This document discusses gamification and how applying game mechanics like points, badges, and leaderboards can promote engagement. It notes that video games are engaging because they satisfy basic human needs for competence, autonomy, and relatedness. The document then introduces PowerStandings, a gamification platform, and argues it can solve engagement problems at work by allowing autonomy over goals and activities, providing feedback to promote competence, and fostering relatedness through social features like leaderboards and teams.
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Who plays video games?
58%
of Americans
(182 Million people)
30
Avg. age
Entertainment Software Association 2013
55% Male 45% Female
Under 18 (36%) 18-35 (32%)
36+ (32%)
#insidesales
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How much do people play?
6 Million Years!!!
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Who plays video games at work?
Information Solutions Group 2007
Senior
Executives (35%)
White Collar
Employees (23%)
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Why are video games so engaging and fun?
• Winning
• Problem-solving
• Exploring
• Teamwork
• Recognition
• Overcoming
• Collecting
• Social interaction
• Progressing
• Surprise
• Imagination
• Sharing
• Role Playing
• Customizing
• Goofing Around
• Celebrating
• Taunting / teasing
• Fun failure
#insidesales
16. How do video games satisfy the need for competence?
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17. How do video games satisfy the need for autonomy?
Side Activities
• Scuba diving
• Golf
• Tennis
• Basketball
• Hunting
• Base jumping
• Yoga
• Darts
• Arm wrestling
• Cycling
• Hiking
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18. How do video games satisfy the need for relatedness?
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19. How have video games changed over the years?
1972 2010’s
Competence Based Competence,
Autonomy, &
Relatedness
#insidesales
Engaged: passion and energy
Not engaged: “checked out,” sleepwalking, no passion
Actively Disengaged: busily acting out their unhappiness. Undermine others.
Bernard Suits: Playing a game is the voluntary attempt to overcome unnecessary obstacles.
Games can even make failure an experience that is not discouraging. 80% of time playing is failing. Imagine Dance Dance Revolution.
Feedback in games enforces principles of SDT.
Most successful game ever by # of copies sold (143 Million)
Meaningful choices. Allow me to be in control of my destiny.
Connect to others and know that I matter.
Not just taking mechanics from games – as if we can manipulate people like a machine.