Effective Playful Communication

The power of games can be explained by the proverb “Tell me and I will forget, show me and I may not remember, involve me and I will understand.” Learning by doing has proven to be the most effective way of changing behavior. Changing behavior is also—in essence—what we ultimately want to achieve with all our communications. Applying game elements to your corporate communications ensures that your audience will remember and engage with your messages like never before.

Over the past three years, I have applied games and game mechanics to a diverse array of business objectives and goals. They varied from convincing 350 different companies involved in the air cargo industry to streamline their processes, to teaching 3,000 bank employees about how they should implement their organization’s new brand values in their daily work to a compliance game in which 2,500 employees were able to experience the potential consequences of their actions and behavior.

Games are the richest form of entertainment compared to other media because they engage most of our senses. If you read a book or newspaper, you consume passively, if you listen to a workshop—you see and hear (just like watching TV) and maybe get involved by asking questions. Games are so effective because they require active involvement from players. Games involve a player’s eyes and ears, and require physical and mental interactions. Multi-sensory learning has been shown to be the most effective form of learning and changing behavior.

The theory of play
Games involve setting objectives that challenge the players, rewarding them when they are doing well and punishing them when they fail. A good game is easy to learn and difficult to master. Good games are also highly replayable and enable players to remain in a state of “flow.” A state of flow is achieved when a game challenges the player continuously, level after level. It means that the game is challenging, but never so difficult that it leads to frustration. Games should also not be so easy that the player becomes bored. To keep players from becoming frustrated or bored, games must offer the right amount of skills, options and variables. It’s very difficult to achieve the right balance in a game, but it can be accomplished through play-testing over and over again with different target groups.

Getting started
So how do you determine what results gamification can have for your organization’s communications? First, you must determine the goal for your game. What is it you wish to achieve? What do you want your target audience to accomplish? Is your goal to increase store traffic? To increase sales? To engage customers longer online? To increase brand awareness or brand loyalty? To train staff or for internal branding and employee engagement?

Next you must determine your audiences’ key drivers and motivations. Notice how the motivations above can very plausible match dominant department behaviors and determine which driver & motivation dominantly determines your challenges in life!

Key element—drivers and motivations 
The most important element of any game is that it must link to real-life benefits. These benefits don’t necessarily always have to be prizes or money; they can also be social recognition, access to a useful tool or service, or a yearly advantage. For example, a hotel chain may offer game players a “never wait in line while checking in” benefit. To determine the right benefit, you must understand what motivates your players (target audience). It may help to use the model below to help pinpoint your audiences’ drives and motivations.

In the model, an individual’s key drivers are indicated in the center of the boxes. According to psychological research, one or more of these is a dominant driver for each individual. For instance, some people are driven by constantly learning, while others may find it critical to have a lot of friends, which means their key driver is to bond. Others feel the need to acquire things, while many others may have as a dominant driver the need to defend their current situation or way of life.

Surrounding the key drivers boxes are characteristics that typically motivate each driver. From these you can determine where employees in particular departments may fall within the model. For instance, people involved in HR are typically motivated by social mechanics, so a key driver for them would be to bond. Sales people are typically motivated by challenges so a dominant driver for them would be to defend.

As soon as you determine which driver is most dominant in your target audience, you can refine your targeting by selecting the most dominant motivation and then start developing your score model.

Score model
In every game, players need to take actions to get rewarded. When developing a game for employees, it’s most effective to begin by searching for scenarios and dilemmas in your employees’ daily work life. I gathered scenarios for a game I developed for a major bank by interviewing bank employees and managers about everyday occurrences that happen in the organization. To make a game interesting, players must always choose between options, and each choice has to lead to a different outcome. Based on a scenario I gathered from the bank employees, one challenge within the game was about trust. Employees had to determine whether or not they trusted another employee to get money from the cash machine. Pressure mounts in the game as the line of clients grows. The correct choice for this scenario depends on the values of the organization. If efficiency is one of the organization’s values, then the employee should let someone else get the cash.

For each challenge in a game you must provide players with options for action. Then you must translate these actions into a score model or a tree of choices that lead to certain results.
Games are an effective tool for communication because they actually change people’s behavior. So stop conducting workshops and producing booklets that nobody will read, and start playing games at work!

Check out some of the projects I did in the past years here.

Gamification according to Amy Jo Kim at Casual Connect

Friday Fun #125 Thanks to Daneboe

BBC – Social TV examples by Ex Machina

Some inspiring examples of how TV can become interactive through the second screen…

Game or History lessons? Assassin's Creed III

I never heard of ‘the Boston tea party’ until last year when a friend of mine was making jokes about it. As it turned out he studied American History in the past and he explained what it was. It happens to be so, that in the game Assassin’s Creed there is a great deal of history as well. I noticed in Assassin’s Creed II and Revelations that you can learn a lot from all the buildings you climb, the different guilds and historical figures throughout the game and I am happy to see that Ubisoft is continuing to teach us more and more about history through their fantastic game Franchise: Assassin’s Creed. A violent game? Maybe. An action-packed game? For sure. A game in which we can learn what different religions and cultures have meant for our history today? Experiencing personal reflection of our  thoughts throughout the game? Definitely. Check out the video and you’ll understand what I mean…

Friday Fun #124: Dorkly again!

'Pay per Bullet' in Call of Duty 5?

It may sound strange to you, but it makes perfect sense to me!

Yesterday I was in a meeting with pwc (formerly known as Price Waterhouse Coopers), Activision (publisher of Call of Duty) and many other game-related companies to discuss the evolution of the games market in a broader perspective. pwc presented the sales figures of the gaming industry and we discussed the future of gaming and potential revenue streams.

Call of Duty is about to be launched in China, retail price: €0,-. What? Yep – a free-to-play version of the game! But how will they make money? By in-game transactions of course!

What surprises me is that first person shooters are still made for a broad audience varying from 13 year old kids up to guys my age, who -evidently – become less agile and desire a different type of gameplay. Speaking for myself I would really love to play a shooter like Battlfefield 2 again, where a commander and other roles can be played by the more ‘strategic / tactical’ players. I love RTS games like Command & Conquer or rather – Cossacks or Total War. Why can’t I deliver additional income to my team while playing an RTS so my ‘soldiers’ in Call of Duty, Counter Strike or Battlefield 4, can fight a war that I am funding?!
Sorry… this is beyond the point I wanted to make…

What I wanted to state here is that I, being 38 year old, would LOVE to be able to BUY a better gun instead of having to play over 300 hours to become a level 60 soldier. I would LOVE a game that required you to BUY bullets, grenades and a car, so gamers wouldn’t just ‘spray and play’ and throw numerous of grenades that kill me each time I respawn. I would LOVE to play a game where there are NO 14 YEAR OLD cheaters… but guys that are my age and play the game on a Monday evening while chatting on Skype and making silly jokes while at it… 😉 I know that Steam (the online webshop and social network for PC Gamers) could make the difference here!

In the end I think publishers can earn even more money than the ‘€60’ at once, by letting me play the game for free, but making me pay for bullets, gear, power ups, etc. Of course there should be a ‘balanced’ outcome in the sense that it can never be the case that ‘the richest’ player wins, but I think it could be an interesting test. Why not make a ‘limited edition assault rifle’ or ‘concept weapons’ that are available to just 1.000 players. Why not start with making players pay for bullets, grenades and in-game extra’s in a ‘free to play’ game? Why not letting me ‘pay per level’ instead of shoving a full game through my throat?

Let me know what you guys think!

Friday Fun #123 – Delivered by Dorkly Bits

PlayStation 3 – The Third

The new PlayStation 3 has been announced. It will come to market in two appearances:

1. A 500 GB version

2. A 12 GB Flash Memory version on which you can connect an external Hard-Disk Drive.

The press release does not mention ‘cloud-gaming’ at all, but I would expect that the ‘flash-based’ version is all around that… ? It also surprises me that there is no mentioning of PlayStation+ in this release…? Not even the logo on the box….?

Completely  redesigning the internal design architecture,  the internal volume and weight of the new PS3 is reduced by more than half compared to the very first PS3 model with a 60GB HDD. By adopting a sliding disk cover, the new PS3 continues with the characteristic sleek curved simple body design, which fits various places in the home and enables users to enjoy an array of entertainment content.

Since the launch of PS3 in November 2006, the number of BD-based titles has reached more than 3,300 titles and downloadable PS3 games to 4,100 titles worldwide, with the support from a broad range of third party developers and publishers.

Mark Zuckerberg at Tech-Crunch's Disrupt 2012

What is Mark Zuckerberg’s view on Facebook’s IPO, what does the future of social media hold in store?

The first interview with Mark Zuckerberg after the IPO launch of Facebook in 2012. It’s a bit blurry from time to time and the sound isn’t that well, but it’s worth watching if you LIKE Facebook… ;-P