Notes: Boston User Group - December 1, 2016

Document created by KirstenL on Dec 1, 2016Last modified by rob.ryan on Dec 15, 2016
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Follow-up events:

(December 7, 2016)

Attendees: largely internal, mostly young (<1yr-2yrs)


Examples of External Communities with Gamification relevant to company culture:

Welcome |THWACK

Space: Topliners | Oracle Community

Welcome | EngineerZone (lallison's community at Analog)


(IDEA) Look for opportunities to tie internal (employee) and external (customer)


Examples of Internal Communities with Gamification

Medidata's Presentation and Notes -- NY/NJ User Group, June 18, 2015 (MediFaces - flash card game for learning and remembering faces/roles of fellow employees)


*Tie to Advocate Strategy / Champions Program


Gamification: drive desired behaviors... so, what are your desired behaviors?

  1. Desired Behaviors
  2. Audience/Culture (personas / player types - sentiment, goals & objectives, influences, activities -- what would resonate with users?)
  3. Available Rewards (points, gift cards, swag, access, etc.)
  4. Venue/System

Action --> Behavior --> Reward


WIIFM *what's in it for me?*


Bartle Test:



*Doesn't have to be a new behavior - could be amplification of existing behaviors

*Doesn't have to be a long-term/recurring behavior - can be a short term/event specific behavior


Behavior draw: closed/gated - idea of rarity and exclusivity


Best Practice:

Start with quick wins, then build upon that as they move up the path of growth and define the classifications of levels as something that resonates


Pitfalls and Concerns: #1 = doing something for the sake of doing it

Poor strategy (gamification for gamifications sake - it needs a plan)

Too much focus on extrinsic rewards


Watch out for: inferred level of expertise - what does their gamification level indicate? actual expertise/performance?