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Products of Gamification

We help organizations make use of gamification elements suited to their own needs. Consider the following needs, for example:

  • Motivating the adoption of new software
  • Driving and motivating process change
  • Making a website more engaging

Motivation 3.0: Purpose, Mastery and Autonomy (Daniel H. Pink’s Drive). Motivation consists of the three parts:

  • Within a game context, purpose drives high-level motivation.
  • Mastery contains the element of learning: Self-improvement is an important factor in motivating people to work.
  • Autonomy brings about independent choice in order to achieve the set goals.

We'll help your organization achieve the desired goals by finding the game mechanics that fit your environment and forming them into a Motivational Game.

How will you carry out the desired change within your organization? Traditional methods are still an important factor when bringing about change, but gamification brings added value into a transition by increasing it's likelihood of success.


With a gamified Change Process, we'll select the metrics that suit your situation best and we'll determine the course of the game according to your needs.

Gamification

We think that by intelligently making use of gamification elements, we can bring about true change in all processes. Examples of this include supporting a change process within an organization, increasing our exercise-activity and briging about a certain operational model within human action.

KATA - A form of training within Japanese martial arts, described the thought-process of gamification adequately: Supporting a desire for advancement through the repetition of a certain chain of action. Usually the advancement to the next stage or state can take several weeks, even months. In these situations, the importance of intermediary goals and rewards is stressed. The journey is often more important than the destination.

Gamification has commonly been used in practising cohesive teamwork, for example. In this case, so called simulations are used, in which participants need to work together in order to achieve a common in-game goal. Simulation games usually last for about a day, including introductory instructions and debriefing. Simulation games are ingenious tools for learning.

As an example of sports applications, certain console games allow movement through the use of the player's own body or through the use of a special controller. Nike+ and Heiaheia have taken advantage of gamification within their own services.