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Masterclass - Experiencia del Jugador (UX)

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6to Encuentro-Certificación en Gamificación 

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6to Encuentro-Certificación en Gamificación 

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6to Encuentro- Certificación en Gamificación

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Imma Marin en su libro "¿Jugamos" presenta el ludómetro para medir la actitud lúdica.

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5°Encuentro - Certificación en Gamificación

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5°Encuentro - Certificación en Gamificación

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5°Encuentro - Certificación en Gamificación

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Yu-kai Chou - Learn how to use Gamification to make a positive impact on your work and life

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This post is a high-level introduction to Octalysis, The Gamification Framework I created Octalysis is a powerful Gamification Framework created after extensive research and study by its creator over 17 years.

Gamification, a design approach centered around human motivation, takes elements from games and applies them to real-world activities. Octalysis emphasizes "Human-Focused Design" instead of mere functionality, optimizing human motivation and engagement within a system.

The framework comprises 8 Core Drives represented by an octagon shape, including Epic Meaning & Calling, Development & Accomplishment, Empowerment of Creativity & Feedback, Ownership & Possession, Social Influence & Relatedness, Scarcity & Impatience, Unpredictability & Curiosity, and Loss & Avoidance. By understanding and implementing these Core Drives, designers can create engaging experiences that cater to intrinsic motivators and promote positive user experiences.

What is Gamification?
Gamification is a design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to "function-focused design").
Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. Click To Tweet

Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. This process is what I call "Human-Focused Design," as opposed to "Function-Focused Design." It's a design process that optimizes human motivation in a system, as opposed to pure efficiency.

The Challenges with Function-Focused Design

Most systems are "function-focused," designed to get the job done quickly. This is like a factory that assumes its workers will do their jobs because they are required to. However, Human-Focused Design remembers that people in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore optimizes their feelings, motivations, and engagement.

Why Gamification drive human behavior?

The reason we call it Gamification is that the gaming industry was the first to master Human-Focused Design.

Games have no other purpose than to please the individual playing them. Yes, there are often "objectives" in games, such as killing a dragon or saving the princess, and sometimes saving a dragon, but those are all excuses to simply keep the player happily entertained.

Since games have spent decades (or even centuries depending on how you qualify a game) learning how to master motivation and engagement, we are now learning from games, and that is why we call it Gamification.

So in the past decade, I have been digging deep into forming a complete Gamification framework to analyze and build strategies around the various systems that make a game fun.

I saw that almost every game is fun because it appeals to certain Core Drives within us that motivate us towards certain activities. I also noticed that different types of game techniques push us forward differently: some in an inspiring and empowering way, while some in a manipulative and obsessive manner. I drilled down to find what differentiates one type of motivation from another.

The result is the Gamification Framework called Octalysis, designed as an octagon shape with 8 Core Drives representing each side.

With many years of trials and adjustments, I believe that besides a ninth hidden Core Drive called "Sensation," everything you do is based on one or more of the 8 Core Drives.

The 8 Core Drives of Gamification

Epic Meaning & Calling is the Core Drive where a player believes that he is doing something greater than himself or he was "chosen" to do something. A symptom of this is a player that devotes a lot of his time to maintaining a forum or helping to create things for the entire community (think Wikipedia or Open Source projects). This also comes into play when someone has "Beginner's Luck" - an effect where people believe they have some type of gift that others don't or believe they were "lucky" to get that amazing sword at the very beginning of the game.

Development & Accomplishment is the internal drive of making progress, developing skills, and eventually overcoming challenges. The word "challenge" here is very important, as a badge or trophy without a challenge is not meaningful at all. This is also the Core Drive that is the easiest to design for and coincidently is where most of the PBLs: points, badges, and leaderboards mostly focus on.

Empowerment of Creativity & Feedback is when users are engaged in a creative process where they have to repeatedly figure things out and try different combinations. People not only need ways to express their creativity, but they need to be able to see the results of their creativity, receive feedback, and respond in turn. This is why playing with Legos and painting are fun in-and-of themselves and often become Evergreen Mechanics, where a game designer no longer needs to continuously add more content to keep the activity fresh and engaging.

This is the drive where users are motivated because they feel like they own something. When a player feels ownership, she innately wants to make what she owns better and own even more. Besides being the major Core Drive for wanting to accumulate wealth, this deals with many virtual goods or virtual currencies within systems. Also, if a person spends a lot of time customizing her profile or her avatar, she automatically feels more ownership towards it too. Finally, this is also the Core Drive that makes collecting stamps or puzzle pieces fun.

This drive incorporates all the social elements that drive people, including mentorship, acceptance, social responses, companionship, as well as competition and envy. When you see a friend that is amazing at some skill or owns something extraordinary, you become driven to reach the same level. Also, it includes the drive we have to draw closer to people, places, or events that we can relate to. If you see a product that reminds you of your childhood, the sense of nostalgia would likely increase the odds of you buying the product. This Core Drive is relatively well-studied too, as many companies these days are putting a lot of priority on optimizing their online social strategies.

This is the drive of wanting something because you can't have it. Many games have Appointment Dynamics (come back 2 hours later to get your reward) - the fact that people can't get something right now motivates them to think about it all day long. This is the Core Drive utilized by Facebook when it first started: at first it was just for Harvard. Then it opened up to a few other prestigious schools, and eventually all colleges. When it finally opened up to everyone, many people wanted to join because they previously couldn't get into it.

Generally, this is a harmless drive of wanting to find out what will happen next. If you don't know what's going to happen, your brain is engaged and you think about it often. Many people watch movies or read novels because of this drive. However, this drive is also the primary factor behind gambling addiction. Also, this Core Drive is utilized whenever a company runs a sweepstake or lottery program to engage users. The very controversial Skinner Box experiments, where an animal irrationally presses a lever frequently because of unpredictable results, are exclusively referring to the Core Drive of Unpredictability & Curiosity, although many have misunderstood it as the driver behind points, badges, and leaderboard mechanics in general.

This Core Drive is based upon the avoidance of something negative happening. On a small scale, it could be to avoid losing previous work. On a larger scale, it could be to avoid admitting that everything you did up to this point was useless because you are now quitting. Also, opportunities that are fading away have a strong utilization of this Core Drive, because people feel like if they didn't act immediately, they would lose the opportunity to act forever.

Within Octalysis, the Core Drives on the right are Right Brain Core Drives, being more related to creativity, self-expression, and social aspects.
Note: the Left Brain/Right Brain Core Drives are not considered true brain science; they are merely symbolic as it makes the framework easier and more effective when designing. It's useful dividing things up between the logical and the emotional, and I just named them Left Brain/Right Brain Core Drives so people can remember them easily.
The Core Drives on the left are Left Brain Core Drives, being more associated with logic, calculations, and ownership.

Interestingly, Left Brain Core Drives are Extrinsic Motivators - you are motivated because you want to obtain something, whether it be a goal, a good, or anything you cannot obtain; on the other hand, Right Brain Core Drives are Intrinsic Motivators: you don't need a goal or reward to use your creativity, hang out with friends, or feel the suspense of unpredictability - the activity itself is rewarding on its own.

This is important because many companies aim to design for motivation based on Extrinsic Motivators, such as rewarding users at the end. However, many studies have shown that once you stop offering the extrinsic motivator, user motivation will often decrease too much lower to before the extrinsic motivator was first introduced.

Companies should design experiences that motivate the Right Brain Core Drives, making something in itself fun and rewarding, so users continuously engage in the activity.

Another element to note within Octalysis is that the top Core Drives in the octagon are considered very positive motivators, while the bottom Core Drives are considered negative motivators.

Techniques that utilize the top Core Drives are called "White Hat Gamification", while techniques that utilize the bottom Core Drives are called "Black Hat Gamification".

If something is engaging because it lets you express your creativity, makes you feel successful through skill mastery, and gives you a higher sense of meaning, it makes users feel very good and powerful.

On the other hand, if you are always doing something because you don't know what will happen next, you are constantly in fear of losing something, or because there are things you can't have, even though you would still be extremely motivated to take the actions, it can often leave a bad taste in your mouth.

The problem with Zynga games, according to the Octalysis framework, is that they have figured out how to do many Black Hat Game Techniques, which drive up revenue numbers from users, but it doesn't make users feel good. So when a user is finally able to leave the system, they will want to, because they don't feel like they are in control over themselves, just like gambling addiction.

Keep in mind that just because something is Black Hat doesn't mean it is necessarily bad - these are just motivators - and they can be used for productive and healthy results or malice and manipulative ones. Many people voluntarily submit themselves to Black Hat Gamification in order to go to the gym more often, eat healthily, or avoid hitting the snooze button every morning.

A good Gamification expert will consider all 8 Core Drives as a positive and productive activity so that everyone ends up happier and healthier.

How to apply Octalysis to actual systems

Now that we have the Gamification Framework laid out, the next step is to figure out how to utilize this framework.

Generally, any good and engaging product or system will have at least one of the Core Drives listed above.

The way to use Octalysis is to identify all the game mechanics that are used to appeal to each Core Drive and list it next to the Core Drive of the Octagon.

Afterwards, based on how strong these game mechanics are, each side of the Octagon will expand or retract.

If a side crosses the inside Octagon, then that side is extremely weak and the Gamification expert needs to improve on that area.

Of course, this is all very abstract, so let's look at a few examples.

A few Gamification examples with Octalysis

Here's an Octalysis did for a few products online:

And this is just Level 1 Octalysis

20 years of Gamification study and implementation resulted in a very robust framework that can become actionable towards driving higher user metrics. As people get more and more advanced in Octalysis, they can learn higher levels (up to 5 Levels...there are only a handful of people in the world who know what level 4 and above), which incorporates much more advanced design principles and in-depth analysis.

Level 2 Octalysis

Discovery (why would people even want to start the journey)

Onboarding (how do you teach users the rules and tools to play the game)

Scaffolding (the regular journey of repeated actions towards a goal)

Endgame (how do you retain your veterans).

Factoring in the 4 Phases of a Player's Journey Getting a feel about what players feel across the journey.
Once level 1 is mastered, one can then apply it to Level 2 Octalysis, where we try to optimize experience throughout all four phases of a player's journey:

Level 3 Octalysis
Pushing up a level further - Factoring Bartle's Player Type This way the Gamification Designer can feel that there's something for everyone at every stage.
Once you mastered Level 2 Octalysis, you can then push it one level higher to Level 3 and factor in different player types, so you can begin to see how different types of people are motivated at different stages of the experience.

The Octalysis Tool

Many fans of Octalysis over the years have helped contribute to making the framework more available to the public. They made an Octalysis Tool, which is not 100% perfect from an UX standpoint, but it has been a very useful tool for my clients and many people practicing Octalysis. Click here to check out the Octalysis Tool.

The Long Journey to GOOD Gamification

As you can see, creating a rich gamified experience is much more than simply slapping on various game mechanics to existing products. It's a craft that requires a lot of analysis, thinking, testing, and adjusting.

While there are 5 Levels in total, Level 1 is usually sufficient for the majority of companies trying to create a better-designed gamified product and experience. Higher Level Octalysis processes are there for organizations that are truly committed to making sure that they push their metrics in the right direction while improving the longevity of a gamified system. Many games are only popular for 3-8 months, but ones that have good Endgame design can last decades or even centuries.
Check out the video walk-through of the 8 Core Drives Check out the video walk-through of Octalysis
If the world adopts good gamification principles and focuses on what truly drives fun and motivation, then it is possible to see a day where there is no longer a divide between things people must do and the things they want to do. All people have to do is play all day. This way, the quality of life for everyone will be significantly higher, companies will perform better because people actually want to do the work, and society overall will become more productive. This is the world that I have dedicated my life to enabling.

Watch all of the videos in the Gamification Video Guide here.

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The Octalysis Framework for Gamification & Behavioral Design

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Gamification Design, With 8 Principal: Epic Meaning ,Accomplishment, Empowerment of Creativity, Ownership, Social Influence, Scarcity, Unpredictability & Loss.

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4°Encuentro - Certificación en Gamificación

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3° Encuentro - Certificación en Gamificación

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3° Encuentro - Certificación en Gamificación

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2° Encuentro - Certificación en Gamificación

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2° Encuentro - Certificación en Gamificación

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2° Encuentro - Certificación en Gamificación

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1°Encuentro - Certificación en Gamificación

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1°Encuentro - Certificación en Gamificación

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1°Encuentro - Certificación en Gamificación

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Proyecto: "Diseña tu proyecto Gamificado"

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Proyecto: "Diseña tu proyecto Gamificado"

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Y si de innovaciones y creatividad se trata...

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Y si de innovaciones y creatividad se trata...

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La creación de un mercado único digital en Europa ofrece grandes posibilidades para consumidores y empresas. Según la Comisión Europea, podría añadir unos 415.000 millones de euros anuales a la economía, crear empleos y aportar mejores servicios a la UE. Desde mis responsabilidades como Director de Nuevos Negocios Digitales de BBVA, creo fervientemente que el tema de los servicios financieros es una parte fundamental de esta visión y la regulación tiene un papel crucial para hacerlo realidad.

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En los últimos años, la gamificación ha tenido un gran protagonismo en el mundo corporativo y se ha convertido en una herramienta de 'enganche' de las empresas para llegar a sus clientes (actuales o potenciales). El principio es sencillo, transmitir un mensaje de manera entretenida para asegurar la interacción con el usuario.

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¿Qué pasaría si pudieras tener esto en cuenta antes de tomar medidas para asegurarte de que la acción elegida es la correcta?

Y, mejor aún, ¿qué pasaría si pudieras hacer esto con un método científico en lugar de solo con conjeturas u "olfato"?

Comprender cómo es probable que las personas reaccionen a tus elecciones, es importante en muchas áreas de negocio e incluso en tu vida personal.

Por ejemplo, imagina que estás compitiendo en un mercado con un pequeño número de otras empresas, donde, si puedes anticipar sus movimientos, entonces puedes eliminar algunas de sus opciones o superarlos cuando hagan sus movimientos.

La teoría de juegos te brinda las herramientas que necesitas para pensar en esto y debieras utilizarla cuando es probable que tu éxito esté influenciado por las acciones de otros, cosa que en los mercados competitivos sucede todo el tiempo.

¿Qué es la teoría de juegos?

La teoría de juegos es un intento racional de predecir el comportamiento.

Se aplica en situaciones en las que el éxito de un individuo al tomar decisiones depende de las decisiones de los demás.

Los modelos simples incluyen un grupo de jugadores, una definición de las acciones que esos jugadores pueden elegir y las recompensas de esas acciones, es decir, cuánto ganará o perderá cada jugador por cada combinación de acciones.

Los fundamentos de la teoría de juegos fueron definidos en 1944 por John von Neumann y Oskar Morgenstern en su libro, " Teoría de juegos y comportamiento económico".

Para usarla, como los buenos jugadores de ajedrez, tendrás que pensar en la futura jugada posible, y las que puedan dispararse como respuesta a partir de esa, en cadenas tan largas como tu imaginación e intelecto lo permitan.

Cada jugada implica un costo y un beneficio, y el análisis de esto te dará una imagen de lo que cada jugador obtiene, ya que, a diferencia del ajedrez, la competencia no se limita a dos participantes.

Los teóricos de los juegos asumen que los jugadores son racionales, pero, existe una inmensa red de conexiones que acompañan a la racionalidad, y que a menudo quedan marginadas, características tan comunes e importantes como la emoción, la feminidad y la empatía, cosa que un buen analista no debiera hacer.

Para no asustarte, en general, y para facilitar el análisis, en el uso de la teoría de juegos solo se toma la racionalidad económica de las acciones y las expectativas racionales en cuanto a los mercados, como restricciones a la hora de modelar.

Un aspecto crucial de la especificación de un juego involucra la información que tienen los jugadores cuando eligen estrategias.

Los juegos más simples, desde la perspectiva de la estructura lógica, son aquellos en los que se supone que los jugadores tienen información completa y perfecta, lo que significa que, en cada punto donde la estrategia de cada uno plantea una acción, se sabe todo lo que ha sucedido en el juego hasta ese momento.

Aquí nuevamente, como el ajedrez, los jugadores han seguido toda la acción y conocen las reglas en común.

Por el contrario, los juegos más complejos asumen información imperfecta o incompleta, donde no sabemos qué elecciones han tomado los otros jugadores, por lo que deberíamos plantear todas las posibles para ver en qué condición llegan al punto en que estamos.

Podríamos complicar esto mucho más, pensando en la cadena de acciones futuras de cada jugador y nuestras posibles respuestas, pero creo que lo explicado es suficiente para entender los beneficios de usar esta teoría, y más o menos de qué se trata, aunque el que quiera usarla deberá profundizar mucho más, y/o llamar a un experto que lo ayude.

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Teoría de juegos: Usar la razón para predecir el futuro

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¿Qué pasaría si pudieras tener esto en cuenta antes de tomar medidas para asegurarte de que la acción elegida es la correcta? Y, mejor aún, ¿qué pasaría si pudieras hacer esto con un método científico en lugar de solo con conjeturas u "olfato"?

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HEXAD: marco de tipo jugador para el diseño de gamificación

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HEXAD: marco de tipo jugador para el diseño de gamificación

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[October 2018 Update] Another great study has come out from the HCI guys, it can be found here Empirical validation of the Gamification User Types Hexad scale in English and Spanish
Another very misunderstood yet overused metaphor from game design that we use in gamification is Bartle's Player Types [1]. What follows is an attempt to create something similar to Richard Bartle's player types, but for gamified systems.
How to Reference?

APA format citation:

Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 65-80). CreateSpace Independent Publishing Platform.

In this model, there are six types of users described (at a basic level). There are four basic intrinsic types; Achiever, Socialiser, Philanthropist and Free Spirit. They are motivated by Relatedness, Autonomy, Mastery and Purpose [2][3][4] - RAMP. The other two types, whose motivations are a little less black and white are Disruptor and Player. The images below show the basics.

In brief

Socialisers are motivated by . They want to interact with others and create social connections.

Free Spirits are motivated by Autonomy and self-expression. They want to create and explore.

Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome.

Philanthropists are motivated by . This group are altruistic, wanting to give to other people and enrich the lives of others in some way with no expectation of reward.

Players are motivated by . They will do what is needed of them to collect rewards from a system. They are in it for themselves.

Disruptors are motivated by Change. In general, they want to disrupt your system, either directly or through other users to force positive or negative change.

Players are happy to "play" your game, where points and rewards are up for grabs. Disruptors want nothing to do with it and the others need a bit more to keep them interested. This looks a bit like this

The point of these types is to give gamification designers a simple framework to think about the types of people they may have using their system. It is essential to keep in mind that people can not be broken down into simple categories like this, they will likely display most if not all of these traits in varying degrees. You need to design to encourage the behaviours that will give your system the best outcome, whilst engaging users. These types can help with that.

Intrinsic User Types

Socialisers (as in the original Player Type) are the ones who want to interact with others. They like to be connected to others. They are interested in parts of the system that help them do this. These are the ones will evangelise your internal social networks. Most motivated by the social connections aspects of relatedness.

Free Spirits like to have agency. They have two basic subtypes, Creators and Explorers. Explorers don't want to be restricted in how they go through their personal journey, to explore the system. They are also likely to find the most holes in a system. Creators want to build new things.They will have the fanciest avatars and create the most personal content. They seek self-expression and .

Achievers are the ones who want to be the best at things or, at least, be achieving things within the system. They want to get 100% on the internal learning system. They do this for themselves and are probably not that bothered with then showing off to others about it. (This differs from the original definition, but I could not think of a better word!!). Will compete with others, but as a way to become better than others. The system provides the platform, other "players" are just things to be overcome and mastered. May also be motivated by status as a representation of their personal achievement They need a system that will enrich them and lead them towards .

Philanthropists want to feel that they are part of something bigger. They want to give to others but expect nothing in return. These are the ones who will answer endless questions on forums, just because they like to feel they are helping. They want a system that allows them to enrich others and feel a sense of altruism and .

Player (Extrinsic) User Sub-Types

Self-Seeker: This group of users will act in a similar way to Philanthropists. They will answer people's questions, share knowledge and be helpful - but for a cost. If there is no reward, don't expect them to get involved! They can be useful, however, if they are being asked to get involved for rewards, expect quantity over quality!

Consumer: Consumers will do what is needed to get rewards. If that requires them to learn new skills or take on challenges (like an Achiever), then they will do it. However, if they can get rewards for just doing what they were already doing - even better. Think of them as the ones who will enter competitions just for the prize or who shop at one store just for the loyalty programme.

Networker: Where a Socialiser connects to others because they are looking for relatedness, Networkers are looking for useful contacts that they can gain from. They follow the big influencers on social networks, not because they are interested in them, but because they hope it will get them noticed, increase their influence and lead to a reward.

Exploiter: Like Free Spirits, these guys are looking for the boundaries of the system, where they can go and what they can do. However, for them, it is a way to find new ways to rewards. If they find a loop-hole, don't expect them to report it unless they feel others are earning more than them exploiting it! They are the most likely to exploit the system (you could say cheat!). They are also the people who will build things just to sell. Think of Second Life. Loads of people started to build things - some realised that as well as being fun, they could make some money from selling items. For a few this turned into a way of making a living. They stopped making things for fun and just made them for profit.

The Player User Type is important to recognise as most people coming into a gamified system are probably there initially due to rewards (points, prizes etc). The trick is to try and convert them from being reward oriented into intrinsically motivated users ( Socialiser, Free Spirit, Achiever, Philanthropist). There is some evidence to show that the extrinsic types will convert to their analogous intrinsic types (so Networker -> Socialiser etc) but it is not a dead certainty in all cases. Design for the intrinsic user types that benefit your system, but include reward paths for the onboarding process for best effect and greatest coverage.

Disruptor User Type and Sub-Types

Disruptors disrupt a system in some way. This may be by acting on users or on the system itself. As with the Player type, the Disruptor type is a group rather than a single type. However, I don't tend to go into the detail as the effect on your design is generally similar for all the variations of the type. Going into a deep dive, we get these 4 main types of disruptor:

Griefer: This is our Killer (yep, finally I have an answer for those who kept asking where it was!). I have chosen to use Bartle's description from his 8 types because this is the pure arsehole type. They want to negatively affect other users, just because they can. It may be to prove a point about the fact they don't like the system, it may just be for fun. They have no place in most gamified systems, so you need to find ways to either change their minds - or get rid of them.

Destroyer: This type of user wants to break the actual system directly. This may be by hacking or finding loopholes in the rules that allow them to ruin the experience for others. Their reasons again may be because they dislike the system or it may just be because they find it fun to hack and break things. If you can't convince them to at least convert to an Improver, then you have to get rid of them.

Influencer: These users will try to change the way a system works by exerting influence over other users. This is not to say they are a negative type, far from it. If they feel the system needs to change and you actually allow them a voice to help change it, they could become massive advocates. Make use of them or lose them - worse still the could end up switching to a Griefer!

Improver: Improvers will interact with the system with the best intentions in mind. They may hack it or find loopholes, but their aim is to change the system for the better. They are similar to the Free Spirit type, in reality, they want to have the chance to explore the system, find problems and try to fix them. Take care of these users as they can help you massively. Mistreat them and they may well become Destroyers.

As you can see, the Disruptor can be a complex type and whilst they make up a very small percentage of the overall user group, they can be very powerful. Handled correctly they could help improve your system, handled badly and they may destroy it.

Summary of the User Types

The Dodecad of User Types

The Dodecad is a visual summary of the 12 user types. Some have found it very useful for understanding the full picture, so you may as well! If you look at the chart, closer to 12 o'clock and 6 o'clock are the Player user types. 9 o'clock and 3 o'clock are the disruptors and the rest are the intrinsic types.

Appendix

Possible Interactions

All of these different user types have the potential to affect each other in your system. For example, Philanthropists are the parent figure. They are the ones who are likely to want to help anybody they can, no matter of the other person's motives. Exploiters, on the other hand, will make use of anyone and everything they can to get personal gain from the system. Socialiser and Networkers will wish to interact with people. Neither will be after anything from people directly. In the case of a networker, their reward comes from being connected; whereas the socialiser's reward is knowing you and interacting with you. Self Seekers have no real interest in the people within a system, they are just a means to an end (that end being the shiny shiny things). In a similar way, Achievers are not there for the people, they are there for self-enrichment. The big difference here is that the Self Seeker is the one who will collect badges and trophies in a system to show off their expertise to others. The Self-Seeker is very similar to the Bartle Achiever player type! Free Spirits and Consumers have the least impact on any of the other users. Their interests are purely personal, using the system to get what they want from it. Other users are of no direct interest to them.

How do you create a balanced system for all types of users?

The answer is, with great difficulty and it depends on the goals of your system. However, if you go back to when we just had five user types, Player and then Philanthropists, Socialisers, Achievers and Free Spirits, it becomes a little clearer. Create a system that appeals to the four basic intrinsic motivations and user types. Make it social, make it meaningful and give people some freedom. Then, integrate a well thought out reward system (points, badges etc.). If you do it this way around, you are not creating a system that relies on the rewards to run. That way, you get the intrinsically motivated people anyway and those that are there for rewards are catered for. It is important to keep in mind that you want more of the intrinsically motivated users if possible. These are the ones who will keep coming back, keep producing content or whatever else they are meant to be doing. Philanthropists and Achievers can both help a system thrive. Philanthropists want to help everyone. They want to answer questions and guide users. Achievers, depending on the type of system, may also wish to do the same. They are interested in being the best - at mastering things. They will want to give the best answer to a question, not so much to help the user, but to know they were the best. However, as their main aim is self-enrichment, they can also give very little back to as system aimed at teaching - which may be just what you want! Free Spirits tend to give very little back to the people if all the system allows them to do is explore. Too many of them and the social aspect of your system stands a good chance of not working. Give them the chance to be creative if you want to get anything back for others. Socialisers are great for evangelising a system and bringing more people to it, however, they don't add content to systems as much as other types can. Too many and all you have is a social network. Disruptors are generally unavoidable. They want to change the system and will find a way if they can. Make sure you have solid rules that can be enforced. If you don't want people to do something, make sure they system doesn't let them do it! Also, keep in mind, disruptors can work as improvers or destroyers - so they are not all bad and may actually help you improve the system! If the system is flooded with Players then you stand the chance of devaluing everything. They run the risk of generating lots of meaningless content, upvoting and liking just for the reward, abusing others in an attempt to network and so on. Keeping them involved in a controlled way can be time consuming and expensive, so look at creating a system that converts them to intrinsically motivated users!

Final Thoughts

A few final thoughts It is really important to keep in mind, this is all here to help clarify thinking. Real life is not as black and white, users will most likely display traits from multiple user types. But, they will usually have one that guides them more than the others. They are also likely to change user types as they get to know the system. In systems where rewards are used in the onboarding process but are phased out as the user becomes more capable, you will see them going from extrinsically "motivated" user types to intrinsically motivated types. This is when they realise that there is more to be gained from the system than just the points and badges. Finally, why not take the User Type Test and see which of the 6 types you may be?

References

[1] Bartle, R. a. (1999). Players Who Suit MUDs. Retrieved March 22, 2015, from http://mud.co.uk/richard/hcds.htm

[2] Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. The American Psychologist, 55, 68-78. http://doi.org/10.1037/0003-066X.55.1.68

[3] Pink, D. H. (2009). Drive: The surprising truth about what motivates us. Distribution (p. 256). Canongate. Most of the icons are available at game-icons.net. For more information, check the icons accreditation info here.

[4] Sigmund, K., & Hauert, C. (2002). Altruism. Current Biology. https://doi.org/10.1016/S0960-9822(02)00797-2

Usage / License

The User Types Hexad is free to use in an unmodified state for non-commercial purposes (research, education etc) with attribution. If you wish to use the Hexad or associated content for commercial purposes, all I ask is that you let me know so I can promote the work here! If you are interested in modifying anything here for your own purposes, again please get in touch and we can discuss it. Gamification User Types Hexad by Andrzej Marczewski is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

The concept of the Gamification User Types was born at the end of 2012, with my first official published version going live on the 30th of January 2013. It was with the help of Professor Richard Bartle that they truly went from mere idea to writing it all down here!

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HEXAD: A Player Type Framework for Gamification Design

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October 2018 Update] Another great study has come out from the HCI guys, it can be found here Empirical validation of the Gamification User Types Hexad scale in English and SpanishAnother very misunderstood yet overused metaphor from game design that we use in gamification is Bartle's Player Ty

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Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards.

When people invest time, effort, emotions or money, they will value the outcomes all the more.

General

Flow

Getting the perceived levels of challenge and skill just right can lead to a state of Flow. Balance is the key.

The Periodic Table of Gamification Elements

Most of the icons are available at game-icons.net. For more information, check the icons accreditation info here.

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Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards.

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Your browser does not support the video tag.

Si quieres saber más sobre esta tabla y cómo elegimos las apps y plataformas, da clic aquí.

Novedades en la versión 2.0

Más de 30 aplicaciones adicionales

2 nuevas categorías: Programación y Herramientas y recursos

En la categoría de Evaluación, ahora se incluyen también apps para Gamificación

Mejoras en el diseño e integración del Bloque F

Blog y redes sociales para que conozcas más sobre estas apps. Da clic en el icono + de cada app para ver las publicaciones disponibles. Se irá actualizando conforme publiquemos más contenido.

Para ir a la versión 1, da clic en V 2.0 en la esquina superior derecha de la tabla.

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Tabla periódica de apps y plataformas para profesores

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Your browser does not support the video tag. Si quieres saber más sobre esta tabla y cómo elegimos las apps y plataformas, da clic aquí. Más de 30 aplicaciones adicionales 2 nuevas categorías: Programación y Herramientas y recursos En la categoría de Evaluación, ahora se incluyen también apps para Gamificación Mejoras en el diseño e integración del Bloque F Blog y redes sociales para que conozcas más sobre estas apps.

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PLAY THINKING para transformar(nos) | Imma Marín y Esther Hierro

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PLAY THINKING para transformar(nos) | Imma Marín y Esther Hierro

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PLAY THINKING para transformar(nos) | Imma Marín y Esther Hierro

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Jugar para Cambiar el Mundo: Diego Ventura at TEDxDurazno

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Jugar para Cambiar el Mundo: Diego Ventura at TEDxDurazno

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Jugar para Cambiar el Mundo: Diego Ventura at TEDxDurazno

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Gamificación al servicio de la experiencia memorable | Oscar Garcia | TEDxIgualada

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Gamificación al servicio de la experiencia memorable | Oscar Garcia | TEDxIgualada

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Gamificación al servicio de la experiencia memorable | Oscar Garcia | TEDxIgualada

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El “error” como factor de aprendizaje: prueba + error + análisis + nueva estrategia

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Explorar el vasto mundo del conocimiento es un viaje en el que el “error” se convierte en un valioso compañero de aprendizaje.

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Dan Pink en la sorprendente ciencia de la motivación

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Dan Pink en la sorprendente ciencia de la motivación

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Dan Pink en la sorprendente ciencia de la motivación

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El analista laboral Dan Pink examina el problema de la motivación, empezando con un hecho que los sociólogos conocen pero no así la mayoría de los gerentes : Los métodos tradicionales de recompensas no siempre son tan efectivos como pensamos. Ponga atención a historias brillantes... que pueden ser, un paso hacia adelante.

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MDA: Un enfoque formal sobre el diseño y la investigación de juegos

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MDA: Un enfoque formal sobre el diseño y la investigación de juegos

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MDA: A Formal Approach to Game Design and Game Research

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MDA: A Formal Approach to Game Design and Game Research

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Gamification, Juego Serio, Aprendizaje basado en Juegos, Ludificación.

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Gamification, Juego Serio, Aprendizaje basado en Juegos, Ludificación.

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Gamification, Juego Serio, Aprendizaje basado en Juegos, Ludificación.

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"La importancia de contar una historia que valga la pena escuchar"

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"La importancia de contar una historia que valga la pena escuchar"

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Oscar Garcia

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"La importancia de contar una historia que valga la pena escuchar". Oscar García.

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Libro de gamificación de Andrzej Marczewski.

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"Player Experience; como hacer una buena experiencia en el juego"

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"Player Experience; como hacer una buena experiencia en el juego"

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Alba Iniesta

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"Player Experience; como hacer una buena experiencia en el juego".  Alba Iniesta.

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My life is focused on #Gamification for 3 years now. In 2015, we founded Royal App Force (RAF), a studio building gamified mobile apps for Businesses. After selling RAF to a CRM software editor, we are pushing it at a new level with our new studio, ØPP.

We built a sales game ( Peak me up), a co-op project management app ( Happyformance), a Tinder-Like networking app ( Seeya) and we just released our recruitment game, Hunterz. We just started working on a ideation game that I will introduce in a few months.

It gave us a fantastic insight on more than 10,000 players in 8 different countries: their behaviour, their reactions, their feedbacks on gaming techniques we use. I also studied different approaches and studies on gamers types, and I always come back with the original one, the Bartle's Matrix, which I validated in all the cases I met. I know there are uses and abuses of this model. But no other model has been as close as what I see and witness with my clients than the Richard Bartle's 4 main Player Types: Killers, Achievers, Socializers, Explorers.

But with a deep experience in gamification workshops and feedbacks from employees using our apps, it clearly appeared that there is a deeper categorisation that completes and will help better understanding how gamers/real life people are thinking.

Quick Reminder: the 2 Axis

People behave according to 2 axis, whatever the situation they're in:

First Axis: To Adapt or To Control?

Do they want to take the power, which usually involves the need for a score, which measures the Power Level of the player? Or are they ready to adapt themselves, which relates more to discovery and social interactions, and less to a clear achievement and scoring?

Second Axis: The Environment or The Others?

Do players want to control or adapt, then what do they have to control or adapt to? They can act on the environment (= the game, the workplace, the daily routine...) or on the others (= the other players, the colleagues, the friends...).

Those 2 axis define Bartle's types, that we complete with 8 clear profiles. We are all a mix of different types, but it is often easy to see what profiles emerge in a gamified context.

Bartle's Killers are willing to take control of the others (litteraly: fight them. This is why I use the term 'fighter' that is more accepted by my clients). Fighters want opponents (sometimes they just want victims), and they are really excited by competition and leaderboards.

The Competitor (Player Type F1)

The Competitor is obsessed by - fair - competition. Where there is none, he will create an environment to make it possible. He needs opponents to make sure he is good, which allows subjective performance. For competitors that are not achievers (it is very rare), objective skill level comes after subjective rankings.

Kind of games played: all ranked games and individual sports, from Candy Crush to Trivial Pursuit, from Tennis tournaments to Card games. Competitors are 'native' gamers.

Highly Compatible Types: A1, A2, S1, S2.

The Killer (Player Type F2)

The Killer wants only one thing: to win, at any price. He/she wants to feel above the others, he/she always looks for competition in order to make sure to be claimed the winner, or better than a specific targeted opponent. Killers are not easy to manage: they cheat, they are really individual, they are not trustable. In the Fighters family, and especially in sales teams we worked with, we identified between 10 and 15% of Killers within the Fighters family. The other 85-90% are Competitors.

Kind of games played: Any game where the 'fight' and opponents are clearly identified: individual sports, Guitar Hero, Streetfighter, Monopoly, Trivial Pursuit...

Highly Compatible Types: None. Instead, the Killer is really reluctant to play or work with Explorers, that are not playing the game of comparison and fighting, or Coaches, that will try to 'socialise' them.

Bartle's Achievers are focusing on improving their skills, becoming better in what they do. They tend to score things to measure their level of progression. When related to objectives, their progression is the path to achievement. Most people are - at least partially - achievers. We (almost) all enjoy improving. We enjoy making new steps. This is what gamification schemes are mostly about: goals and objectives, often cut into levels, and pointification of the process from one level to another.

The Collector (Player Type A1)

The Collector likes to be good at what he does. Whatever the activity is, he is willing to improve. He is a good learner, and accept to take time to understand a discipline, time for training, time for testing. He likes self-assessment tools and apps, that helps him to follow objectives and score any improvement. He is a collector when he enjoy multiplying activities and projects. Mainly because he is more motivated by the joy of improvement than by the final objective itself.

Kind of games played: Any 'skill' game, any sport, music, food courses...

Highly Compatible Types: F1, A2, S2.

The Expert (Player Type A2)

The Expert doesn't only want to improve: he wants to be perfect in a skill or a discipline. He will abandon other activities to spend the required time to reach this objective. Maybe he or she won't become the best Golf Player or Truck Driver. But he will push the limits to see until where he can progress. Pure Experts are not really concerned about the others. This is why they appreciate being coached, as an additional way to fasten their progression. Levels are key for Achievers. The Expert is looking for obvious and objective levels, as it gives them a transparent view on their progression. They also like leaderboards, but only because it helps them challenging their level.

Kind of games played: Chess, any 'skill' game, any sport...

Highly Compatible Types: S2.

There is a clear mistake about Socialisers. These players are more concerned about the other players than the score itself. They say they want to spend a good time, or to have rich interactions with the other players. When it comes to business games, if you listen to socialisers, they almost all claim to be Coaches. But actually, they're more often Rockstars.

The Rockstar (Player Type S1)

The Rockstar is obsessed by what the others will think about him. He is under social influence and wants to please as much people as possible. He is looking for a clan, a tribe, a team. He is counting the number of Likes he will get after any Facebook post. In our opinion and experience, most Socialisers are Rockstars. At the office, he is always looking for feedbacks and recognition. Most successful Social Gaming techniques are often based on the Rockstar Effect.

Kind of games played: Facebook, Twitter, Musically

Highly Compatible Types: F2, S2.

(Yes, the Rockstar is 'compatible' with the Killer as he sometimes confounds manipulation and recognition).

The Coach (Player Type S2)

The Coach is enjoying helping others, feeling useful. He values collaboration and friendship. He likes to see other improving, he's here to help. Most socialisers will claim they are coaches. Reality and field experience teach us that only 20 to 30% of socialisers are real coaches.

Kind of games played: Astroneer, Briq, World of Warcraft

Highly Compatible Types: F1, A1, A2, S1, E2.

The last group is also the rarest. Explorers are open to new horizons, to discoveries, to... surprises! They are not afraid of change, they're embracing it. Look around you: people are mostly reluctant to changes. They're playing the same games - or same kind of games. When not stimulated, they reproduce the same behaviours. Explorer games are the ones who stimulate creativity, different thinking and exploration. Think about MineCraft: no need of score or clear rules to start exploring. Explorers are a real problem for Gamification editors: pleasing them is really not easy. And when you do, you create games or gamified tools that are not compatible with the three other groups.

The Detective (Player Type E1)

The Explorer/Detective is a solution-finder. He likes being confronted to a new situation where he needs to find the keys. Sometimes, it means thinking out of the box and adopt a totally new behaviour. Detectives love that!

Kind of games played: MineCraft, Brain Blast, Problem Solving Games

Highly Compatible Types: A2.

The Navigator (Player Type E2)

Navigators are - literally -Explorers. They want to discover new territories, new species, new jobs, new food specialties. They are easily bored in a repetitive task or closed and predictable environment. This is why they like games like World of Warcr

Kind of games played: Mud Races, MineCraft, Starcraft

Highly Compatible Types: S2.

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Gamification at work: the 8 PLAYER TYPES

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My life is focused on #Gamification for 3 years now. In 2015, we founded Royal App Force (RAF), a studio building gamified mobile apps for Businesses.

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Los ocho principios de la gamificación; jugar para competir mejor.

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Los ocho principios de la gamificación; jugar para competir mejor.

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Yu Kai Chou

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Los ocho principios de la gamificación; jugar para competir mejor | Yu Kai Chou

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Yu-kai Chou: Gamification & Behavioral Design

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Hi, I'm Yu-kai Chou, Gamification pioneer, creator of the Octalysis
Framework, and author of Actionable Gamification. Thanks for visiting my site!

As a kid, I absolutely loved playing video games: I completely immersed myself into RPGs (role playing games) such as Diablo II, staying up until 4am (avoiding homework) to grind my way to level 60.

I invested hundreds of hours into video games with little to show for it in real life. Disillusioned by what I felt were hundreds of hours of wasted life, I contemplated:

There must be a game where the more I play, the stronger and better I get in real life.

It was then that it hit me... "Duh! There's a game that we're all playing right now whether we know it or not-the game of life." If I could figure out how to level up, gain EXP (experience), and get my friends to join me, then I wouldn't need to play video games anymore because real life would be so much more fulfilling!

Level 72 Chou
(I will update my level every month.)
Every player in the world starts their life with granted stats and abilities. The player can then choose how to gain experience, level up, and unlock new abilities.

For example, I went to university, which allowed me to gain a lot of experience through classes, friends, and professors.

After university, I chose to start my own company, which allowed me to gain even more experience through building a team, managing people, fundraising, and building products.

It was through my technology startup in Mountain View, CA that I began to unlock the secrets of Gamification, which lead me to create the Octalysis Framework - the complete Gamification framework.

The Octalysis Framework catapulted my career:

2014, 2015 and 2017: Gamification Guru of the Year" Award by the World Gamification Congress and the Gamification Europe Conference.

2015 - rated #1 among the "Gamification Gurus Power 100" by RISE

Worked with Fortune 500 companies such as LEGO, Google, Volkswagen/Porsche, Accenture, eBay, Huawei, Fidelity, AIG Japan, Verizon, Ericsson, and Cisco

My work has been featured on Forbes, The Wall Street Journal, Business Insider,The World Journal, PBS, and NBC

Spoken as a speaker/lecturer at organizations such as Google, Tesla, Stanford University, LEGO, TEDx, and Boston Consulting Group

Yu-kai is at the cutting edge of the field of behavior design.

- Nir Eyal, author of Hooked: How to Build Habit-Forming Products.
My mission

My mission is to help players (people around the world) reach their full potential in life. I believe Gamification holds the key to help many people stop procrastinating, identify their true calling, and take action.

To accomplish this mission and maximize my global impact, I created a Gamified learning journey called Octalysis Prime that teachers players how to...

... identify their granted stats and abilities

... gain experience through educational videos and mentorship from me

... grow their tribe by meeting other driven, motivated players

... and accomplish their purpose in life.

What you can do right now

If you're new to the site, then the best action you can take right now is to join my free 14-day Gamification Course:

What to do after you join the 14-day Gamification Course

Use the directory below to identify what interests you and dive deep into that topic. Prime On!

Next, read my most popular articles:

Octalysis - complete Gamification framework

The 10 best productivity apps that use Gamification

The 10 best educational apps that use Gamification for adults

The 10 best social products that use Gamification to literally save the world

Top 10 Marketing Gamification Cases You Won't Forget

A Comprehensive List of 90+ Gamification Cases with ROI Stats

Top 10 eCommerce Gamification Examples that will Revolutionize Shopping

Top 10 Enterprise Gamification Cases That Will Make Employees More Productive

Top Ten Learning Games For Kids

Some recent articles:

Policy Summary of Andrew Yang - USA Presidential Candidate 2020

Winner of our 10K HP Talent Triangle Challenge Announced

My Economy Stimulus Model Conclusion: The Government should pay a salary for Entrepreneurs

Backup Research for my Octalysis Prime video regarding Quantum Mechanics and the Power of the Conscious Mind

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Learn Gamification with Yu-kai Chou: cheat codes to win the game of life

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Hi, I'm Yu-kai Chou, Gamification pioneer, creator of the Octalysis Framework, and author of Actionable Gamification. Thanks for visiting my site! As a kid, I absolutely loved playing video games: I completely immersed myself into RPGs (role playing games) such as Diablo II, staying up until 4am (avoiding homework) to grind my way to level ...

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10 ejemplos de empresas que han aplicado la gamificación con éxito

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10 ejemplos de empresas que han aplicado la gamificación con éxito

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La gamificación se ha convertido en una tendencia creciente en el mundo empresarial y no es difícil entender por qué. Al utilizar elementos de juego en el contexto de los negocios, las empresas pueden mejorar la participación de los usuarios, la motivación y la fidelización.

Desde tarjetas de fidelización hasta aplicaciones móviles y plataformas en línea, la gamificación se ha utilizado en una amplia variedad de industrias con resultados positivos.

En este artículo, te contamos algunos ejemplos exitosos de gamificación que las empresas han aplicado para motivar a sus clientes y empleados. Desde la industria de la salud hasta el sector minorista, veremos qué elementos de juego están utilizando para impulsar la acción y cómo están logrando una mayor participación de los usuarios. ¡Vamos a ello!
Te puede interesar: Master en Gamificación
Ejemplos de gamificación en empresas

1. Salesforce

La gamificación de Salesforce funciona integrando la competencia y la diversión en cada módulo de aprendizaje para convertir el entrenamiento en un juego. Los miembros del equipo de ventas se enfrentan a pruebas y desafíos prácticos del mundo real para poner a prueba su conocimiento de Salesforce.

Una vez que comprenden cómo funciona Salesforce, pueden aplicar la puntuación, la competencia y los concursos para registrar los KPI comerciales principales, como llamadas, reuniones y propuestas. Manteniendo una tabla de clasificación y recompensando a los mejores, garantiza que el software de CRM esté trabajando arduamente para alcanzar los objetivos de ventas deseados.

2. Strava

Strava es un gran ejemplo de gamificación en los deportes. Es una aplicación de fitness con más de 55 millones de usuarios. Comenzó como una aplicación de seguimiento para corredores y ciclistas, pero rápidamente se convirtió en una comunidad de entusiastas de la salud.

Lo que hace Strava es, más que solo implementar algunas funciones de un juego, utilizar la motivación inherente de las personas para estar más saludables o practicar deportes.

Utiliza tablas de clasificación para ver qué compañeros son los más rápidos. Además organiza desafíos individuales y grupales que buscan impulsar a los usuarios a ejercitarse a través de un deseo de logro. También cuenta con un sistema de recompensa de insignias para recompensar a los usuarios por cada logro que consiguen.

3. Freshdesk

Freshdesk es un ejemplo de gamificación aplicada a la gestión de proyectos. Ha implementado una función arcade para aumentar la productividad y la motivación de sus agentes de soporte. Un gran ejemplo de cómo la gamificación puede mejorar el rendimiento de un equipo.

La mecánica del juego, que incluye puntos, insignias y premios, ha ayudado a la gerencia a identificar a los mejores agentes y a destacar a aquellos que necesitan más entrenamiento. Los agentes completan misiones relacionadas con los KPI principales de atención al cliente mejorando la actitud y el compromiso de los agentes significativamente.

4. Treehouse

Treehouse utiliza la gamificación para aumentar la adherencia de su base de usuarios y ayudar a las personas a aprender nuevas habilidades comerciales de una manera atractiva y divertida.

Otorga puntos e insignias para recompensar a los alumnos por su progreso, lo que los hace más atractivos para los empleadores potenciales. Con esta plataforma, los estudiantes pueden elegir entre pistas de aprendizaje manejables que les ayudan a mantenerse motivados para completar cada curso.

5. Todoist

Es una aplicación de productividad que ofrece una forma innovadora y divertida de realizar un seguimiento de tus proyectos. Es un sistema de gestión de tareas que además cuenta con elementos de gamificación para motivarte a completarlas y cumplir tus metas.

Al completar tareas, obtienes puntos que te ayudan a subir de nivel. Si pierdes una fecha límite, perderás algunos puntos, lo que te obliga a mantenerte enfocado y ser más productivo.

6. CyberStart

CyberStart es un juego de simulación que te permite aprender habilidades clave de seguridad cibernética a través de más de 200 minijuegos.

La mecánica de su gamificación incluye la obtención de puntos a través de desafíos, el uso de esos puntos para desbloquear consejos y el acceso a nuevos niveles y habilidades a medida que avanzas en el juego.

A través de los desafíos, los jugadores pueden acercarse más a su objetivo mientras aprenden.

7. Minecraft Education Edition

Minecraft Education Edition es uno de los ejemplos de gamificación que más ha triunfado. Es una herramienta innovadora que permite a los docentes crear lecciones y actividades educativas en un entorno virtual de juego. Permite a los usuarios construir y explorar mundos virtuales con una gran cantidad de herramientas y recursos a su disposición.

Aprovecha la naturaleza del videojuego para enseñar lecciones valiosas a través de la ingeniería inversa. Los modelos históricos prediseñados son solo una de las muchas formas en que se puede utilizar Minecraft Education Edition para la educación, y es una herramienta que los docentes pueden aprovechar para involucrar a los estudiantes y hacer que el aprendizaje sea más interactivo y divertido.

8. Kahoot!

Ofrece un a plataforma de cuestionarios gamificados que facilita el aprendizaje a través de la diversión y la interacción. Kahoot! utiliza un modelo de suscripción que permite un seguimiento detallado del progreso de los estudiantes a través de diferentes niveles de dificultad, donde pueden obtener logros por su aprendizaje y resultados.

Es una forma efectiva de enseñar a través de la diversión y la interacción, con una plataforma fácil y sencilla de usar que se adapta tanto a padres como a educadores.

9. Ribbon Hero

Ribbon Hero es un ejemplo de gamificación que ayuda a los usuarios a sacar el máximo provecho de Microsoft Office de una manera divertida y atractiva. El juego ofrece una serie de desafíos relacionados con tareas específicas en Microsoft Office, donde los usuarios obtienen puntos por completarlos.

Una de las características más interesantes de Ribbon Hero es que los usuarios obtienen la mitad de los puntos disponibles por hacer la tarea dentro del tutorial y la otra mitad cuando vuelven a intentarlo fuera del juego. Este enfoque "multientorno" permite a los usuarios aplicar lo que han aprendido en situaciones reales, mejorando su comprensión y retención de la información.

10. SmartyPig

SmartyPig es una aplicación de ahorro basada en objetivos. Con barras de progreso y otros elementos de juego, los usuarios pueden alcanzar sus objetivos financieros. Convirtiéndose en un ejemplo de gamificación bancaria.

La dinámica central de la gamificación de SmartyPig te permite configurar todos los objetivos de ahorro que tengas en mente. Cada vez que agregues dinero a tu objetivo (sin importar la cantidad), podrás ver cómo aumenta el porcentaje para alcanzar el objetivo. Esto ayuda a las personas a recordar que incluso las pequeñas cantidades guardadas pueden ser valiosas.

Estos son solo algunos ejemplos de empresas que han utilizado la gamificación con éxito para mejorar la participación de los usuarios y fomentar la lealtad a la marca. Al utilizar elementos de juego, estas empresas han logrado motivar a las personas a tomar medidas concretas e incluso a fomentar ciertos hábitos. La gamificación es una herramienta que puede ayudar a cualquier empresa a aumentar la participación de los usuarios y mejorar la experiencia del cliente.

¿Te ha gustado nuestro artículo? Si es así, ¡déjanos tus comentarios y comparte! Si quieres seguir formándote, puedes echar un vistazo a nuestro Master en Gamificación , donde aprenderás a conocer las bases de la gamificación y sus aplicaciones al mundo de la empresa, crear guiones transmedia y por último planificarlo, prototiparlo y ejecutarlo.

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10 ejemplos de empresas que han aplicado la gamificación con éxito

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Descubre cómo aplicar la gamificación en diferentes sectores con algunos ejemplos de empresas que han conseguido el éxito.

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Daniel Pink

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Career analyst Dan Pink examines the puzzle of motivation, starting with a fact that social scientists know but most managers don’t: Traditional rewards aren’t always as effective as we think. Listen for illuminating stories -- and maybe, a way forward.

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El mapa de empatía es un formato que busca describir el cliente/usuario por medio del análisis de 6 aspectos, relacionados a los sentimientos del ser humano. Puede ser realizado a partir de preguntas que ayudan a entender a conocer el cliente/usuario y cómo relacionarse con él, a fin de generar un producto o servicio.

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Conversatorio | Escape Rooms, desafíos para enseñar y aprender

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Conversatorio | Escape Rooms, desafíos para enseñar y aprender

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Conversatorio | Escape Rooms, desafíos para enseñar y aprender

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Conversatorio | Videojuegos y Educación: diversión, innovación, aprendizaje

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Conversatorio | Videojuegos y Educación: diversión, innovación, aprendizaje

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Conversatorio | Videojuegos y Educación: diversión, innovación, aprendizaje

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Mihaly Csikszentmihaly

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Mihaly Csikszentmihalyi: Flujo, el secreto de la felicidad

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Mihaly Csikszentmihalyi pregunta: "¿Qué hace que una vida valga la pena?" Observando que el dinero no hace a la felicidad, mira a aquellos que encuentran placer y satisfacción duradera en las actividades que dan lugar a un estado de "flujo".

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Cuando se juega siempre se aprende, siempre 

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Cuando se juega siempre se aprende, siempre 

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Quizás no nos damos cuenta, pero de ¿cuantas cosas somos cocientes que aprendemos?

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Quizás no nos damos cuenta, pero de ¿cuantas cosas somos cocientes que aprendemos?

Jugar es un profundo proceso biológico que ha ido evolucionando a largo de los eones en muchas especies animales para favorecer la supervivencia. Moldea el cerebro y hace que los animales sean mas listos y adaptables. En el caso de la especie humana, fomenta la empatía y permite mantener relaciones sociales.

Estamos hechos para jugar y nos hacemos jugando. Stuart Brown

Algunas vez te preguntaste, ¿como seria el mundo sin juego?

La facultad del aprendizaje puede modificar el comportamiento en pocos minutos, y esto es lo interesante del aprendizaje, la posibilidad de ajustarse a condiciones impredecibles (en menor tiempo que otras facultades, como la adaptarse por ejemplo). Y como el titulo de esta publicación, cuando se juega siempre se aprende, se sea o no consciente de ese acto.

Nuestra especie hizo del aprendizaje su especialidad. La incidencia del aprendizaje es particularmente vasta por que la infancia se prolonga muchos años.

El ser conscientes que aprendemos no es algo que nos hayan enseñado y es un gran desafió ponerlo en practica. Y uno de los recursos para aprender a aprender y que todos tenemos a nuestro alcance es el Juego.

El juego es la esencia de la creatividad, la innovación y el aprendizaje

Hoy, es muy importante comprender el papel del juego en nuestras vidas y usarlo para encontrar y expresar nuestras propias verdades esenciales.

Hoy mas que nunca y en este contexto VICA (VUCA en ingles , volatilidad, incertidumbre -uncertainty-, complejidad y ambigüedad) tenemos que generar recursos que nos permitan aprender, desaprender y volver aprender (generando un loop) para adaptarnos eficientemente.

El juego, es la conexión para generar esos nuevos aprendizajes y utilizarlo como puente para generar nuevos recursos sin "padecer" e identificar y gestionar competencias individuales.

La atención, el compromiso, feedback y consolidación (los 4 pilares del aprendizaje), son sustancialmente importantes y protagonistas en un espacio lúdico por medio de risas, diversión, entretenimiento, y de una energía difícil de describir. El juego es experiencia. Las emociones generadas en estos espacios, generan aprendizajes que no se olviden, y funcionan como pegamento para la memoria.

"Jugar realza el pensamiento creativo, fomenta la confianza, ayuda a desarrollar el pensamiento divergente y reduce el estrés, todo lo cual, puede conducir a un incremente del aprendizaje"- Baines & Slutsky
Fuente:

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Cuando se juega siempre se aprende, siempre.

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Quizás no nos damos cuenta, pero de ¿cuantas cosas somos cocientes que aprendemos? Jugar es un profundo proceso biológico que ha ido evolucionando a largo de los eones en muchas especies animales para favorecer la supervivencia. Moldea el cerebro y hace que los animales sean mas listos y adaptables.

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La imaginación es quizás la facultad humana mas poderosa. Nos permite crear realidades ficticias que podemos explorar sin perder el contacto con el mundo real.

La evidencia más temprana del juego con la imaginación aparece a los 2 años de edad en formar de historias fragmentadas. Es un aspecto innato que favorece el desarrollo de todos los sistemas que interactúan para facilitarlo

La imaginación es fundamental para la capacidad de recuperación emocional y la creatividad.

Los estudios acerca de la deprivación infantil demuestran que fantasear imaginando la vida interior de los demás y compararla con la nuestra es uno de los secretos para desarrollar la empatía. La comprensión y la confianza en los demás, y para ser capaces de superar dificultades.

De los 4 a los 6 años jugar con otros niños se convierte en la fuente en que se refina la empatía. Al compartir sus propios elementos imaginativos en los juegos, escuchan las contribuciones ajenas y comprenden los puntos de vista de los demás.

El juego nos permite acceder a un nuevo yo que es mucho más en sintonía con el mundo. Como el juego consiste en experimentar nuevas conductas y pensamientos, nos libera de las pautas de conductas establecidas. Para los niños, que siempre están cambiando y evolucionando el juego transformador es una constante de su mundo que no solemos advertir.

Y ahora de adultos, ¿cuánto imaginamos? (del 1 al 5, entiendo 1 nada y 5 mucho)

#imaginacion #juego #creactividad #aprendizaje

Fuente: Stuart Brown - Stanislas Dehaene - Garaigordobil

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La imaginación es quizás la facultad humana mas poderosa. Nos permite crear realidades ficticias que podemos explorar sin perder el contacto con el mundo real.

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Diversión y juegos con sesgos cognitivos.

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Diversión y juegos con sesgos cognitivos.

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Fun and Games with Cognitive Biases

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You may have heard about IARPA's Sirius Program, which is a proposal to develop serious games that would teach intelligence analysts to recognize and correct their cognitive biases. The intelligence community has a long history of interest in debiasing, and even produced a rationality handbook based on internal CIA publications from the 70's and 80's. Creating games which would systematically improve our thinking skills has enormous potential, and I would highly encourage the LW community to consider this as a potential way forward to encourage rationality more broadly.

While developing these particular games will require thought and programming, the proposal did inspire the NYC LW community to play a game of our own. Using a list of cognitive biases, we broke up into groups of no larger than four, and spent five minutes discussing each bias with regards to three questions:

How do we recognize it?

How do we correct it?

How do we use its existence to help us win?

The Sirius Program specifically targets Confirmation Bias, Fundamental Attribution Error, Bias Blind Spot, Anchoring Bias, Representativeness Bias, and Projection Bias. To this list, I also decided to add the Planning Fallacy, the Availability Heuristic, Hindsight Bias, the Halo Effect, Confabulation, and the Overconfidence Effect. We did this Pomodoro style, with six rounds of five minutes, a quick break, another six rounds, before a break and then a group discussion of the exercise.

Results of this exercise are posted below the fold. I encourage you to try the exercise for yourself before looking at our answers.

Caution: Dark Arts! Explicit discussion of how to exploit bugs in human reasoning may lead to discomfort. You have been warned.

Confirmation Bias

Notice if you (don't) want a theory to be true

Don't be afraid of being wrong, question the outcome that you fear will happen

Seek out people with contrary opinions and be genuinely curious why they believe what they do

How do we make people genuinely curious? Maybe try encouraging childlike behavior generally?

If your theory is true every test should come back positive, so don't worry and make a game of disproving your hypothesis

Commit yourself to which directions you will update on the different outcomes of an experiment before running it

Be more suspicious of confirmatory results when you do run tests

Feed confirmatory evidence to others, give them tests to run which you know beforehand are confirmatory

Agree with people first, before attempting in any way to change their beliefs (but be careful you don't start believing it yourself)

Fundamental Attribution Error

Critical: make observations, not moralistic judgments

It helps to be around other non-judgmental people

Observe your own behavior as a third party: visualize the scene with someone else in your place, ask yourself how others would explain your behavior in the situation

Increase information about the situation, we are more inclined to simple explanations (e.g. stupid, evil) when we have less data

Get people to internalize the FAE about their own behavior to take more agency in their lives

Make moralistic judgments about distant people to increase in-group/out-group effects

Bias Blind Spot

General knowledge about cognitive biases helps

Ask other people whether you are biased

Get people to put themselves into a reference class, don't let them think they are a special case

Point out biases in others as they occur (planning fallacy seems particularly fruitful here)

Do not use the word "bias": use "heuristic" for technical folks, otherwise use no titles and deal on a case-by-case basis

Do not cite studies, turn the results of the study into a story

Anchoring Bias

If possible, gather actual data instead of guessing. How much is this a problem in practical life?

Analyze things longer, don't rely on a first impression

When making complex decisions, make a list of pros and cons and weight each of them by importance

Make everyone guess to themselves before anyone in the group reveals

Possible technique: flash a lot of random numbers in rapid succession, to weaken an existing anchor. Recency effect would still be in play. Does this work for qualitative reasoning by flashing nonsense words? This could possibly be implemented on our native hardware by going into free association.

Use anchoring and relative evaluation on yourself, e.g. turn a shower very cold and then back up slightly, rather than turning it straight down to the final temperature

Anchor others in critical situations, like salary negotiations

Representativeness Bias

If possible, gather actual data instead of guessing

Consider a wide variety of many different examples

Skim over examples when reading, stick to reading facts

Ask other people for additional examples in conversation (although it could be more confirmation as well)

Give other people examples, especially vivid and detailed ones

Projection Bias

Critical: be responsible for your own emotional responses

Ask if something you think about someone applies to yourself

Hold map/territory distinction in mind, be willing to admit you were wrong about your initial impressions

Empathize with other people to get them to open up emotionally

Conditional on sufficient self-awareness, just ask the person if they are projecting

Point out similarities between the projector and the projectee

Become the thing that the other person admires about themselves

Nice people who naively project this onto others are more vulnerable to manipulation

Planning Fallacy

Make estimates of time to completion, and calibrate yourself over time

Make your estimate and add some proportional amount of time to it (should decrease as calibration improves)

Ask your friends how long they think it will take you

Figure out the reference class of your task, gather data on how others underestimate time to completion for those particular tasks

Give your estimates to other people, to make yourself socially accountable to them

Visualize encountering various problems during task completion before estimating

Tell other people about the bias before asking them for time estimates (maybe - you can always add to their estimate)

You can be more lazy without much penalty

Note that others don't expect you to be well-calibrated either, so giving a longer time estimate in a one-shot game is not a winning strategy. For repeat games, a reputation for task-completion and accuracy could be more valuable.

Create two estimates, one you actually believe and one you tell other people

Availability Heuristic

Critical: ask yourself what specific observations are forming your belief

If possible, gather actual data instead of guessing

Ask yourself how many reasons you have for believing something

Don't stop with an initial estimate, keep thinking and looking for more information

In a group setting, have a policy of someone giving another suggestion immediately after the first is announced

Tell anecdotes and stories to other people

You can shift people's beliefs over long periods of time without their knowledge by sporadically mentioning things

Hindsight Bias

Estimate task difficulty ex ante, and calibrate over time

This bias only exists ex post, so the above technique should basically fix the problem (unless you subsequently argue with your past self's estimate, but with calibration this should not be an issue)

Your successes will be remembered, your failures forgotten, e.g. cold reading

Amplify this bias to make other feel smarter and better about themselves

Halo Effect

This seems to just be the way neurons function, making it more difficult to correct on a heuristic level

Notice your positive/negative affect towards something, and state that observation out loud to yourself

Be skeptical of any immediate feelings about something

Reduce the affect by using comparisons, e.g. imagine someone even more awesome

Try to consciously reverse the affect you are experiencing for a period of time

Ask other people who may be less vulnerable to a particular person

Try to imagine others as a collection of separable parts, view them independently

The halo effect is not always an unreasonable heuristic, keep a correlation between features in mind

Make a good first impression by doing something you are good at

Be happy, make others feel good about themselves, and contribute positive mood contagion

Surround yourself with high-status people, acquire all good things and ideas and display them readily

Confabulation

Trade-off between rewriting the memory upon access, and accessing frequently enough to retain the connection strengths

Don't take your memory as absolute truth, be willing to admit you can be wrong

Create objective recordings of situations: audio, video, etc.

Write down your thoughts about the situation as soon as possible after it occurs

If possible, learn to identify your internal story-generating process (note: this might serve other functions, so exercise caution if modifying)

Encode initial memories more strongly using extreme emotional states

Use Anki or some other SRS program to remember specific facts about situations

You can create memories in others over long periods of time by telling them stories

Overconfidence Bias

Critical: this particular bias appears to have significant benefits

Does overconfidence require miscalibration? This seems like an emotional effect possibly separable from probability estimates

Visualize success

Reflect only on the successes of the past, do not think about failures

Feel an enormous amount of positive emotions upon success, do not feel shame upon failure

Have your friends help you reinforce this bias by telling you how awesome you are

To correct it, make people bet on their beliefs. Avoid activities where overconfidence would hurt you, e.g. gambling

Encourage others to start ambitious projects, and take them over already partially-completed when they fail

Write contracts such that a likely failure imposes very costly penalties

Prevent others from taking on improbable tasks and wasting their time

Summary

How long do you think it should take to Take five minutes solve a major problem if you are not wasting any time? Everything written above was created in a sum total of one hour of work. How many of these ideas had never even occurred to us before we sat down and thought about it for five minutes? right now and write down what areas of your life you could optimize to make the biggest difference. You know what to do from there. This is the power of rationality.

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Fun and Games with Cognitive Biases - LessWrong

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You may have heard about IARPA's Sirius Program, which is a proposal to develop serious games that would teach intelligence analysts to recognize and correct their cognitive biases. The intelligence community has a long history of interest in debiasing, and even produced a rationality handbook based on internal CIA publications from the 70's and 80's.

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Stuart Brown asegura que el juego es mucho más que diversión: es esencial.

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Stuart Brown asegura que el juego es mucho más que diversión: es esencial.

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Stuart Brown

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Stuart Brown: Stuart Brown asegura que el juego es mucho más que diversión: es esencial.

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Stuart Brown, un pionero en la investigación sobre el juego, asegura que el humor, los juegos, el alboroto, el coqueteo y la fantasía implican mucho más que diversión. Jugar mucho en la infancia hace adultos felices e inteligentes. Y si somos capaces de mantenerlo, puede hacernos aún más inteligentes a cualquier edad.

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El juego que puede darte 10 años extra de vida

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El juego que puede darte 10 años extra de vida

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Jane McGonigal

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Jane McGonigal: Jane McGonigal: el juego que puede darte 10 años extra de vida

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Cuando la diseñadora de juegos Jane McGonigal se encontró postrada en cama con deseos suicidas después de una conmoción severa, tuvo la fascinante idea de cómo mejorarse. Se sumergió en la literatura científica y creó un juego sanador, SuperBetter (SuperMejor).

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Radiografía del gamer argentino
Una reciente encuesta de Eventbrite refleja el comportamiento y las preferencias de una tribu cada vez más grande en nuestro país: los fanáticos de los videojuegos. ¿Qué títulos los desvelan? ¿Cuántas mujeres juegan? ¿Cuántas horas por día le dedican a esta actividad? La radiografía completa, a continuación.
¿Cómo es el gamer argentino? La encuesta realizada por Eventbrite, una de las plataformas de organización de eventos y venta de entradas online más importantes del mundo, analiza su comportamiento a través de una encuesta en la que participaron un 72% de hombres y un 28% de mujeres de todo el país.

El 62% de los gamers encuestados manifiesta destinar hasta 3 horas diarias como jugador y puede estar hasta 4 horas semanales como espectador de juegos transmitidos en vivo (85%).

En el ranking de los géneros favoritos se encuentran los siguientes: acción/aventura (Grand Theft Auto, The Last of Us), elegido por un 23%; shooter en primera persona (Half-Life, Halo), 18%; simulación (Minecraft, The Sims), 16%; Role-Playing (Mass Effect, Diablo o Final Fantasy), 15%; y las estrategias en tiempo real con títulos como el Starcraft 2, Warcraft en último lugar, con el 13%.

¿Qué los motiva a hacerlo? Un 60% declaró hacerlo exclusivamente por diversión y para distraerse de sus actividades diarias, mientras que el restante 40% admite hacerlo por diversión pero que se sienten atraídos por una motivación extra: la competencia.

Un 46% afirman jugar en soledad, mientras que el 27% declara hacerlo con amigos o con un desconocido en los videojuegos multijugador. ¿Cuándo prefieren jugar? Un 44% de los gamers encuestados dice que cualquier momento es bueno para jugar, mientras que el 45% dice que prefiere hacerlo por la noche, probablemente como una forma de distenderse y desconectarse de la rutina diaria y laboral.

Pero la actividad gamer no se reduce solo a pasar horas a sola detrás de una pantalla, sino también a participar de los eventos eSports, tal como se llaman a las competencias de videojuegos multijugador donde asisten miles de personas y pueden organizarse en importantes estadios. Para el 41% de los gamers encuestados, esos eventos son la oportunidad ideal para aprender a ser un mejor jugador, mientras que un 38% los aprovecha para ver en acción a sus jugadores y equipos favoritos. También hay quienes buscan en estos eventos jugar con el material interactivo presentado (37%) y ser parte de una comunidad de jugadores (34%). Esto demuestra la importancia que tiene para el gamer el perfeccionamiento de sus destrezas y el sentido de pertenencia que le otorgan a la actividad.

Los eventos específicos sobre gamers -conferencias de gurúes y lanzamientos- también los convocan: casi el 63% de los jugadores encuestados ha asistido entre 1 a 3 eventos sobres Gamers durante 2017. Al 40% de ellos les gustaría participar también en convenciones de fanáticos y festivales.

Los eSports en vivo son una interesante fuente de ganancia para patrocinadores y organizadores. Además de la ola de publicidad y marketing alrededor de este tipo de eventos, un 22% de los jugadores fanáticos afirman que es probable que realicen alguna compra luego del mismo. Pueden gastar hasta USD 49 por mes en videojuegos y estarían dispuestos a gastar hasta $500 por una entrada a un evento de eSports en vivo. Mientras que los jugadores "apasionados", quienes gastan menos de USD 20 en videojuegos, están dispuestos, sin embargo, a gastar hasta $350 por una entrada a un evento de eSports en vivo.

Por último, el estudio indica algunas precisiones sobre las edades de los gamers: un 35,7% tiene entre 24 y 29 años, mientras que un 33,6% tiene entre 18 y 23 años y un 10,7% pertenece a la franja entre los 30 y los 34 años. En los extremos de la tribu están los menores de 18 años (6%), mientras que los mayores 50 que eligen los videojuegos con regularidad representan el 1%.

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Una reciente encuesta de Eventbrite refleja el comportamiento y las preferencias de una tribu cada vez más grande en nuestro país: los fanáticos de los videojuegos. ¿Qué títulos los desvelan? ¿Cuántas mujeres juegan? ¿Cuántas horas por día le dedican a esta actividad? La radiografía completa, a cont

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¿Qué dicen los estudios científicos sobre la gamificación en la formación?

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¿Qué dicen los estudios científicos sobre la gamificación en la formación?

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¿Qué dicen los estudios científicos sobre la gamificación en la formación? - LearningPark

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¿Qué opina la ciencia sobre la gamificación en la formación de la empresa? ¡Os traemos cinco estudios científicos sobre gamificación!

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Games are invading the real world -- and the runaway popularity of Farmville and Guitar Hero is just the beginning, says Jesse Schell. At the DICE Summit, he makes a startling prediction: a future where 1-ups and experience points break "out of the box" and into every part of our daily lives.

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Ejemplo de aprendizaje mediante gamificación: Dragon Box. El juego se ha diseñado para que niños pequeños entre 10 y 12 años se enganchen a resolver problemas de álgebra. Las matemáticas y el álgebra son asignaturas muy frías, pero Dragon Box consigue que alumnos de 12 años disfruten del álgebra. Ni siquiera se dan cuenta de que están haciendo ejercicios de matemáticas, están intentando alimentar a su dragón. Los dragones del juego son muy tímidos y, por eso, solo quieren comer cuando están aislados. Así que tienes que mover el dragón a uno de los lados de la ecuación, como si fuera la X. Y cuando los estudiantes dan con el modo de que su dragón se coma la comida, en realidad están resolviendo problemas de álgebra.

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Learning to solve equations with the game DragonBox Algebra

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La gamificación y la risa mejoran el desempeño de los alumnos

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La gamificación y la risa mejoran el desempeño de los alumnos

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La gamificación y la risa mejoran el desempeño de los alumnos

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La enseñanza puede enriquecerse al usar estrategias como incorporar el sentido del humor en las clases o usar los juegos para potenciar el aprendizaje.

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Las mejores metodologías y prácticas en la gamificación

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Las mejores metodologías y prácticas en la gamificación

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La gamificación, una estrategia que emplea elementos y mecánicas de juegos en contextos no lúdicos, se ha convertido en una herramienta valiosa para aumentar la participación y el compromiso de los usuarios. En este webinar, aprenderás cómo sacar el máximo provecho de la gamificación para potenciar la interacción con tus usuarios.

Conoce las herramientas y recursos que te ayudarán a implementar la gamificación de manera efectiva, incluso si no eres un experto en desarrollo.

¡No te lo pierdas!

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Gamificación: beneficios de la gestión y selección talentos a través del juego

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Gamificación: beneficios de la gestión y selección talentos a través del juego

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Gamificación: una respuesta a los nuevos paradigmas en gestión de talentos

Los antiguos procesos de selección que seguían una lógica mucho más automatizada, en donde se repetían una y otra vez las estrategias y, por ende, las experiencias de los talentos que se encontraban en la búsqueda de empleo, comienzan a quedar algo obsoletos. Es que ya no parece alcanzar con lo que se proponía desde los equipos de Recursos Humanos, ya que del otro lado las prioridades, así como los intereses, se han visto notablemente modificados.

Al cambiar entonces esa visión que existe por parte de los talentos respecto a lo que las compañías pueden ofrecerle y la manera en que se sienten o no atraídos hacia una u otra oferta, los recruiters y headhunters se vieron en la necesidad de buscar alternativas, de ofrecer procesos de selección que se adapten y resulten funcionales tanto para empleado como empleador.

¿Qué es el concepto de Gamificación?

Yendo a una definición de manual, se puede decir que la gamificación es la aplicación de elementos propios de los juegos en contextos no lúdicos, para poder influir y analizar los comportamientos de las personas a partir del estímulo de su motivación.

Sin embargo, en una búsqueda más profunda para entender este concepto, la Licenciada en Recursos Humanos, Coach y especialista en Juegos y Gamificación, Eliana Marto, suma: "la base de la gamificación es el juego y, como tal, hay que tener en cuenta ciertos temas que suelen ser olvidados y para mí son los más importantes. Cuando hablamos de juego, hablamos de libertad, es decir que el usuario tiene que elegir jugar, lo que nos lleva la infancia, cuando estábamos en algún espacio con otros niños y la pregunta era '¿querés jugar conmigo?'".

Completando la definición, agrega: " cuando se nombran los 'elementos propios del juego', se hace referencia a las mecánicas, que es lo que hace al progreso del juego, es decir puntos, medallas o ranking, a las dinámicas, que es el ritmo que le incorporamos a dichas mecánicas, por ejemplo una recompensa por objetivo cumplido y la estética que refiere a las respuestas emocionales que provoca el juego en sus usuarios".

Además, la fundadora de la Consultora M², donde desarrollan juegos para entrevistas y todo tipo de prácticas, áreas e industrias, explica por qué se habla de contextos no lúdicos: " es por que traemos todos estos elementos del juego a espacios que poco se relacionan con jugar, por ejemplo, una oficina, un subte, un hospital, etc.".

El rol de la tecnología

Oriunda de Córdoba, Argentina, Eliana Marto trabaja e investiga hace más de 8 años sobre el tema y deja en claro la motivación a la que apunta: "hay una idea generalizada en creer que gamificar es 100% tecnología y la verdad es que no. Podemos gamificar sin siquiera usar la tecnología. En realidad, gamificar tiene que ver mas con la psicología de una persona, con sus comportamientos y como a partir de estos podemos modificar conductas como, por ejemplo, enseñar a reciclar jugando".

Beneficios de aplicar la Gamificación en procesos de selección y gestión del talento

En este punto, la experta comenta: " los aportes son varios, pero destaco los que me llevaron a mi a elegir este recurso tan valioso como el juego para este tipo de prácticas", y enumera luego:

El usuario está en el centro, es el protagonista.

Es una experiencia en sí misma y muy valorada (dicho por los mismos usuarios: "se olvidan que están en una entrevista").

El proceso es divertido para ambas partes.

Se pueden desarrollar experiencias adaptables a diferentes edades, áreas, preferencias e intereses.

Feedback al instante

Además, comparte una frase de Platón que le ayuda a resumir lo que significa jugar: "Puedes descubrir más sobre una persona en media hora de juego que en un año de conversación", y luego enfatiza: " reemplazar entrevistas tradicionales o, mejor dicho, acompañar esas entrevistas con una mirada lúdica, despierta en los usuarios más interés por participar en el proceso, curiosidad y menos estrés".

Jugar con un plan

Entendiendo ya que la tecnología no es un limitante, ni mucho menos, la Licenciada Marto expresa desde dónde partir para aplicar la gamificación: " depende mucho del objetivo. Es clave tener bien definido el para qué. El 'jugar por que esta de moda', es uno de los grandes errores que se pueden cometer. Jugar, tiene y debe acompañarse con una estrategia de la organización, es decir tiene que ser coherente con la cultura de la organización".

Asimismo, detalla algunos puntos claves a evaluar cuando se gamifica: " hay 9 competencias que son claves para este contexto que estamos viviendo. Lo primero es que entrena nuestra tolerancia al fracaso, nos permite involucrarnos con miradas no convencionales sobre las cosas que pasan, gestionar nuestro estado de presencia, tomar iniciativa, vivir las dificultades como reto, implicarnos a las tareas con pasión y cultivar nuestro asombro, entre otras".

El punto de vista de talento: ¿Existen diferencias generacionales?

El modo de aplicar la gamificación en un proceso siempre comienza con la aceptación del talento para formar parte y jugar: "ellos tienen que darnos su consentimiento y en todos los años que venimos implementando gamificación, solo una persona nos dijo "No quiero jugar", y en ese caso acudimos a una entrevista tradicional", cuenta Eliana.

Cuando surgen nuevos métodos o caminos alternativos, las diferentes generaciones suelen tener distintas posturas al respecto, pero en el caso de la gamificación no parece ser un problema: "en lo generacional no hay diferencias o aun no las encuentro. De todas formas, siempre es ideal antes de la actividad hacer una curva de aprendizaje del juego, para que la persona pueda sentirse preparada, y si no acudimos a la opción de aprender jugando".

La especialista, entonces afirma: "es aplicable a todo talento, ya que los juegos se diseñan exclusivamente para la competencia que se necesita distinguir. La edad solo trae experiencias de juegos, pero no tiene nada que ver la predisposición para jugar. La actitud esta en la persona y no en el juego".

Contactos de esta nota

desde Argentina

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Gamificación: beneficios de la gestión y selección talentos a través del juego

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Los tiempos cambian y la forma de atraer nuevos talentos debe adaptarse a los intereses de quienes están en la búsqueda. Es así que surgen alternativas a los procesos de selección tradicionales, siendo la gamificación uno muy interesante.