Notes from Mario Herger workshop at WIX Idea to IPO MeetUp:
Make simple, routine tasks artificially hard so people compete
– Loyalty programs
– TurboTax (tax filing)
– Hybrid vehicles (see Fiat Ecoville)
– Zombie Plus
Engaged Employees: “work with passion and feel a profound connection to their company. They drive innovation and move the organization forward.”
– Look at Skyfall challenge
– Look at Lego competition
Compare gamification with Gartner hype cycle. Start with an invisible trigger, leading to a peak of excitement, then a trough, followed ideally by a plateau of productivity.
Flow Theory: Boredom vs. Difficulty. As the need for skills increases (less boring) the degree of difficulty needs to also increase by a concomitant amount in order to keep the user in the “flow zone”.
Skill Levels: rookie (onboarding); regular (habit-building); master (challenge, creation)
Multidimensionality of Players: what is the motivation of the player? What is their social rule, professional role, gender, age (generation), culture, etc. Bartle’s 4 player types (Richard Bartle): Killers (want to win); Achievers (collect prizes); Explorers (like adventure); Socializers (intersect with others)
Extrinsic vs Intrinsic Motivators:
Intrinsic: Belongingness, autonomy, power, mastery, meaning, learning, self-knowledge, love, sex, fun
Extrinsic: Points, levels, badges, quests, leader-boards, prizes, money, gold stars, etc.