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Enterprise Gamification
Exploiting users by letting them have fun
Mario Herger – 2013 SAP Labs LLC
www.enterprise-gamification.com | www.gamificationcommunity.com | @mherger
© 2012 Mario Herger. All rights reserved. 2www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 3www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 4www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 5www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 6www.enterprise-gamification.com | www.gamificationcommunity.com
Phunny Phacts
 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 &
Afghanistan when off-duty: Halo, Call of Duty
© 2012 Mario Herger. All rights reserved. 7www.enterprise-gamification.com | www.gamificationcommunity.com
Game Work
Tasks repetitive, but fun repetitive and dull
Feedback constantly once a year
Goals clear contradictory, vague
Path to Mastery clear unclear
Rules clear, transparent unclear, in-transparent
Information right amount at the right
time
too much and not enough
Failure expected, encouraged,
spectacular, brag about it
forbidden, punished, don’t
talk about it
Status of Users transparent, timely hidden
Promotion meritocracy kiss-up-o-cracy
Collaboration yes yes
Speed/Risk high low
Autonomy high mid to low
Narrative yes only if you are lucky
Obstacles on purpose accidental
The Grass is Greener…
© 2012 Mario Herger. All rights reserved. 8www.enterprise-gamification.com | www.gamificationcommunity.com
Quotes
“The opposite of play isn't work, it’s depression.”
Brian Sutton-Smith
“Fun is just another word for learning.”
Raph Koster
“Games are giving us unnecessary obstacles
that we volunteer to tackle.”
Jane McGonigal
© 2012 Mario Herger. All rights reserved. 9www.enterprise-gamification.com | www.gamificationcommunity.com
What’s Gamification?
Gamification is the use of
game design techniques & mechanics
to solve problems and engage audiences.
Gamification strives to encourage users
to engage in desired behaviors
in connection with non-game applications.
Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
© 2012 Mario Herger. All rights reserved. 10www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Matrix
Play Game Serious Simulation Gamification
Spontaneous ✔ ✖ ✖ ✖ ✖
Rules ✖ ✔ ✔ ✔ ✔
Goals ✖ ✔ ✔ ✔ ✔
Structured ✖ ✔ ✔ ✔ ✔
Real World
Outcome
✖ ✖ ✖ ✖ ✔
In-System
(writ-large)
✖ ✖ ✖ ✖/✔ ✔
© 2012 Mario Herger. All rights reserved. 11www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 12www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
Frequent Flyer Programs
© 2012 Mario Herger. All rights reserved. 13www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
Intuit - TurboTax
© 2012 Mario Herger. All rights reserved. 14www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
LinkedIn XING
© 2012 Mario Herger. All rights reserved. 15www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
EVs & Hybrids – Prius, Nissan Leaf, Chevy Volt, Fiat, Ford
© 2012 Mario Herger. All rights reserved. 16www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
Amazon
© 2012 Mario Herger. All rights reserved. 17www.enterprise-gamification.com | www.gamificationcommunity.com
Gamified apps that you (may) have played
Nike+
© 2012 Mario Herger. All rights reserved. 18www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification – Zombies Run!
© 2012 Mario Herger. All rights reserved. 19www.enterprise-gamification.com | www.gamificationcommunity.com
Contrex [Video]
© 2012 Mario Herger. All rights reserved. 20www.enterprise-gamification.com | www.gamificationcommunity.com
The Gartner Hype Cycle
© 2012 Mario Herger. All rights reserved. 21www.enterprise-gamification.com | www.gamificationcommunity.com
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
2011 2012 2013 2014 2015 2016
Millions
Enterprise Gamification Market
“If a company like SAP can not just reach these users, but engage them in a
gamified experience that is compelling and fun, SAP can potentially make users
something more than just users: they can be participants in a community
environment where that old coercive model of engagement is a thing of the past.”
M2 Research
will have at least
one gamified
application by
2014
70 %
Global 2000
will gamify
innovation
processes by
2015
50 %
Innovators
A little fun can go a long way, especially in the enterprise.
Joshua Greenbaum, February, 2011
”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins” Gartner
Gamification Software Market: $2.8B by 2016
Enterprise Gamification Software Market: 38% in 2012 = $92Mio
will use gamification
as primary vehicle
to transform
business operations
by 2015
Global 1000
40 %
© 2012 Mario Herger. All rights reserved. 22www.enterprise-gamification.com | www.gamificationcommunity.com
Common Reactions to Gamification
“I don’t need to waste my time on fun stuff,
I have to do serious work.”
German colleague
“Do we make now a shooting game out of invoicing?”
Skeptic colleague
“This is just exploiting employees.
Nobody is gonna do that just for points.”
Skeptic German colleague
“FarmVille: I don’t play that, who’s playing that anyways?”
http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it
© 2012 Mario Herger. All rights reserved. 23www.enterprise-gamification.com | www.gamificationcommunity.com
The Schopenhauer Truth Hype Cycle
Every truth passes through 3 stages before it is recognized:
1. In the first it is ridiculed.
2. In the second it is opposed.
3. In the third it is regarded as self-evident.
© 2012 Mario Herger. All rights reserved. 24www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 1 of 7
FoldIt -> 46,000 players solved problem in 10 days
(scientists had failed 15 years to solve it)
Sources: http://fold.it
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 25www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 2 of 7
Bottle Bank Arcade -> 50x more usage than nearby bottle return
Sources: http://www.thefuntheory.com/bottle-bank-arcade-machine
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 26www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 3 of 7
Chevrolet Volt -> 53% reduction in speeding cars
Sources: https://seogadget.co.uk/5-new-examples-of-gamification/
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 27www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 4 of 7
Restaurant -> 3.1% sales increase, 12% increase in gratuities
Sources: https://seogadget.co.uk/5-new-examples-of-gamification/
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 28www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 5 of 7
Piano Staircase -> 66% more people used staircase
Sources: http://www.thefuntheory.com/piano-staircase
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 29www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 6 of 7
Sales Events -> Event reporting up from 50 to 85 per week; after game up >10%
Sources: http://ideas.salescontestbuilder.com/
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 30www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Facts & Figures 7 of 7
Call Center -> 15% call time reduced, 8-12% increased sales
Sources: http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html
http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved. 31www.enterprise-gamification.com | www.gamificationcommunity.com
Toilet Seat [Video]
© 2012 Mario Herger. All rights reserved. 32www.enterprise-gamification.com | www.gamificationcommunity.com
Flow – “keeping the balance”
Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
© 2012 Mario Herger. All rights reserved. 33www.enterprise-gamification.com | www.gamificationcommunity.com
Game Mechanics - Examples
SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
Gamification.org: http://gamification.org/wiki/Game_Mechanics
© 2012 Mario Herger. All rights reserved. 34www.enterprise-gamification.com | www.gamificationcommunity.com
Game Mechanics (full & barely legible list)
SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
1. Achievement
2. Appointment Dynamic
3. Avoidance
4. Behavioral Contrast
5. Behavioral Momentum
6. Blissful Productivity
7. Cascading Information Theory
8. Chain Schedules
9. Communal Discovery
10. Companion Gaming
11. Contingency
12. Countdown
13. Cross Situational Leaderboards
14. Disincentives
15. Endless Games
16. Envy
17. Epic Meaning
18. Extinction
19. Fixed Interval Rewards Schedules
20. Fixed Ratio Rewards Schedule
21. Free Lunch
22. Fun Once, Fun Always
23. Interval Reward Schedules
24. Lottery
25. Loyalty
26. Meta Game
27. Micro Leader-board
28. Modifiers
29. Moral Hazard of Game Play
30. Ownership
31. Pride
32. Privacy
33. Progression Dynamic
34. Ratio Reward Schedules
35. Real-time v. Delayed Mechanics
36. Reinforcer
37. Response
38. Reward Schedules
39. Rolling Physical Goods
40. Shell Game
41. Social Fabric of Games
42. Status
43. Urgent Optimism
44. Variable Interval Reward Sched.
45. Variable Ratio Reward Schedule
46. Viral Game Mechanics
47. Virtual Items
© 2012 Mario Herger. All rights reserved. 35www.enterprise-gamification.com | www.gamificationcommunity.com
Skill Level
Rookie
LevelofExpertise
Regular
Master
Onboarding
Habit-building
Mastery
Teaching
Challenge Creation
Source: Amy Jo Kim - http://amyjokim.com/
© 2012 Mario Herger. All rights reserved. 36www.enterprise-gamification.com | www.gamificationcommunity.com
Bartle’s Player Types
Achiever
Socializer
Killer
Explorer
<1%
~80% ~10%
~10%
Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Acting
WorldPlayers
Interacting
© 2012 Mario Herger. All rights reserved. 37www.enterprise-gamification.com | www.gamificationcommunity.com
Motivation
IntrinsicExtrinsic
comes from the
outside of an
individual
driven by an interest
exists within an
individual
Belongingness
Autonomy
Power
Mastery
Meaning
Learning
Self-Knowledge
Sex
Love
Fun
…
Points
Level
Badges
Quests
Leader-boards
Prizes
Money
Gold stars
Progress bars
Smileys
…
© 2012 Mario Herger. All rights reserved. 38www.enterprise-gamification.com | www.gamificationcommunity.com
Fun Motivators
Source: Jon Radoff – Game On
1. Recognizing Patterns
2. Collecting
3. Finding Random Treasures
4. Achieving a Sense of
Completion
5. Gaining Recognition for
Achievements
6. Creating Order out of Chaos
7. Customizing Virtual Worlds
8. Gathering Knowledge
9. Organizing Groups of
People
10. Noting Insider References
11. Being the Centre of
Attention
12. Experiencing Beauty and
Culture
13. Romance
14. Exchanging Gifts
15. Being a Hero
16. Being a Villain
17. Being a Wise Old Man
18. Being a Rebel
19. Being the Magician, a keeper
of secret knowledge
20. Being the Ruler
21. Pretending to Live in a
Magical Place
22. Listening to a Story
23. Telling Stories
24. Predicting the Future
25. Competition
26. Psychoanalyzing
27. Mystery
28. Mastering a Skill
29. Exacting Justice and
Revenge
30. Nurturing
31. Excitement
32. Triumph over Conflict
33. Relaxing
34. Experiencing the Freakish
or Bizarre
35. Being Silly
36. Laughing
37. Being Scared
38. Strengthening a Family
Relationship
39. Improving One’s Health
40. Imagining a Connection
with the Past
41. Exploring a World
42. Improving Society
43. Enlightenment
© 2012 Mario Herger. All rights reserved. 39www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification @ others – Siemens PlantVille
© 2012 Mario Herger. All rights reserved. 40www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification – Waze
© 2012 Mario Herger. All rights reserved. 41www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification @ SAP – SAP Community Networks
© 2012 Mario Herger. All rights reserved. 42www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification – Codecadamy
© 2012 Mario Herger. All rights reserved. 43www.enterprise-gamification.com | www.gamificationcommunity.com
© 2012 Mario Herger. All rights reserved. 44www.enterprise-gamification.com | www.gamificationcommunity.com
Innovation Market
© 2012 Mario Herger. All rights reserved. 45www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification – Shanghai Border Control
© 2012 Mario Herger. All rights reserved. 46www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification @ SAP – Vampire Hunter
© 2012 Mario Herger. All rights reserved. 47www.enterprise-gamification.com | www.gamificationcommunity.com
The disruptive business platform
© 2012 Mario Herger. All rights reserved. 48www.enterprise-gamification.com | www.gamificationcommunity.com
The Holistic Strategy
Achievements
Communication tools & channels
ABAP Workbench
DevStudio
Developer tools
Leave Request
Business Applications
Travel Expense
System
Call Center
…
Processes
Office tools
© 2012 Mario Herger. All rights reserved. 49www.enterprise-gamification.com | www.gamificationcommunity.com
Gamification Platforms
Universalists
Full list: http://enterprise-gamification.com/index.php/en/resources/platforms
Social
Sustainability
Loyalty
Support & QA
HCM
CRM
© 2012 Mario Herger. All rights reserved. 50www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – THE Book
Enterprise Gamification
Exploiting people by letting them have fun.
The Guide to Happy Birds with
Gamification.
By Mario Herger
Available June 2013 on Amazon.com
 550 pages
 >200 gamification examples across all
industries and functional areas
 60+ gamification platforms and technologies
presented
 200 pages how to gamify
 Everything you need to know to apply
gamification in the enterprise
© 2012 Mario Herger. All rights reserved. 51www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – THE Other Book
Gamification at Work
Designing Engaging Business
Software
By Janaki Kumar & Mario Herger
Available May 2013
 130 pages
© 2012 Mario Herger. All rights reserved. 52www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – Books
Source: http://enterprise-gamification.com/index.php/en/component/content/article/7-office/101-books
© 2012 Mario Herger. All rights reserved. 53www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – More Books
Source: http://enterprise-gamification.com/index.php/en/component/content/article/7-office/101-books
© 2012 Mario Herger. All rights reserved. 54www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – Gamification Workshops
 Online
 Enterprise Gamification (English) – 3,5 hrs, 20 lectures
http://www.udemy.com/enterprise-gamification
 Enterprise Gamification (Deutsch) – 3,5 hrs, 20 lectures
http://www.udemy.com/enterprise-gamification-deutsch
 Gamification - Basic Course (English)
https://www.coursera.org/course/gamification
 Classroom
 Enterprise Gamification (Full Day)
http://enterprise-gamification.com/index.php/en/workshops
© 2012 Mario Herger. All rights reserved. 55www.enterprise-gamification.com | www.gamificationcommunity.com
Enterprise Gamification Consulting – THE Global Team
Mario
Herger
Yu-kai Chou
Roman
Rackwitz
Marigo
Raftopoulos
© 2012 Mario Herger. All rights reserved. 56www.enterprise-gamification.com | www.gamificationcommunity.com
Leveling up – Your Attitude
 Explore one new gamified app every week
 Don’t just superficially skim over it
 Force yourself to use it over a longer and regular period – e.g. I needed an epiphany
after weeks of usage to finally get facebook and Pinterest
 Look at apps that friends/newspapers/websites talk about
 If you don’t yet know them, try Instagram, Pinterest, Zombie Run, …
 Play games
 Find a reason to play games
 Play with friends
 Analyze why you like/dislike the game, what makes it addictive…
 Analyze game mechanics, fun motivators, reward balance, etc.
 Approach boring situations with a playful attitude
 Give positive feedback 3x a day
 Have fun!
Mario Herger
Email: mario.herger@gmail.com
Twitter: @mherger
Web: www.enterprise-gamification.com
Community: www.gamificationcommunity.com
Workshops: http://enterprise-gamification.com/index.php/en/workshops
Game On!

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How to Gamify Your Enterprise with Measures like Goals, Feedback, and Narratives

  • 1. Enterprise Gamification Exploiting users by letting them have fun Mario Herger – 2013 SAP Labs LLC www.enterprise-gamification.com | www.gamificationcommunity.com | @mherger
  • 2. © 2012 Mario Herger. All rights reserved. 2www.enterprise-gamification.com | www.gamificationcommunity.com
  • 3. © 2012 Mario Herger. All rights reserved. 3www.enterprise-gamification.com | www.gamificationcommunity.com
  • 4. © 2012 Mario Herger. All rights reserved. 4www.enterprise-gamification.com | www.gamificationcommunity.com
  • 5. © 2012 Mario Herger. All rights reserved. 5www.enterprise-gamification.com | www.gamificationcommunity.com
  • 6. © 2012 Mario Herger. All rights reserved. 6www.enterprise-gamification.com | www.gamificationcommunity.com Phunny Phacts  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 & Afghanistan when off-duty: Halo, Call of Duty
  • 7. © 2012 Mario Herger. All rights reserved. 7www.enterprise-gamification.com | www.gamificationcommunity.com Game Work Tasks repetitive, but fun repetitive and dull Feedback constantly once a year Goals clear contradictory, vague Path to Mastery clear unclear Rules clear, transparent unclear, in-transparent Information right amount at the right time too much and not enough Failure expected, encouraged, spectacular, brag about it forbidden, punished, don’t talk about it Status of Users transparent, timely hidden Promotion meritocracy kiss-up-o-cracy Collaboration yes yes Speed/Risk high low Autonomy high mid to low Narrative yes only if you are lucky Obstacles on purpose accidental The Grass is Greener…
  • 8. © 2012 Mario Herger. All rights reserved. 8www.enterprise-gamification.com | www.gamificationcommunity.com Quotes “The opposite of play isn't work, it’s depression.” Brian Sutton-Smith “Fun is just another word for learning.” Raph Koster “Games are giving us unnecessary obstacles that we volunteer to tackle.” Jane McGonigal
  • 9. © 2012 Mario Herger. All rights reserved. 9www.enterprise-gamification.com | www.gamificationcommunity.com What’s Gamification? Gamification is the use of game design techniques & mechanics to solve problems and engage audiences. Gamification strives to encourage users to engage in desired behaviors in connection with non-game applications. Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
  • 10. © 2012 Mario Herger. All rights reserved. 10www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Matrix Play Game Serious Simulation Gamification Spontaneous ✔ ✖ ✖ ✖ ✖ Rules ✖ ✔ ✔ ✔ ✔ Goals ✖ ✔ ✔ ✔ ✔ Structured ✖ ✔ ✔ ✔ ✔ Real World Outcome ✖ ✖ ✖ ✖ ✔ In-System (writ-large) ✖ ✖ ✖ ✖/✔ ✔
  • 11. © 2012 Mario Herger. All rights reserved. 11www.enterprise-gamification.com | www.gamificationcommunity.com
  • 12. © 2012 Mario Herger. All rights reserved. 12www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played Frequent Flyer Programs
  • 13. © 2012 Mario Herger. All rights reserved. 13www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played Intuit - TurboTax
  • 14. © 2012 Mario Herger. All rights reserved. 14www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played LinkedIn XING
  • 15. © 2012 Mario Herger. All rights reserved. 15www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played EVs & Hybrids – Prius, Nissan Leaf, Chevy Volt, Fiat, Ford
  • 16. © 2012 Mario Herger. All rights reserved. 16www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played Amazon
  • 17. © 2012 Mario Herger. All rights reserved. 17www.enterprise-gamification.com | www.gamificationcommunity.com Gamified apps that you (may) have played Nike+
  • 18. © 2012 Mario Herger. All rights reserved. 18www.enterprise-gamification.com | www.gamificationcommunity.com Gamification – Zombies Run!
  • 19. © 2012 Mario Herger. All rights reserved. 19www.enterprise-gamification.com | www.gamificationcommunity.com Contrex [Video]
  • 20. © 2012 Mario Herger. All rights reserved. 20www.enterprise-gamification.com | www.gamificationcommunity.com The Gartner Hype Cycle
  • 21. © 2012 Mario Herger. All rights reserved. 21www.enterprise-gamification.com | www.gamificationcommunity.com $0 $500 $1,000 $1,500 $2,000 $2,500 $3,000 2011 2012 2013 2014 2015 2016 Millions Enterprise Gamification Market “If a company like SAP can not just reach these users, but engage them in a gamified experience that is compelling and fun, SAP can potentially make users something more than just users: they can be participants in a community environment where that old coercive model of engagement is a thing of the past.” M2 Research will have at least one gamified application by 2014 70 % Global 2000 will gamify innovation processes by 2015 50 % Innovators A little fun can go a long way, especially in the enterprise. Joshua Greenbaum, February, 2011 ”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins” Gartner Gamification Software Market: $2.8B by 2016 Enterprise Gamification Software Market: 38% in 2012 = $92Mio will use gamification as primary vehicle to transform business operations by 2015 Global 1000 40 %
  • 22. © 2012 Mario Herger. All rights reserved. 22www.enterprise-gamification.com | www.gamificationcommunity.com Common Reactions to Gamification “I don’t need to waste my time on fun stuff, I have to do serious work.” German colleague “Do we make now a shooting game out of invoicing?” Skeptic colleague “This is just exploiting employees. Nobody is gonna do that just for points.” Skeptic German colleague “FarmVille: I don’t play that, who’s playing that anyways?” http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it
  • 23. © 2012 Mario Herger. All rights reserved. 23www.enterprise-gamification.com | www.gamificationcommunity.com The Schopenhauer Truth Hype Cycle Every truth passes through 3 stages before it is recognized: 1. In the first it is ridiculed. 2. In the second it is opposed. 3. In the third it is regarded as self-evident.
  • 24. © 2012 Mario Herger. All rights reserved. 24www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 1 of 7 FoldIt -> 46,000 players solved problem in 10 days (scientists had failed 15 years to solve it) Sources: http://fold.it http://enterprise-gamification.com/index.php/en/facts
  • 25. © 2012 Mario Herger. All rights reserved. 25www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 2 of 7 Bottle Bank Arcade -> 50x more usage than nearby bottle return Sources: http://www.thefuntheory.com/bottle-bank-arcade-machine http://enterprise-gamification.com/index.php/en/facts
  • 26. © 2012 Mario Herger. All rights reserved. 26www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 3 of 7 Chevrolet Volt -> 53% reduction in speeding cars Sources: https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/facts
  • 27. © 2012 Mario Herger. All rights reserved. 27www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 4 of 7 Restaurant -> 3.1% sales increase, 12% increase in gratuities Sources: https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/facts
  • 28. © 2012 Mario Herger. All rights reserved. 28www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 5 of 7 Piano Staircase -> 66% more people used staircase Sources: http://www.thefuntheory.com/piano-staircase http://enterprise-gamification.com/index.php/en/facts
  • 29. © 2012 Mario Herger. All rights reserved. 29www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 6 of 7 Sales Events -> Event reporting up from 50 to 85 per week; after game up >10% Sources: http://ideas.salescontestbuilder.com/ http://enterprise-gamification.com/index.php/en/facts
  • 30. © 2012 Mario Herger. All rights reserved. 30www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Facts & Figures 7 of 7 Call Center -> 15% call time reduced, 8-12% increased sales Sources: http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html http://enterprise-gamification.com/index.php/en/facts
  • 31. © 2012 Mario Herger. All rights reserved. 31www.enterprise-gamification.com | www.gamificationcommunity.com Toilet Seat [Video]
  • 32. © 2012 Mario Herger. All rights reserved. 32www.enterprise-gamification.com | www.gamificationcommunity.com Flow – “keeping the balance” Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991 Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
  • 33. © 2012 Mario Herger. All rights reserved. 33www.enterprise-gamification.com | www.gamificationcommunity.com Game Mechanics - Examples SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/ Gamification.org: http://gamification.org/wiki/Game_Mechanics
  • 34. © 2012 Mario Herger. All rights reserved. 34www.enterprise-gamification.com | www.gamificationcommunity.com Game Mechanics (full & barely legible list) SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/ 1. Achievement 2. Appointment Dynamic 3. Avoidance 4. Behavioral Contrast 5. Behavioral Momentum 6. Blissful Productivity 7. Cascading Information Theory 8. Chain Schedules 9. Communal Discovery 10. Companion Gaming 11. Contingency 12. Countdown 13. Cross Situational Leaderboards 14. Disincentives 15. Endless Games 16. Envy 17. Epic Meaning 18. Extinction 19. Fixed Interval Rewards Schedules 20. Fixed Ratio Rewards Schedule 21. Free Lunch 22. Fun Once, Fun Always 23. Interval Reward Schedules 24. Lottery 25. Loyalty 26. Meta Game 27. Micro Leader-board 28. Modifiers 29. Moral Hazard of Game Play 30. Ownership 31. Pride 32. Privacy 33. Progression Dynamic 34. Ratio Reward Schedules 35. Real-time v. Delayed Mechanics 36. Reinforcer 37. Response 38. Reward Schedules 39. Rolling Physical Goods 40. Shell Game 41. Social Fabric of Games 42. Status 43. Urgent Optimism 44. Variable Interval Reward Sched. 45. Variable Ratio Reward Schedule 46. Viral Game Mechanics 47. Virtual Items
  • 35. © 2012 Mario Herger. All rights reserved. 35www.enterprise-gamification.com | www.gamificationcommunity.com Skill Level Rookie LevelofExpertise Regular Master Onboarding Habit-building Mastery Teaching Challenge Creation Source: Amy Jo Kim - http://amyjokim.com/
  • 36. © 2012 Mario Herger. All rights reserved. 36www.enterprise-gamification.com | www.gamificationcommunity.com Bartle’s Player Types Achiever Socializer Killer Explorer <1% ~80% ~10% ~10% Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology Acting WorldPlayers Interacting
  • 37. © 2012 Mario Herger. All rights reserved. 37www.enterprise-gamification.com | www.gamificationcommunity.com Motivation IntrinsicExtrinsic comes from the outside of an individual driven by an interest exists within an individual Belongingness Autonomy Power Mastery Meaning Learning Self-Knowledge Sex Love Fun … Points Level Badges Quests Leader-boards Prizes Money Gold stars Progress bars Smileys …
  • 38. © 2012 Mario Herger. All rights reserved. 38www.enterprise-gamification.com | www.gamificationcommunity.com Fun Motivators Source: Jon Radoff – Game On 1. Recognizing Patterns 2. Collecting 3. Finding Random Treasures 4. Achieving a Sense of Completion 5. Gaining Recognition for Achievements 6. Creating Order out of Chaos 7. Customizing Virtual Worlds 8. Gathering Knowledge 9. Organizing Groups of People 10. Noting Insider References 11. Being the Centre of Attention 12. Experiencing Beauty and Culture 13. Romance 14. Exchanging Gifts 15. Being a Hero 16. Being a Villain 17. Being a Wise Old Man 18. Being a Rebel 19. Being the Magician, a keeper of secret knowledge 20. Being the Ruler 21. Pretending to Live in a Magical Place 22. Listening to a Story 23. Telling Stories 24. Predicting the Future 25. Competition 26. Psychoanalyzing 27. Mystery 28. Mastering a Skill 29. Exacting Justice and Revenge 30. Nurturing 31. Excitement 32. Triumph over Conflict 33. Relaxing 34. Experiencing the Freakish or Bizarre 35. Being Silly 36. Laughing 37. Being Scared 38. Strengthening a Family Relationship 39. Improving One’s Health 40. Imagining a Connection with the Past 41. Exploring a World 42. Improving Society 43. Enlightenment
  • 39. © 2012 Mario Herger. All rights reserved. 39www.enterprise-gamification.com | www.gamificationcommunity.com Gamification @ others – Siemens PlantVille
  • 40. © 2012 Mario Herger. All rights reserved. 40www.enterprise-gamification.com | www.gamificationcommunity.com Gamification – Waze
  • 41. © 2012 Mario Herger. All rights reserved. 41www.enterprise-gamification.com | www.gamificationcommunity.com Gamification @ SAP – SAP Community Networks
  • 42. © 2012 Mario Herger. All rights reserved. 42www.enterprise-gamification.com | www.gamificationcommunity.com Gamification – Codecadamy
  • 43. © 2012 Mario Herger. All rights reserved. 43www.enterprise-gamification.com | www.gamificationcommunity.com
  • 44. © 2012 Mario Herger. All rights reserved. 44www.enterprise-gamification.com | www.gamificationcommunity.com Innovation Market
  • 45. © 2012 Mario Herger. All rights reserved. 45www.enterprise-gamification.com | www.gamificationcommunity.com Gamification – Shanghai Border Control
  • 46. © 2012 Mario Herger. All rights reserved. 46www.enterprise-gamification.com | www.gamificationcommunity.com Gamification @ SAP – Vampire Hunter
  • 47. © 2012 Mario Herger. All rights reserved. 47www.enterprise-gamification.com | www.gamificationcommunity.com The disruptive business platform
  • 48. © 2012 Mario Herger. All rights reserved. 48www.enterprise-gamification.com | www.gamificationcommunity.com The Holistic Strategy Achievements Communication tools & channels ABAP Workbench DevStudio Developer tools Leave Request Business Applications Travel Expense System Call Center … Processes Office tools
  • 49. © 2012 Mario Herger. All rights reserved. 49www.enterprise-gamification.com | www.gamificationcommunity.com Gamification Platforms Universalists Full list: http://enterprise-gamification.com/index.php/en/resources/platforms Social Sustainability Loyalty Support & QA HCM CRM
  • 50. © 2012 Mario Herger. All rights reserved. 50www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – THE Book Enterprise Gamification Exploiting people by letting them have fun. The Guide to Happy Birds with Gamification. By Mario Herger Available June 2013 on Amazon.com  550 pages  >200 gamification examples across all industries and functional areas  60+ gamification platforms and technologies presented  200 pages how to gamify  Everything you need to know to apply gamification in the enterprise
  • 51. © 2012 Mario Herger. All rights reserved. 51www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – THE Other Book Gamification at Work Designing Engaging Business Software By Janaki Kumar & Mario Herger Available May 2013  130 pages
  • 52. © 2012 Mario Herger. All rights reserved. 52www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – Books Source: http://enterprise-gamification.com/index.php/en/component/content/article/7-office/101-books
  • 53. © 2012 Mario Herger. All rights reserved. 53www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – More Books Source: http://enterprise-gamification.com/index.php/en/component/content/article/7-office/101-books
  • 54. © 2012 Mario Herger. All rights reserved. 54www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – Gamification Workshops  Online  Enterprise Gamification (English) – 3,5 hrs, 20 lectures http://www.udemy.com/enterprise-gamification  Enterprise Gamification (Deutsch) – 3,5 hrs, 20 lectures http://www.udemy.com/enterprise-gamification-deutsch  Gamification - Basic Course (English) https://www.coursera.org/course/gamification  Classroom  Enterprise Gamification (Full Day) http://enterprise-gamification.com/index.php/en/workshops
  • 55. © 2012 Mario Herger. All rights reserved. 55www.enterprise-gamification.com | www.gamificationcommunity.com Enterprise Gamification Consulting – THE Global Team Mario Herger Yu-kai Chou Roman Rackwitz Marigo Raftopoulos
  • 56. © 2012 Mario Herger. All rights reserved. 56www.enterprise-gamification.com | www.gamificationcommunity.com Leveling up – Your Attitude  Explore one new gamified app every week  Don’t just superficially skim over it  Force yourself to use it over a longer and regular period – e.g. I needed an epiphany after weeks of usage to finally get facebook and Pinterest  Look at apps that friends/newspapers/websites talk about  If you don’t yet know them, try Instagram, Pinterest, Zombie Run, …  Play games  Find a reason to play games  Play with friends  Analyze why you like/dislike the game, what makes it addictive…  Analyze game mechanics, fun motivators, reward balance, etc.  Approach boring situations with a playful attitude  Give positive feedback 3x a day  Have fun!
  • 57. Mario Herger Email: mario.herger@gmail.com Twitter: @mherger Web: www.enterprise-gamification.com Community: www.gamificationcommunity.com Workshops: http://enterprise-gamification.com/index.php/en/workshops Game On!

Hinweis der Redaktion

  1. Angry Birds Space icons: Zee QueYHYQArt.com
  2. This girl plays a videogame. You can see from this image that she is thoroughly enjoying the game, that she is working hard, that she is in the flow and that she experiences “fiero” (“personal triumph”).Imagine a user in your organization. What would the picture look like? Probably way different. Passive, disengaged, perhaps even frustrated or even angry.Our quest is: how can we make your users feel more like gamers? And turn them from users to fans?Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/09
  3. Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/10
  4. Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/05
  5. http://www.youtube.com/watch?v=OgCLMI3fgn0
  6. Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  7. Source: http://enterprise-gamification.com/index.php/en/blog/4-blog/64-game-is-not-work-is-game
  8. Brian Sutton-Smith: play theorist, http://en.wikipedia.org/wiki/Brian_Sutton-SmithRaphKoster: game-designer, http://www.raphkoster.com/Jane McGonigal: game-designer, best-selling author, http://janemcgonigal.com/What’s the goal of golf? To put a ball in a hole. If this is the goal, why are we adding rules that make it more difficult and add obstacles? Obstacles like you can only do that with a “stick”, and through sand boxes and hilly areas? And why is this suddenly fun?
  9. Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
  10. Reality: Worst Game Ever
  11. https://www.zombiesrungame.com/
  12. Source : http://vimeo.com/29416289
  13. Source: Gartner
  14. Sources: M2 Research Fall 2011: http://www.m2research.com/ Gartner Press Release May 2011: http://www.gartner.com/it/page.jsp?id=1629214Gamification Market Size (Source M2 Research - http://www.m2research.com/)2011 - $100m 2012 - $196m2013 – $434m2014 - $860m2015 - $1.6b2016 - $2.8bGartner Enterprise Architecture Summit, April 12, 2011 (http://www.gartner.com/it/page.jsp?id=1629214)Josh Greenbaum, Feburary 2011 - SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins)38% ($92Mio) in 2012 will be enterprise gamification market sharehttp://gamingbusinessreview.com/gamification/business-gamification/advice-business-gamification/gamification-in-2012-report-free-download
  15. http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-itExploitationware, Pointsification, Badgification
  16. Source: Arthur Schopenhauer
  17. http://fold.ithttp://enterprise-gamification.com/index.php/en/facts
  18. http://www.thefuntheory.com/bottle-bank-arcade-machinehttp://enterprise-gamification.com/index.php/en/facts
  19. https://seogadget.co.uk/5-new-examples-of-gamification/http://enterprise-gamification.com/index.php/en/facts
  20. https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/factsMuse is a management platform for restaurant managers to optimise the management, scheduling and sales performance of their staff using clever point of sale integration and leaderboards. Higher performing restaurant staff “win” the opportunity to work more shifts.According to Objective Logistics, their beta has resulted in a 1.8% increase in sales and an 11% increase in gratuities for their test candidates, Not Your Average Joe’s:“In restaurants, the top 10% of employees add $8.54 to every check. The bottom 10% actually subtract $7.21. In many cases it’s even more extreme. MUSE creates a competitive environment, and in doing so shifts the bottom to the middle, the middle to the top and the top through the glass ceiling – we conservatively predict a 2-4% increase in sales at the outset.”
  21. http://www.thefuntheory.com/piano-staircase http://enterprise-gamification.com/index.php/en/facts
  22. http://ideas.salescontestbuilder.com/blog/bid/106402/Sales-Contests-Gamification-Quick-Blip-or-Lasting-Impacthttp://enterprise-gamification.com/index.php/en/factsePrizeA group of salespeople who were rarely logging Events. Across the group, they would log about 10/week which is nowhere near what was actually happening or expected. The team felt comfortable in their old ways and weren&apos;t behind the change. So we ran a very simple one week sales competition where every Event logged would get a point. Whoever got the most points that week would get $100 gift certificate to a local restaurant for a nice dinner. A contest leaderboard and status updates would be shared daily to keep the team aware of where they stood.For the 4 weeks prior to the contest, Events logged/week were consistently around 50. During the week of the contest, it shot up to 85. For the 4 weeks after the contest was over, Events logged/week held steady around 60 – a 10% increase from the pre-contest results.
  23. http://online.wsj.com/article/SB10001424052970204294504576615371783795248.htmlhttp://enterprise-gamification.com/index.php/en/factsLiveOps Inc., which runs virtual call centers, uses gaming to help improve the performance of its 20,000 call agents—independent contractors located all over the U.S. Starting last year, the company began awarding agents with virtual badges and points for tasks such as keeping calls brief and closing sales. Leaderboards allow the agents to compare their achievements to others.Since the gamification system was implemented, some agents have reduced call time by 15%, and sales have improved by between 8% and 12% among certain sales agents, says Sanjay Mathur, vice president of product management at LiveOps, Santa Clara, Calif.
  24. Source:http://www.youtube.com/watch?v=AmyBp8e76eY
  25. How does it feel to be in the flow?Completely involved in what we are doing – focused, concentratedA sense of ecstasy – of being outside of everyday realityGreat inner clarity – knowing what needs to be done, and how well we are doingKnowing that the activity is doable – that our skills are adequate to the taskA sense of serenity – no worries about oneself, and a feeling of growing beyond the boundaries of the egoTimelessness – thoroughly focused on the present, hours seem to pass by in minutesIntrinsic motivation – whatever produces flow becomes its own reward
  26. Badges (Foursquare)Leader board (SAP Community Network)Virtual Currency (Facebook Credit)Comments, ratings, followers (derStandard.at)
  27. Source: Amy Jo Kim http://amyjokim.com/
  28. Source: Bartle Test: http://en.wikipedia.org/wiki/Bartle_TestTest yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychologyBartle’s humorous take on his player types at the Gsummit 2012http://www.youtube.com/watch?v=raj2SBU3PW4Comic credits:Killer: L’effaceur Tome 1Achiever: BenoîtBrisefer – Holdup surPeliculeSocializer: AsterixExplorer: Tintin &amp; Milou – On a marchésur la lune
  29. http://en.wikipedia.org/wiki/MotivationStarting from studies involving more than 6,000 people, Professor Steven Reiss has proposed a theory that found 16 basic desires that guide nearly all human behavior.[11][12] The 16 basic desires that motivate our actions and define our personalities as:Acceptance, the need for approvalCuriosity, the need to learnEating, the need for foodFamily, the need to raise childrenHonor, the need to be loyal to the traditional values of one&apos;s clan/ethnic groupIdealism, the need for social justiceIndependence, the need for individualityOrder, the need for organized, stable, predictable environmentsPhysical activity, the need for exercisePower, the need for influence of willRomance, the need for sexSaving, the need to collectSocial contact, the need for friends (peer relationships)Social status, the need for social standing/importanceTranquility, the need to be safeVengeance, the need to strike back/to winIn this model, people differ in these basic desires. These basic desires represent intrinsic desires that directly motivate a person&apos;s behavior, and not aimed at indirectly satisfying other desires. People may also be motivated by non-basic desires, but in this case this does not relate to deep motivation, or only as a means to achieve other basic desires.
  30. Recognizing Patterns – Anything from visual patterns, motion patterns, strategic patterns or mathematical patterns.Collecting – Collections communicate status, suggest organisation, lead to rewards, represent wealth and are mementos.Finding Random Treasures – Like winning a jackpot or slot machine, finding shells at the beach or opening Cracker Jacks to find a surprise.Achieving a Sense of Completion – Giving players a constant sense of finishing something like progress bars, to-do lists, achievements and levels.Gaining Recognition for Achievements – Achievement systems provide a sense of accomplishment and a chance to be recognised.Creating Order out of Chaos – Sorting, lining things up and classifying give players a sense of control over their environment.Customizing Virtual Worlds – People enjoy leaving their mark and place great value on things they’ve made.Gathering Knowledge – Studying and being taught are not fun, but learning is fun because we are naturally curious.Organizing Groups of People – Organizing groups of people to achieve shared goals is a source of enjoyment.Noting Insider References – Discovering “Easter Eggs” gives player a sense of being a part of the “in crowd.”Being the Centre of Attention – Satisfy the human need for attention by putting the player at the centre of the universe.Experiencing Beauty and Culture – Games feature artwork, music and designs that appeal to the human senses.Romance – Games can provide opportunities for flirting, wooing and building relationships with the opposite sex.Exchanging Gifts – Players enjoy giving gifts to their friends and the act of giving triggers reciprocity.Being a Hero – Playing as the hero appeals to the human desire for power.Being a Villain – It’s about the fantasy of having power without consequences.Being a Wise Old Man – This is typically a high status role that may also touch on the motivator of family.Being a Rebel – The opportunity to flaunt society’s rules while remaining basically good.Being the Magician, a keeper of secret knowledge – People enjoy the thought of knowing something that nobody else knows.Being the Ruler – The chance to be a person with considerable power over other people.Pretending to Live in a Magical Place – Players enjoy imaging being in worlds different than their own.Listening to a Story – Stories appeal to our curiosity about people, places and things.Telling Stories – Games provide an opportunity for players to construct and tell their own unique stories.Predicting the Future – Predicting the future makes people feel smart, in-control and influential.Competition – People enjoy the sense of power that comes from winning.Psychoanalyzing – Predicting, guessing or understanding the motivations of others can be a source of fun.Mystery – Striking a balance between revealing a little while holding back the rest can create a fun experience.Mastering a Skill – Increasing one’s mastery without becoming frustrated gives people a sense of flow.Exacting Justice and Revenge – Justice and revenge provide a sense of idealism and tranquility when wrongs are righted.Nurturing – Growing things stems from your motivations for family, saving and power.Excitement – Suspense, horror, competitive action and anticipation help create an addictive, exciting experience.Triumph over Conflict – Resolving conflict provides the player with a sense of victory.Relaxing – Games can create a mental vacation which can lead to tranquility.Experiencing the Freakish or Bizarre – People crave new and unique experiences that are different from their everyday lives.Being Silly – Players enjoy an escape from the serious and mundane.Laughing – People love to laugh, especially with their friends.Being Scared – People enjoy the sensation of danger without the actual danger.Strengthening a Family Relationship – Players enjoy feeling companionship with members of their family.Improving One’s Health – People dislike exercise, but love to feel fit.Imagining a Connection with the Past – Nostalgia is a powerful emotional trigger for good and bad emotions.Exploring a World – Understanding your environment gives you a sense of power and control.Improving Society – Players can satisfy their need to leave the world a better place than when they came into it.Enlightenment – Games provide a way for players to explore decisions and their consequences, leading to greater knowledge.
  31. http://www.waze.com
  32. http://www.codecadamy.com
  33. The player then is taken to the company profile where they are presented with basic company information.This information will help the player make better informed decisions on the customer conversation.
  34. http://www.spigit.com
  35. A gamification or reputation platform keeps track of all users’ achievements and makes them transparent.
  36. http://enterprise-gamification.com/index.php/en/resources/platforms
  37. http://enterprise-gamification.com/index.php/en/component/content/article/7-office/101-booksGamification by Design: Implementing Game Mechanics in Web and Mobile AppsThe Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and EducationGame On: Energize Your Business with Social Media GamesThe Art of Game Design: A Book of LensesThe Art of Game Design: A Deck of LensesPlayful DesignTotal Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses CompeteReality Is Broken: Why Games Make Us Better and How They Can Change the WorldSocial Game Design: Monetization Methods and MechanicsGamestorming: A Playbook for Innovators, Rulebreakers, and ChangemakersNavigating Social Media Legal Risks: Safeguarding Your Business (Que Biz-Tech)Drive: The Surprising Truth About What Motivates UsGame Mechanics - Advanced game DesignThe Power of Habit: Why We Do What We Do in Life and Business
  38. http://www.amazon.com/gp/product/1118466934/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1118466934&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/1455515159/ref=as_li_qf_sp_asin_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1455515159&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/0071813373/ref=as_li_qf_sp_asin_il?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0071813373&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/0071808310/ref=as_li_qf_sp_asin_il?ie=UTF8&amp;tag=enterprisegam-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0071808310http://www.amazon.com/gp/product/B009NFNVUE/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B009NFNVUE&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/B004W3FM4A/ref=as_li_qf_sp_asin_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B004W3FM4A&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/1449319564/ref=as_li_qf_sp_asin_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1449319564&amp;linkCode=as2&amp;tag=enterprisegam-20http://www.amazon.com/gp/product/0061353248/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0061353248&amp;linkCode=as2&amp;tag=enterprisegam-20
  39. http://enterprise-gamification.com/index.php/en/about