The Future of Wellness Training - Gamification with Claire Herring

Post on 06-May-2015

699 Views

Category:

Health & Medicine

1 Downloads

Preview:

Click to see full reader

Transcript

The Gamification Of Wellness

April 18, 2013

Presenter: Claire G. Herring

Is Gaming a Fad?

No.

When Atys was king of Lydia in Asia Minor 3000

years ago….

Gaming Facts

69% of heads of household play computer or video games

97% of children play computer and video games

40% of gamers are women

The average gamer is 35 years old and has been

playing games for 12 years.

What is Gamification?

A technique designed to engage and motivate people to learn new information and solve problems.

An Incomplete History of Gamification

1937 1984 2007 2009 B.F. Skinner’s

system of operant conditioning

Charles Coonradt “Grandfather of Gamification”

Created and released in Japan.

22 million sold worldwide.

Local commerce, social-networking

application

Why Gamification? What are the Pain Points?

• Lack of Employee/Consumer Engagement • Lack of Knowledge Transfer • Lack of Behavior Changes

Just Around the Corner

70% of Global 2000 Companies will use

Gamification Solutions by 2015

Gartner Inc., 2012.

The Gamification of Wellness Today

But the Bigger News is…

80% of Current Gamified Applications Will Fail to Meet

Business Objectives Due to Poor Design

Gartner Inc., 2012.

Game Design is Tricky

• Lots of Ways to “Get it Wrong” • Mismatching incentives with irrelevant behaviors • Over-doing gaming • Leaving loop-holes

Poorly-designed reward systems can cheapen the learning experience

Wellness Training Now and in the Future

Present

Future

Formal corporate wellness programs Wellness is primarily physical wellness LMS of wellness information, newsletters…

Culture shift to lifestyle wellness Mental wellness goes mainstream Gamified, self directed, informal learning opportunities

Designing for Success

1. What’s the objective? 2. How much time are you being given to train? 3. Where do your users work (on-the-go, sitting)? 4. How will you measure success?

5 Elements of Great Games

1. Self-representation with avatars 2. Offers feedback 3. Competitive features 4. Time Pressure 5. Social interaction

Using Science to Design a Better Training Application

• 70% of all new learning occurs informally. • Extrinsic motivation doesn’t necessarily work. • People can retain about 4 new pieces of information. • Novel activities improve recall and knowledge

transfer. • Coupling pictures with facts improves retention. • Visual thinking speeds problem solving.

Gamifying - Build versus Buy

• Cost • Core Competency • Resources • Timing

Questions and Discussion

Thank You! Claire Herring

Claire.Herring@BlueOceanBrain.com

top related