Gamification case study #11- Zino Gamification Presentation
Gamification case study #11- Zino Gamification Presentation

“Gamification” describes the broad trend ofusing game play mechanics for non-gameapplications in order to encourage people toadopt applications or engage in desiredbehaviors.

The technique can encourage people toperform chores that they ordinarily considerboring, such as completing surveys, employeeperformance, training, remembering to takemedicine, shopping or social change.

Consumer Engagement (using gamemechanics to draw consumer eyeballs and sellmore goods and services)

Employee Incentives (using game mechanicsfor more employee productivity or toencourage employees to go through training,etc.

Idea Street is a social collaboration platform with the additionof game mechanics, including points, leader boards and a”buzz index”.

Within the first 18 months, the project had around fourthousand users, generated 1,400 ideas, 63 of which havebeen implemented within the Department.

Accelerated feedback cycles. In the real world, feedback loops areslow (e.g., annual performance appraisals) with long periodsbetween milestones. Gamification increases the velocity offeedback loops to maintain engagement.

Clear goals and rules of play. In the real world, where goals are fuzzyand rules selectively applied, gamification provides clear goals andwell-defined rules of play to ensure players feel empowered toachieve goals.

A compelling narrative. While real-world activities are rarelycompelling, gamification builds a narrative that engages players toparticipate and achieve the goals of the activity.

Tasks that are challenging but achievable. While there is no shortageof challenges in the real world, they tend to be large and long-term.Gamification provides many short-term, achievable goals tomaintain engagement.