Gamification pecha kucha “lyrics”
The goal of conference gamification
Is creating learning magnification.
A second objective from my perspective
Is making attendee engagement effective.
The GMIC took a chance on this theory
(Admitting that some Directors were leery.)
Reeves and Read wrote the book Total Engagement
The concepts from which we thought were just brilliant.
Bringing games into work gives excitement and focus
An environment where fun and success are the locus.
The conference became an experimental canvas
To make it all work we gave it our damndest.
The design team used the rules of improvisation
Nothing too weird, too big or too brazen
The design team thus discovered firsthand
The incredible power of using “yes…and!”
The collaboration team dreamed up the first concepts
In edits and additions the collision team were adepts.
Ten concepts of gaming
(Reeves and Read are claiming)
Which we then freely annexed
Include leaders and feedback and narrative context.
Rank/reputation, teams and time pressure
We used all three just for good measure.
Marketplace, avatars, parallel communication
And competition then completes our relation.
Slide 5 (Leadership)
People play games to compete and explore
To socialize, achieve and keep score.
Leadership comes to those who perform well
Players with merit and skill then excel.
Unlike the “real world” we come to adore
The opportunity to give just a little bit more.
Slide 6 (Stories + Avatars)
Narrative context is the telling of stories
Giving us scope for our conference bound journeys.
Stories are human, complex and emotional
Coupled with roles they become truly vocational.
Defining their roles and the actions they take
Drama, excitement and memory awake.
Slide 7 (Feedback)
Psychology tells us that people crave feedback
To decide on our actions, forward or backtrack.
Authority feedback can make one resentful
Passive, aggressive or occasionally fretful.
In gaming, however, that feedback is valued
Our goal is now clearer, our energy renewed.
We see the change happen in front of our eyes
Behaviour adapts; new strategy’s devised.
Slide 8 (Rank)
Our rank in the game is hard to spoof
A number is shown as positive proof.
Games can enhance our good reputations
Ensuring in future good business relations.
Transparent and instant with relevant facts
Our rank is consistent with immediate acts.
Rank is a marker for those in the lead
To identify skills with immediate speed.
Slide 9 (Marketplace)
A marketplace lets us place value and trade
Items we desire or need to upgrade.
GMIC tried an approach most innovative
With sponsors and partners we became integrative.
Our stories were written with partners in mind
Specific feedback those sponsors would then find.
This approach was not fully successful
Perhaps in the future this might be more fruitful.
Slide 10 (Competition)
Competition engineers excitement and a goal
The winners need to use strategy and control.
Rules should be simple and allow reinforcement
To ensure that everyone gives their endorsement.
Rules help develop a sense of control
And ensure one team can’t use a loophole.
Teams are the glue that hold it together
People are wired to be birds of a feather.
Survival depends on the connections we make
In business relations, there’s even more of a stake.
I win when you win and you win when I win
Engagement is something created within.
The team competition was fierce in Portland
Where Team Oak made the best use of broadband.
But Teams Hickory and Magnolia departed as winners
Leaving the others despairing, with whimpers.
Yet still sometimes I hear a quiet, brief whisper
Team Oak was the best! Arises on Twitter.
Teams provide instant networks of teammates
Vanquished are cliques you before had to infiltrate.
In meetings and events that can be quite a problem
Where loners and unknowns are just so much flotsam.
GMIC designed it so attendees became players
With a network of friends, they also were stayers.
Slide 14 (Parallel Communication)
Written and spoken and tied with an app
Parallel communication left no big gap.
Players could find what they needed to see
And get to the places they needed to be.
Communication options were many and fast
Private in nature or a public broadcast.
Slide 15 (Time)
Time pressure is something we are all of us under
A three-day conference leaves us no room to blunder.
Can we win, do you think? Do we know enough things?
These questions time pressure brings under its wings.
In work and in life we may not have the time
To make things perfect, to make them ALL rhyme.
But we do what we can with what we’ve been given
Sessions and cases and curveballs unbidden.
We use what we know and thoughts in our headspace
Practicing skills that are valued in everyone’s workplace.
Collaboration, problem solving and even risk-taking
These skills are essential to leaders in the making.
The conference was not perfect, we don’t claim that it was;
It doesn’t solve all our problems, we don’t say that it does.
But it influenced the thinking of many who plan
Meetings and events and others who can.
We hope that you all learned a little from us
(Admittedly, we enjoyed all the fuss).
For those who like playing and serious fun
The conference will offer a similar run.
But for those who don’t like it or tend to run screaming
From teammates and Twitter and players a beaming
There will be other options in Montreal forming
Our design team is ready to do some brainstorming.
In fact if you come some things that you’ll find
Include optional gaming and teams not assigned.
Twitter and tweeting and other distractions
Will be reduced in the future to focus our actions.
But learning and gaming and sustainable meetings
All have a part in our Montreal greetings.