this experience I mean not every
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not every business objective you know
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can be can be gamified there there are
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lots of ones that are just not going to
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work because your your you know
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customers or your players are not going
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to be engaged they're not going to be
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interested in it um or that there's a
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mismatch right you know that the the
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nature of the activity um is so serious
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that that you know introducing game
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elements is going to make the the the
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player or the user think hang on what's
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this doesn't make any sense um so you
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have have to think carefully about that
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and and that's really what the book's
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about yeah there's a matrix in the book
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which is a little too detailed to get
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into here but the starting point is
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motivation so if you're a business
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manager you say let's say I could wave a
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magic W and get this population whether
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they're my customers potential customers
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employees this group to be more
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motivated would that really drive a
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business benefit in some Metric I care
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about in my business and there's
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sometimes where it wouldn't either
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because it's something that shouldn't be
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made fun or it's something where
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motivation would get people to be more
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excited but wouldn't drive purchases or
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efficiency or anything you care about um
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that's the starting point is this
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something where if I can successfully
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build something that motivates uh it
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would be a real and Lasting benefit to
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my business and then once you answer
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that question then you you think about
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how to design using some of the steps
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that Dan talked about to ensure that the
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system You're Building would in fact
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produce those motivational benefits yeah
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the section on motivation is one of the
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ones that I found really fascinating in
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your book and and uh you know one of the
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things that you distinguish there is
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what you call intrinsic motivation and
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extrinsic motivation could you explain
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for our audience how the two are
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different and how they can uh you know
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motivate people differently uh to alter
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their behavior I could go first although
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I mean Dan Dan did some of his PhD work
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in um psychology and and artificial
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intelligence so part of uh the reason
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that we we felt that we were well
00:13:24
situated to put this book together was
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that we had an understanding of the
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different p pieces the game design is
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one piece the psychology is another
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piece the business aspects are another
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piece um intrinsic and extrinsic
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motivations are wellestablished terms in
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the literature on the psychology of
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motivation primarily from a set of
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theories called selfdetermination Theory
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which was developed by uh Ed Desi and
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Richard Ryan at the University of
00:13:49
Rochester it's a very well-established
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uh theory about what motivates people
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backed by dozens and dozens of empirical
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studies and the basic idea is is you can
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be motivated by something external to
00:14:01
you something outside of yourself it's
00:14:03
not something that you inherently want
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to do but you do it because you get paid
00:14:09
you do it because you care about what
00:14:11
other people think you want you want
00:14:12
status from other people you do it
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because you need to finish this unit in
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order to get to something else you care
00:14:18
about to get a promotion your job
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whatever else extrinsic motivation
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intrinsic motivation is if none of that
00:14:24
were there you would still do it you
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want to do it for its own sake and the
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lesson from self-determination Theory
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there there many lessons but one of the
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key ones is that extrinsic motivation
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works but it's dangerous that if you
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take topics and and areas that are
00:14:40
inherently interesting to people and
00:14:43
substitute external rewards they can
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actually um crowd out as it's called the
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intrinsic motivation and um that's a
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danger in any context it's a real danger
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in gamification because as Dan said
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people tend to think about gamification
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as just these shiny Rewards well just
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give people these points and badges and
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so forth and that can work that's why
00:15:05
frequent flyer programs work it's why
00:15:07
compensation systems work in business
00:15:08
and so forth and that's part of
00:15:10
gamification um but you need to
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understand the limits of it and not
00:15:14
create a system where those things make
00:15:17
it so that people feel sort of
00:15:19
subconsciously this isn't something fun
00:15:21
this isn't something I'd want to do I'll
00:15:22
just do it as long as you give me stuff
00:15:24
and pay me um what you want is a system
00:15:27
that gets to the point where people feel
00:15:28
like in a great game this is fun I want
00:15:31
to do this I feel validated in this
00:15:34
experience and and it's something that
00:15:36
that potentially gives me that that
00:15:37
sense of a win and there's also I mean
00:15:39
if you think about intrinsic motivation
00:15:41
about uh within business you know and
00:15:43
and all of the sort of recent management
00:15:45
theories which take your pick right
00:15:47
about how to get people to do things how
00:15:49
to make a better workplace how to ensure
00:15:52
you know that for for better profits
00:15:54
better Roi whatever it happens to be
00:15:56
these the sort of the recent Trends have
00:15:57
been towards intrinsic motivation right
00:16:00
rather than sort of assuming that the
00:16:01
way that we're going to do this is is to
00:16:03
you know try to squeeze more out of out
00:16:05
of the individuals it's really about
00:16:06
sort trying to understand them what
00:16:08
they're doing say within you know within
00:16:09
an HR context as one example um and so
00:16:13
so the sort of the chapter on on
00:16:14
intrinsic and extrinsic motivation is
00:16:17
really trying to get um the the manager
00:16:19
to think about what it is that that that
00:16:22
people want right and then how can we
00:16:24
build systems in this case G you know
00:16:26
game likee systems that actually will be
00:16:28
be compelling and interesting and and be
00:16:31
the sort of environment where people
00:16:32
will look up and say wow I just wasted
00:16:34
an hour um you know and and I was
00:16:37
working you know and that's and that's
00:16:38
really where where we we were trying to
00:16:39
get to at the end of the end of the book
00:16:42
you also offer uh companies a toolkit
00:16:45
that they can use if they are interested
00:16:47
in uh gamification could you tell us
00:16:49
about some of those tools that companies
00:16:51
can use um so the so the toolkit I mean
00:16:54
are you talking about each of the
00:16:55
different game elements that that that
00:16:56
you can sort of um build into these
00:16:58
systems well what we you know we put
00:17:00
that actually sort of in the middle of
00:17:01
the book rather than at the beginning of
00:17:03
the book um because what we wanted to do
00:17:05
was to to make it clear that the toolkit
00:17:07
doesn't make any sense unless you
00:17:09
understand the overall process right so
00:17:10
so by about halfway through you're at
00:17:12
the stage you know and it's not you know
00:17:14
halfway through is what 40 50 pages into
00:17:16
the book um is you've got the sort of
00:17:18
the point at which you can say okay here
00:17:20
are the sorts of elements that we might
00:17:22
be able to use in this particular
00:17:24
environment and and those elements are
00:17:26
are pretty pretty obvious if you think
00:17:28
of it in game term I mean think of any
00:17:29
game or sport that you've played I mean
00:17:30
there's elements like like teamwork and
00:17:33
cooperation there are elements like
00:17:34
maybe scoring there are elements like
00:17:36
you know success states there are sort
00:17:38
of like these big challenges that you
00:17:40
know might be this final push you know a
00:17:42
sort of like a full-court press in in
00:17:43
basketball terms you know which which
00:17:45
you know in video game terms would be a
00:17:47
boss fight or something like that right
00:17:48
so there's so there's all of these these
00:17:50
sort of um aspects which can get built
00:17:52
into um any gamified process and and so
00:17:56
what we we provide is kind of like this
00:17:58
this definition and these steps to
00:18:00
understand how these things fit together
00:18:02
in a framework and and a hierarchy so
00:18:05
that the the manager can can go about
00:18:07
Building Systems that actually use those
00:18:09
features you also recommend six steps
00:18:12
that companies can take to build uh
00:18:14
effective gamification programs could
00:18:16
you take us through some of them only go
00:18:18
through four can have to buy the book
00:18:21
yeah that's right three that's right
00:18:23
well there'll be a bonus step that
00:18:24
they'll they'll get if you buy the book
00:18:26
while you're watching this video then
00:18:27
you'll get another one step so we call
00:18:29
them the 6ds um and they are um six
00:18:33
element of gamification design um now
00:18:36
design is not a linear process and and
00:18:38
we talk about this in the context of
00:18:39
design thinking and and game thinking um
00:18:42
it's iterative you go through and go
00:18:45
back you have to play test and so forth
00:18:47
um but these are steps that are
00:18:48
essential to to think about to make sure
00:18:50
that you don't ignore um and it starts
00:18:53
with um defining objectives which is
00:18:55
what Dan talked about earlier what is my
00:18:57
goal here um because your goal is
00:19:01
probably not to get people to earn
00:19:03
points or to get people to show up at
00:19:06
your website that that might be a an
00:19:08
intermediate goal um but but your goal
00:19:11
is maybe to get more conversions to
00:19:13
people to be customers or to get your
00:19:15
your customers to be engaged more um
00:19:18
whatever it is you as a manager know
00:19:19
what your business goal is then you
00:19:21
break that down into specific behaviors
00:19:24
what are the activities you want people
00:19:25
to do in the gamified system um and then
00:19:28
you drill down on your players who who
00:19:30
are these people what do you know about
00:19:31
them how do you model them think about
00:19:34
um their methods of Engagement and so
00:19:35
forth um so that that gets you down to
00:19:38
the specifics um and then from there you
00:19:40
can go on to the further steps and uh
00:19:42
model the the specific uh activities
00:19:46
what we call activity Cycles within your
00:19:48
gamified system the specific uh tools
00:19:52
that you employ the game elements that
00:19:54
Dan talked about um and um the the
00:19:57
critical one uh the is the next to last
00:19:59
one which is don't forget the fun
00:20:02
because what we found Dan and I taught
00:20:04
the first gamification course as far as
00:20:06
we know the first one ever offered um at
00:20:08
the Wharton School last year and we're
00:20:09
teaching it again this year um what we
00:20:12
found was that it's so easy to lose the
00:20:14
forest for the trees um you start to go
00:20:17
down this design process and you have to
00:20:19
constantly pull yourself back up and say
00:20:21
would someone want to do that um because
00:20:24
that's a critical question and that's
00:20:25
the essential question you can't just do
00:20:27
that you can't just say gee this looks
00:20:28
like fun and we're done you need to be
00:20:29
systematic and thoughtful and model and
00:20:31
do analytics and so forth um but you
00:20:34
need to keep bouncing back between those
00:20:36
things and a sense of the experience a
00:20:39
sense of this is something people would
00:20:40
want to do so the 6ds are are basically
00:20:43
a a structured framework to ensure you
00:20:46
look at all of those aspects and the
00:20:48
things that people generally start with
00:20:50
in gamification again going back to the
00:20:51
point Dan made earlier um just you know
00:20:53
spilling out the blocks as it were and
00:20:55
sticking them together that's all near
00:20:57
the end um because if you do that
00:20:59
without a really good sense of your
00:21:02
objectives and who your players are
00:21:04
you're going to fail or you're going to
00:21:06
succeed for a little while and then fail
00:21:07
which in some ways may be even worse and
00:21:09
and you won't know why you failed right
00:21:11
it looked like it was great but then it
00:21:12
really wasn't what are some of the big
00:21:14
risks and dangers of gamification and
00:21:17
how how do you think companies should
00:21:19
avoid them yeah um I mean there is there
00:21:21
there a combination of them there sort
00:21:23
of there are some legal risks um there
00:21:25
are some ethical risks um and there are
00:21:27
some risks
00:21:29
which are really mostly in the nature of
00:21:31
um just bad gamification design right so
00:21:33
so the legal risks you know are not are
00:21:35
not that serious but but there are ones
00:21:37
that you have to you know look out for
00:21:39
things like um you know sweep Stakes
00:21:41
rules or competition rules that you
00:21:43
might have in your particular state or
00:21:44
jurisdiction um there are some some
00:21:47
ethical risks that can can occur um that
00:21:50
we we kind of outline in the book um
00:21:52
those examples are where where people
00:21:54
are compelled to play your game um then
00:21:58
it can end up being something which
00:22:00
which is really sort of Bad Business
00:22:01
practice really sort of unethical
00:22:03
Behavior or behavior that's going to end
00:22:05
up subjecting you to to sort of some
00:22:07
some problems whether it's you know PR
00:22:09
or some some issues with with the the
00:22:11
workforce um so you know an example of
00:22:13
that is is is using leaderboards um to
00:22:16
try to speed up people's workflow right
00:22:18
and and showing that you know that the
00:22:20
Dan is really great at this but Kevin is
00:22:22
really bad and so that will not only
00:22:24
demotivate Kevin um but it you know it
00:22:26
has some some real ethical concerns and
00:22:28
so you can't just apply that in in the
00:22:30
normal way um uh you know in the sense
00:22:32
of sort of like there's no problem here
00:22:33
um and then the final sort of category
00:22:35
are some some risks in relation to just
00:22:37
bad gamification design where um you end
00:22:40
up more than anything else just just
00:22:42
wasting money you know it's just it's
00:22:44
just going to fail as a as a process and
00:22:46
and so why would you start it and so
00:22:48
those are the the risk we outline at the
00:22:49
end of the book so for each of you do
00:22:51
you have any final words of advice for
00:22:53
companies that are eag eager to use
00:22:55
gamification to motivate their employees
00:22:58
and engage their customers well one of
00:23:00
the interesting things that that we
00:23:01
found as we started to research the book
00:23:03
was we started to come upon all of these
00:23:05
examples that were already out there
00:23:07
that companies weren't necessarily
00:23:09
thinking about gamification um or there
00:23:12
were things that people would look at
00:23:14
and say were gamification like for
00:23:15
example frequent flyer and loyalty
00:23:17
programs uh that turned out to either
00:23:20
not really be gamification or be just
00:23:22
bad gamification because they don't have
00:23:24
that focus on game design and fun and
00:23:26
engagement um so it turns out that just
00:23:30
as if you go into a room of business
00:23:31
Executives or professionals and say
00:23:33
who's a gamer about you know one in 10
00:23:36
or one in 12 people will raise their
00:23:37
hand uh and then you start to ask all
00:23:39
right well how many of you play Angry
00:23:41
Birds or Farmville or one of these games
00:23:43
that have now literally billions of
00:23:45
players around the world when more hands
00:23:46
go up how many of you play golf chess
00:23:49
Checkers Bridge poker uh we're all
00:23:52
Gamers uh and so businesses need to
00:23:56
realize that this is not just about
00:23:58
about how to uh plate the kids that want
00:24:01
to be you shooting and killing dragons
00:24:03
all the time instead of doing their job
00:24:06
um this is about uh taking some very old
00:24:10
very established insights psychology and
00:24:12
design and so forth um and applying them
00:24:15
in new ways given the new capabilities
00:24:16
of Technology we now have a concept we
00:24:19
have a word for it and we have these
00:24:20
extraordinary capabilities of digital
00:24:22
platforms and analytic systems to manage
00:24:26
and Implement gamification so I would
00:24:28
urge companies to to to have that kind
00:24:30
of Broad View because it turns out that
00:24:33
most of them the ones we talk to when
00:24:34
they start to look around they realize
00:24:37
they're already doing this they're just
00:24:38
not doing it thoughtfully and
00:24:39
systematically um the the advice that I
00:24:42
would have is is that I think that the
00:24:43
games of the future of many businesses
00:24:46
right every manager needs to understand
00:24:48
the gainful thinking um but the main
00:24:50
piece of advice would be by the
00:24:53
book thank you both for joining us
00:24:55
pleasure thank you so much
00:25:00
[Music]

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Episode Highlights

  • The Concept of Gamification
    Gamification involves applying game design principles to enhance engagement and motivation in business contexts.
    “Gamification is about finding the fun in the things you have to do.”
    @ 04m 51s
    December 05, 2012
  • Microsoft's Gamification Example
    Microsoft used gamification to engage employees in reviewing dialogue boxes, leading to significant error detection.
    “They got their employees to review half a million dialogue boxes.”
    @ 06m 11s
    December 05, 2012
  • Intrinsic vs. Extrinsic Motivation
    Understanding the difference between intrinsic and extrinsic motivation is crucial for effective gamification.
    “Extrinsic motivation works but it’s dangerous.”
    @ 14m 35s
    December 05, 2012
  • The 6Ds of Gamification Design
    A structured framework for effective gamification design, ensuring all aspects are considered.
    “The 6Ds are a structured framework to ensure you look at all of those aspects.”
    @ 20m 43s
    December 05, 2012
  • Risks of Gamification
    Understanding the legal, ethical, and design risks associated with gamification is crucial.
    “There are some legal risks, ethical risks, and risks of bad gamification design.”
    @ 21m 21s
    December 05, 2012

Episode Quotes

  • We need to find new ways of motivating people.
    'For the Win': How Gamification Can Transform Your Business
  • Just doing those things just being efficient isn’t a differentiator.
    'For the Win': How Gamification Can Transform Your Business
  • Games are the key to understanding techniques for motivating people.
    'For the Win': How Gamification Can Transform Your Business
  • Gamification is about finding the fun in the things you have to do.
    'For the Win': How Gamification Can Transform Your Business
  • Don't forget the fun!
    'For the Win': How Gamification Can Transform Your Business
  • Every manager needs to understand gainful thinking.
    'For the Win': How Gamification Can Transform Your Business

Key Moments

  • Motivation Strategies01:32
  • Gamification Explained03:11
  • Microsoft Case Study06:11
  • Intrinsic Motivation13:35
  • Extrinsic Motivation14:35
  • Gamification Framework20:43
  • Legal and Ethical Risks21:21
  • Understanding Gamification24:46

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