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- 2015-6-27
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- 1970-1-1
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• Gamification : engage people *change behavior
○ Applied :customer engagement,…
○ e.g. Nike+ platform; Khan Academy; Quirky
○ However disguise the reality of early implementation
○ Unrealistic expectation & poor implementation
○ short term: (-)
§ By 2014 , 80% : fail to meet business objective
§ Poor design
○ Long term (+)
§ Clear business objective
§ Engage audience
§ Workplace more engaging and productive
□ By 2015 ,40% , primary mechanism
○ Advise
○ Do not confuse activity with success
§ Leading company
□ The solution
□ Not the result
○ Audience : Players, not Puppets
§ Many company: people do bidding
□ Simply meaningless badge (-)
® e.g. Google News badge
§ With meaningless incentive(+)
○ Clearly identify business objective
§ Many organization explore
§ Clearly defined business objective
§ Suitability of gamification
○ Player-centricity
§ Motive the player to achieve the goal
§ Overlap it with business goal
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