achievement
Brian Burke personal story, 1–2
gamification defined, 6
Affordable Care Act, 66
AHA (American Heart Association), 50–51
airline program rewards, 25–26
American Heart Association (AHA), 50–51
analytics, 145
Angry Birds, 131
augmented reality, 161
Austin, Tom, 49
Autodesk software, 68
autonomy, 19
“badge fatigue,” 7
badges
open, 155
Open Badges project, 72
in virtual world, 3
Badgeville, 145
Baxter, Natron, 143
behavior change
building over time, 56
change in focus, 57
employee focus application, 44–48
inspiration, 55
ongoing, 57
in social collaboration, 48–50
social recognition, 42
target audience and uses of gamification, 37
through kindred spirits, 55–56
through social networking, 56
through triggers, 54
bias, 110
BigDoor, 146
Blue Cross and Blue Shield, 67
Bogost, Ian, 29
Bunchball, 145
Burke, Brian (author)
evolvement from enterprise architecture to gamification coverage, 3–4
personal story of achievement, 1–2
business disruptions, 98
business goals versus player goals, 21–23
business leaders, selling gamification to, 139–140
business outcomes
gamification scope, 106
player experience design process structure, 12
campaign/endless engagement parameter, 110, 112
Capital BlueCross, 66
Center for Educational Technologies (CET), 62–63
CET (Center for Educational Technologies), 62–63
challenges, skills development, 59–61
Change Healthcare Corporation, 66–68
change management, 49–50. See also behavior change
Chartered Institute of Personnel and Development (CIPD), 16
CIPD (Chartered Institute of Personnel and Development), 16
Citizens Initiative Act, 158
collaborative environment
competitive/collaborative engagement parameter, 110–111
skills development, 71
community-of-interest application
idea generation, 85
competition based innovation, 82
competitive game, design pitfalls, 130–131
competitive/collaborative engagement parameter, 110–111
connectedness, 33
Conundra Ltd., 5
core value exchange, 100
cost, digital engagement model advantages, 33
Cotterill, David, 76
creativity. See innovation driver
CRM (customer relationship management), 10
crowdsourcing
target audience and, 36
trends enabling gamification, 34
custom development solutions, 142–143
customer engagement, 41–44, 65–68
customer focus application
customer relationship management (CRM), 10
Daily Challenge solution, 53
DARPA (U.S. Defense Advanced Research Project), 130–131
decomposition, 95
Department of Work and Pensions (DWP), 76–78, 82
dependencies, skills development, 70
design. See player experience design process; player-centric design design
design pitfalls
game economy, 128
mandatory participation, 134
player experience, 127
skill/challenge imbalances, 131–132
stand-alone gamification, 134–135
Digg website, 136
digital engagement model, 32–33
versus face-to-face model, 34
trends enabling gamification, 33–34
disintermediation, 33
distance, digital engagement model advantages, 32
Drive: The Surprising Truth About What Motivates Us (Pink), 18, 68
Duolingo website, 63
DWP (Department of Work and Pensions), 76–78, 82
education, future of gamification, 153–155. See also skills development
emergence, 75
emergent/scripted engagement parameter, 110, 112–113
Emerson, Ralph Waldo, 69
emotion detection, 160
endgame, design pitfalls, 128–130
engagement
digital engagement model, 32–34
intrinsic versus extrinsic rewards, 18–19
player engagement model, 110–113
quantity versus quality of interaction, 16
skills development, 63
engagement model, player experience design process structure, 12
experience design, 6, 89. See also player-centric design
extrinsic rewards
versus intrinsic rewards, 18–19
intrinsic/extrinsic engagement parameter, 110–112
face-to-face model, 34
failure, learning from, 45
formal education, skills development, 59–63
Free the Children charity, 31–32, 52
fun currency (game economy), 119–120
future of gamification
augmented reality, 161
emotion detection, 160
future scenarios, 153
gesture control, 159
head-mounted displays, 160–161
skills attainment, 155
technological advancement, 151–152
game economy
basic currencies of, 118
failing to manage, 128
motivation, 118
player experience design process structure, 12
social capital currency, 121
things currency, 120
game mechanics
gamification defined, 6
success metrics, 144
gamification
goal of, 6
history of, 5
misunderstood potential of, 6–8
versus video games and rewards programs, 27–31
gaming the system pitfalls, 135–136
Gartner, Inc., 3, 6–7, 49, 151
generalized gamification platforms, 144–146
gesture control, 159
goals. See also player goals
changing behavior through, 53–54
gamification defined, 6
player experience design process structure, 12
skills development, 69
Google News badges, 129
Google Trends, 5
government design policy solutions, 158
head-mounted displays, 160–161
Healthcare University, 66
Hotchkin, Nicholas, 35
Hype Cycle for Emerging Technologies, 7, 151
IBM Connections, 49
idea generation
community-of-interest, 85
decision-making process, 85
developing ideas, 84
innovation driver, 76–78, 83–84
selecting ideas, 84
soliciting ideas, 83
IDEO, 95
Ignite Leadership game, 64
incentives, 47. See also rewards
influence, 79
innovation drivers
competition based, 82
emergence, 75
sponsorship, 84
target audience and uses of gamification, 37
inspiration
behavior change, 55
intrinsic rewards
versus extrinsic rewards, 18–19
intrinsic/extrinsic engagement parameter, 110–112
IT (information technology)
custom development approach to success, 142–143
employee-focused application, 44–45
importance of gamification knowledge, 10
Jacob, Darren, 42
journey, player experience design process structure, 12, 113–116
Kielburger, Marc, 31
kindred spirits, behavior change through, 55–56
Kotter, John, 49
Laozi (Chinese philosopher), 54
launching and promoting, 146–148
learning. See skills development
learning outcomes, future of gamification, 154
leveraging gamification, 35–37
loyalty programs, 30
MacArthur Foundation, 72
Madoff, Bernie, 135
management tools, success metrics, 144
mandatory participation, 134
marketing plan, 147
mastery
motivation elements, 20
mentors, 71
Microsoft SharePoint, 49
mobilization
behavior change through, 50–53
skills development through, 62
Morris, Ron, 42
motivation
business versus player goals, 21–23
design pitfalls, 134
game economy, 118
gamification defined, 6
gamification goals for, 9
intrinsic versus extrinsic, 18–19
personal development, 159
player-centric design approach, 21–22
skills development, 63
through emotional engagement, 16–17
through product offering, 43
Mozilla Open Badges project, 155
multiplayer/solitary engagement parameter, 110, 112
Nicholas, Clayton, 68
Nike+ Kinect Training app, 40
Olander, Stefan, 41
Olding, Elise, 49
One World Schoolhouse, The (Khan), 70
open badges, 155
Open Badges project, 72
opt-in participation, 134
organizations
early gamification adopters, 9–11
importance of gamification knowledge, 9–11
Pain Squad app, 15–18, 20–22, 54, 94
personal connections, future of gamification, 161–162
personal development motivation, 159
Persuasive Games, 29
Pew Research Center, 151
Pink, Daniel
Drive: The Surprising Truth About What Motivates Us, 18, 68
intrinsic motivation, 19
pitfalls
game economy, 128
mandatory participation, 134
player experience, 127
skill/challenge imbalances, 131–132
stand-alone gamification, 134–135
player engagement
digital engagement model, 32–34
intrinsic versus extrinsic rewards, 18–19
player engagement model, 110–113
quantity versus quality of interaction, 16
skills development, 63
player engagement model
campaign/endless parameter, 110, 112
competitive/collaborative parameter, 110–111
emergent/scripted parameter, 110, 112–113
intrinsic/extrinsic parameter, 110–112
multiplayer/solitary parameter, 110, 112
player experience challenge, 127
player experience design process
business outcome and success metrics, 96–97
fictitious social investing example, 90–93
game economy, 7, 11, 116, 118–121
play, test, and iterate, 123–125
player engagement model, 110–113
player goal and motivation focus, 89, 93–94
player goals, defining, 105–107
target audience, defining, 98–101
player goals
gamification scope, 106
player-centric design
business goals, mistaking for player goals, 21–23
business outcome and success metrics, defining, 96–98
player experience design process, 89–90, 93–94
player goals, defining, 105–107
target audience, defining, 98–101
target audience, exploring, 101–102
policy problems, 156
Ponzi, Charles, 135
Ponzi scheme, 135
premortem, 45
problem-solving
decomposition approach, 95
product offering, 43
project roles and skills development, 140–142
promoting and launching, 146–148
public policy problems, 156
purpose
motivation elements, 20
purpose-built solutions, 143–144
repetition, behavior change through, 56–57
rewards
distinction between gamification and traditional, 26–27
versus gamification and video games, 27–31
limitations, 17
loyalty programs, 30
similarities/differences between, 25–28
sponsor organization, 29
success metrics, 144
risk/reward profile, 136
Rittel, Horst, 156
SaaS (software as a service), 144
sales organization incentives, 47
Samsung Nation, 43
scale, digital engagement model advantages, 32
Schell Games, 30
Schell, Jesse, 30
Schnarr, Jill, 32
self-esteem currency (game economy), 120–121
SickKids (Hospital for Sick Children), 15, 17–18, 52
skill/challenge imbalances, 131–132
skills development
collaborative environment, 71
dependencies, checking for, 70
engagement and motivation, 63
future of gamification, 155
goal setting, 69
success metrics, 72
target audience and uses of gamification, 37
theory/practice engagement loops, 70–71
through mobilization, 62
smartphones, future of gamification, 159–161
Smith, Adam, 75
social capital currency (game economy), 121
social networking
behavior change through, 48–50, 56
social recognition of achievement, 121–123
success metrics, 145
trends enabling gamification, 33–34
Socially networking platform, 48
software as a service (SaaS), 144
software design, 95
sponsorship, idea generation, 84
stand-along gamification, 134–135
success metrics
business leaders, selling gamification to, 139–140
custom development approach, 142–143
generalized gamification platforms, 144–146
player experience design process structure, 12
project roles and skills, 140–142
promoting and launching, 146–148
purpose-built solutions, 143–144
skills development, 72
tame problems, 156
target audience
community-of-interest focus, 36–37
core value exchanges, 100
and crowdsourcing, 36
demographics, 101
exploring/learning about, 101–102
large crowd, 35
player experience design process structure, 12
technological advancement, future of gamification, 151–152
TELUS company, 32
theory/practice engagement loops, 70–71
things currency (game economy), 120
Thom, Stuart, 18
Thompson, Cami, 51
time, digital engagement model advantages, 32
Top Predictions (Gartner), 49
training, skills development, 63–65
transactional engagement, 16
trends
tracking, 7
triggers, changing behavior through, 54
U.S. Defense Advanced Research Project (DARPA), 130–131
U.S. government, 63
user experience design, 89
video games, versus gamification and reward programs, 27–31
virtual world, 3
voice analysis, 160
Vonn, Lindsey, 3
Wall Street Survivor, 63
Webber, Melvin, 156
Wilmore, Paul, 123
Yammer, 122
Zero to Hero award, 46
18.117.166.127