Gamifying excellence in Delivery slide 0

Gamifying excellence in Delivery

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1. Rajashree N Vice President, Process and Tools Group & Kn0wledge Management 2. Game industry is big (multi billion dollars ) and evolving Multi million dollarsVirtual goods traded globally True Mass Online Medium (billion users for Xynga, Angry Birds, Xbox Pervasive across Modern life Well latest FAD Gamification What is in it for us? .So what 3. What does these games teach us? What is the mechanic that works behind these games ? Why is it engaging ? What is in it for us? 4. Goal Direction 5. Voluntariness 6. Balance of Structure & Exploration 7. Learning Problem solving A sense of Achievement 8. Average age of gamers in years: 37 % of gamers older than Fifty: 25 % of youth playing computer & video games: 97 % of female gamers: 42 Social vs. Competitive Games: >3:1 Avg. of hours/week played in World of Warcraft (WoW): 22 # of articles in WoWWiki: 250,000 Rank of WoWWiki compared to all Wikis: 2nd Rank of Wikipedia: 1st Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty Source: http://www.enterprise- gamification.com/index.php/en/facts Interesting facts about Gamers 9. How can we motivate more people to Learn from mistakes Share and reuse knowledge / best practices Continuously improve Quality of our services Are there lessons from these games? Is there something we can learn? 10. Integrating game dynamics game elements and game design techniques into a non game environment, that is for a purpose outside the context of the game Purpose can be To motivate to learn To change attitude or behavior To inspire action Designed in a way that drives participation, engagement and motivation to meet the objective What is Gamification? 11. Experiencing Game Elements Goal Points Badges Challenge Team Leaderboard 12. To do chores which are considered boring otherwise Activities designed like Game to feel engaged, fun doing the work Change Habits in a desirable way Inspire to contribute to loftier goals! Applying Gamification 13. Recent Hype? orTime tested? 14. fold.it Protein structure prediction and Protein design, tough biology problem of understanding the structure of a protein through games taking advantage of humans' puzzle-solving intuitions and having people play competitively to fold the best proteins. NanoDoc A scientific simulation/puzzle game that allowsbioengineers and the general public to design nanoparticle strategies to treat cancer. thisbigcity.net Encourage idea sharing and discussion about sustainable cities And some real recent buzz 15. Fairness Communication Transparency Feedback Learning Time well spent And FUN What do players want Thinking like a game 16. Work can be FUN MicrosoftWin 7: :Language Quality Game and more StackOverflow: Granting badges to users based on their reputation Jenkins Continuous Integration Game: users can score for successful build or adding tests (negative scores for breaking the build). JIRA Hero: This plugin brings achievements and badges to the JIRA issue tracking system. EPICWin: GamifiedTo do List 17. Opportunity to Gamify! Too many Process and Metrics to comply! Millenials like Social Experience Managers like to Benchmark theirTeam with others Excellence is Hard Work < 1% Contribution Rule Positive, Immediate, and Certain (PIC) Feedback for their Contributions No time to retrospect & LearnLack of Visibility for Knowledge Sharing Not Invented Syndrome 18. Reach Out Socializing policy, processes, methods Onboarding and viral adoption of delivery systems Recognize Coopetition Teams compete and yet need to collaborate (Team score card,Top Communities) Communities of Practice Project teams Points, Levels, Badges and Leader boards Refresh Core processes (e.g., Defect Prevention, Build management ) Reach Out / Recognize/ Refresh Opportunity to Gamify in Delivery ! 19. Game Design : Dos and Dont Good game design should have the ability to sustain long-term engagement and motivation that last longer. Align task and activity incentives across a process Be prepared to Create New challenges!. Do not violate social norms Do not Force engagement where it is not required or do not have value meaning or value Do not make the activity too easy or too hard, resulting in game fatigue 20. In summary Gamification is not about Not about graphics Not serious games Can be beyond Points , Badges and Leaderboards Applying game elements , designed in a smart way to motivate for a real value and meaning 21. Interesting Reads http://www.slideshare.net/dings/meaningful-play-getting-gamification-right http://www.slideshare.net/Rypple/work-better-play-together-on-enterprise-gamification Nicole Lazzaro The Psychology of Fun:Transform Awareness to Impact with the Emotions from Play 80% of gamification initiatives will fail by 2014 due to bad design - Brian Burke, Gartner analyst http://www.gartner.com/newsroom/id/2251015 Ross Smith -Work/Play: How Microsoft Leads with Gamification http://www.slideshare.net/gzicherm/ross-smithg-summit2013 RobertTorres -Transforming Education with Gamification:The Past, Present and Future http://www.slideshare.net/gzicherm/ross-smithg-summit2013 KevinWerbach -Teaching Gamification: Astonishing Successes and Lessons from MOOCs http://www.slideshare.net/gzicherm/kevin-werbach-gamification-summitv22013