Lunchtime talk on gamification giving an introduction to the neuroscience and psychology behind it, along with some interesting examples. Talk given by Pete Jenkins at VR and immersive digital experts MAKE [REAL] in Brighton UK on 1st July 2019.
Serious Play: How to use gamification to boost employee and customer engagement
1. P E T E J E N K I N S @
M A K E [ R E A L ]
SERIOUS PLAY:
HOW TO USE GAMIFICATION
TO BOOST EMPLOYEE AND
CUSTOMER ENGAGEMENT
2. ABOUT PETE
• CEO – GAMIFICATION+ LTD (BOFTA 2018 Award
Winner)
• Export Champion – Department for InternationalTrade
• Entrepreneur in Residence - University of Brighton
• Advisory Board Member – Brighton Business School
• Chair - Gamification Europe Conference
• Founder – Gamification Awards
• Practice Director, Gamification - Intelestream Inc
• Ambassador - Brighton & Hove Chamber of Commerce
• Guest Lecturer – King’s College London & ESCP Europe
4. Gamification is the process of making
activities more game like
(Re)Defining Gamification: A Process Approach
Werbach (2014)
5.
6. A. 100 million
B. 1 billion
C. 10 billion
Activision Blizzard’s players racked up how many
hours of play time in 4th Quarter 2017?
A. 1 billion
B. 14 billion
C. 29 billion
7. What percentage of video game players in the
UK (in 2014) are female?
A. 27%
B. 41%
C. 52%
8. “UX design is
about removing
problems from the
user. Game design
is about giving
problems to the
user”
Raph Koster
24. P E T E . J E N K I N S @ G A M I F I C A T I O N P L U S . U K
H T T P S : / / G A M I F I C A T I O N P L U S . U K
@ G A M I F I P L U S @ P E T E J E N K I N S