A two day workshop on how to apply gamification to your business. Suitable for all roles from HR, L&D to marketing and sales. This course quickly teaches you the theories underpinning the effectiveness of gamification. Then gives hands on experience using tools for practically implementing gamification and a framework for delivering successful gamification projects.
“A fun, insightful, and engaging course with a highly inspirational trainer” - Programme Manager, American Express
“A very patient trainer who provided extremely useful concepts and tools.” - First Vice President, United Overseas Bank (UOB)
“Great session, thought-provoking, educational and fun! Def will use in marketing offerings!” - Director, Excell Design & Marketing
“Lots of learning and the way it is used and the kinds of techniques being used, great workshop.” - Senior Manager, Bank of Baroda
- The theory behind gamification
Gamification is about understanding why certain game mechanics are so engaging and fun and how to choose which game techniques we should be using in any given situation.
- What is gamification
- Understanding the position of gamification on the spectrum of playful business tools
- The neuroscience behind effective gamification: main neurotransmitters to focus on for motivation + interactive exercise to demonstrate effectiveness
- Motivational psychology: Maslow’s Hierarchy of Needs, Self Determination Theory, Dan Pink, Marczewski’s Three Layers of Motivation and Flow
- Analysing how gamification can be used for business
Looking at examples of gamification used for behaviour change and understanding the game mechanics, aesthetics, emotions and dynamics being applied. Looking at these through the lens of the player journey:
- Discovery – earning player attention
- Onboarding – building comfort and trust
- Scaffolding – designing activities to engage people
- Mastery – rewarding, recognising and empowering star customers and employees
- Gamification brainstorming
To understand gamification we need to understand how to apply game mechanics, dynamics and aesthetics. Our gamification brainstorming exercise is designed to help you experience applied game design on a practical issue you’d like to gamify.
- Rules: Obstacles we voluntarily abide by that define the game space.
- Win States: The desired outcomes that make games fun and rewarding for people to play
- Game Mechanics: The game mechanics that we use in each game determine the way players feel and behave in the game. The same goes for Gamification.
- Brainstorming: It’s where you get a first feel of how engaging your idea is.
- Implementing gamification and follow-up planning
Develop the knowledge, understanding and skills to plan effective gamification projects for your organisation, as well as how to avoid common pitfalls.
- Agreeing and prioritising business objectives – assess if gamification is the right answer for your requirement
- Gathering intelligence on the environment, platforms and existing metrics
- Defining the required user behaviour change(s)
- Strategies for motivating people – demographics, rewards, and player types (Marczewski’s Player Types Hexad)
- Design and specify your prototype – theme, user journey and play testing
- Production - Choosing a technology platform or partner, testing and roll-out
- Follow up planning - dealing with high achievers in your game, monitoring game mechanic effectiveness and keeping users engaged in the longer term.
- Improving playability, engagement and user adoption
Taking your gamification implementation from fun to exceptional. Reflecting on key questions to ask about your project to increase the breadth, depth and design of the player experience.
- Pitching your gamification project
How to make your project enticing and irresistible to all stakeholders.
- Genre, themes and storytelling in games
- Get buy in from decision makers and budget holders
- Get buy in from your team:
- raise awareness of the project
- improve initial adoption
- maintain the project, refine and refresh
- Pitch your gamification project
- Overcoming common objections – discussion
- Ethics and Next Steps
Pete Jenkins is an international authority on gamification, a lifelong gamer, successful entrepreneur and a lecturer. As CEO of Gamification+ Ltd he mentors and trains companies world-wide on the use of gamification to solve business challenges. Gamification+ won the Board of Trade Award from the UK's Department of International Trade in January 2019.
Pete is Chair of Gamification Europe, the annual conference for Gamification practitioners. The last conference was in December 2019 in Berlin. He also founded the Gamification Awards. The Gamification Awards are global awards for the gamification industry. The awards are judged by industry experts for their design, creativity and utility. The award goes to the companies and individuals who are excelling in their field.
Pete is Honorary Ambassador for GamFed (International Gamification Confederation), having previously been the Chair from 2014 to February 2019, whose aim is to spread best practices within and support the gamification industry.
Pete is in his 11th year as Entrepreneur in Residence at the University of Brighton. He lectures on gamification and entrepreneurship at undergraduate and post-graduate levels. He also guest lectures on Gamification at King’s College London and at ESCP Europe.
Over the past 19 years Pete has built and sold two businesses. One was in security software and the more recent one was a telecoms and internet connectivity business. He is also an Ambassador for Brighton & Hove Chamber of Commerce and an Export Champion for the Department of International Trade.
Terms & Conditions
1. Fees are inclusive of all program documents, lunch and refreshments on both workshop days. The fees do not cover travel and accommodation costs. Full payment is required in advance of the workshop delivery. Admission to the workshop cannot be guaranteed if the payment has not been received by Gamification+ Ltd.
2. All intellectual property rights in all materials produced or distributed by Gamification+ Ltd in connection with this event is reserved and any unauthorised duplication, publication or distribution is prohibited.
3. Workshop content and the event venue can be subject to change without notice and does not impact the terms and conditions in 1. and 2. With your signature the delegate acknowledges that they have read and understood all terms of this contract including, without limitation, the provisions relating to cancellation and to payment terms.
Payment methods accepted:
* Electronic bank transfer
* Credit/debit card
* If for any reason the attendee cannot make it to the workshop in which they have registered, the attendee can send a replacement.
* 100% refund will be given if cancellation is received at least 30 days prior to the event.
* 50% refund will be given if cancellation is received between 15 days and 30 days prior to the event.
* No refund will be given if cancellation is received less than 15 days prior to the event.