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Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa

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Presentation on theme: "Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa"— Presentation transcript:

1 Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa yanivco@il.ibm.com

2 Why is he getting paid to play!?

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4 We're an analytics company masquerading as a games company Ken Rudin VP of Analytics and Platform Technologies Zynga (today at Facebook)

5 We're a game company masquerading as an IT company Dr. X VP of Mystery IBM (today lost…)

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15 * Games Vs. Gamification * The Importance of Play * Games@Work

16 Games Vs. Gamification GamesGamification Goal Rules Feedback System Voluntary Gamification is the use of game design techniques, game thinking and game mechanics to enhance non- game contexts

17 Games Vs. Gamification GamesGamification Narrative Deeper Engagement Timeline Deeper Engagement Non-game Content Leader boards Points Levels Leader boards Levels Points

18 Games Vs. Gamification GamesGamification

19 The Importance of Play 72% of American households play computer or video games 42% of all game players are women In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%) The average game player is ___ years old...and has been playing games for ___ years Web users trading Virtual Goods grew from 13% to 21% in 2011 Coveted Virtual Goods include: homes, weapons, space stations and horse manure

20 The Importance of Play 72% of American households play computer or video games 42% of all game players are women In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%) The average game player is 37 years old...and has been playing games for 12 years Web users trading Virtual Goods grew from 13% to 21% in 2011 Coveted Virtual Goods include: homes, weapons, space stations and horse manure

21 The Importance of Play ResearchGeneration Y

22 Self-determination theory (SDT) is a macro theory of human motivation and personality, concerning people's inherent growth tendencies and their innate psychological needs. It is concerned with the motivation behind the choices that people make without any external influence and interference. SDT focuses on the degree to which an individuals behavior is self-motivated and self-determined. Autonomy | Competence | Relatedness Research

23 Positive psychology seeks to find and nurture genius and talent, and to make normal life more fulfilling. Researchers in the field analyze things like states of pleasure or flow, values, strengths, virtues, talents, as well as the ways that they can be promoted by social systems and institutions. Positive psychologists are concerned with: positive experiences enduring psychological traits positive relationships positive institutions Research

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25 Demographic Shift / Gen Y * Born mid 90s (+/- 10 years) * Make up 25% of the workforce today (…and growing) * Digital natives, live & breathe online (play, school, work) * Accustomed to cutting edge technology & innovation * Have been playing video games since childhood

26 XBOX to Cubicle!?

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28 A State of Disengagement Only a 1/3 of the workforce is engaged The lost productivity of actively disengaged employees costs the US economy $370 BILLION annually. (Gallup)

29 Gamification Drives Engagement Performance Achievement Social Interaction

30 The Future of Gamification

31 Foldit Foldit Gamers Solve AIDS Puzzle That Baffled Scientists for a Decade

32 Digitalkoot

33 MS Ribbon Hero 2

34 McDonalds Pick-n-Play

35 Yaniv Corem IBM Research – Haifa yanivco@il.ibm.com


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