Gamification Europe 2017 Awards

16th March 2018

GEU Opening Day

In 2017 we highlighted the best of gamification from the past year in our inaugural awards

The awards categories for 2017 were

  • Outstanding Gamification Guru
  • Outstanding Gamification Agency
  • Outstanding Gamification Software
  • Outstanding Gamification Community
  • Outstanding Gamification Project
  • Outstanding Gamification Research


2017 WINNERS



  • OUTSTANDING GAMIFICATION GURU 2017

Winner 2017 Outstanding Gamification Guru Award: Yu-kai Chou

  • Continued leadership in the Gamification Community worldwide through lectures, publishing in all continents and community build up worldwide
  • Octalysis University lecturer accreditation in top universities in Asia and Europe
  • Build the first fully interactive Gamification Community Platform: Octalysis Prime
  • Reached 500,000 people this year to create excitement about gamification through www.yukaichou.com
    Yu-kai Chou has truly made his mark in the Gamification arena in 2017. With the successful launch of Octalysis Prime, we now have an emerging fully interactive and immersive Gamification community platform for Gamification professionals and laymen alike.

Through his website, www.yukaichou.com, Yu-kai is reaching 500,000 people this year, converting many to become active Gamification enthusiasts.

His continued influence through his book Actionable Gamification is notable as well, with translations in Chinese and Korean now added to the list.

Through his work, Gamification is accelerating in Asia and penetrating in corporations and civil society alike. One notable achievement is his work with Food Heroes: a now gamified program to tackle the crisis of obesity in Asia and the world. This program is now rolling out in China and other countries with active government support.

Gamification’s ascent in academic circles is further strengthened by Yu-kai’s acceptance of University lecturer roles in Universities. In addition Octalysis Gamification has now been incorporated as a full credit course in European academia, most notably in Norway.

He is active in novel areas as well, having been asked to design a fully integrated approach to the blockchain sector. He is working directly with founders of crypto-currencies to revolutionize engagement around this ground breaking technology, thereby helping to cement Gamification’s central role in creating engagement also in new technologies.

There are many Gamification projects that Yu-kai is actively designing and advising on. Currently his involvement in various European projects has taken shape, with projects in process in the automobile and heave industries as well (sectors where Gamification is traditionally been absent).

All in all, Yu-kai has proven himself to be a true Gamification Guru in 2017. He has continued to advance Gamification’s frontiers; has inspired thousands to take an interest in Gamification; and has made great strides in promoting Gamification as a force of good in this world.

  • OUTSTANDING GAMIFICATION AGENCY 2017

Gamification Nation is a boutique gamification design agency, focusing on learner and employee engagement related design projects.

Because to the owners’ continued effort in sharing learning and employee related content by blogging 3 times a week and speaking on an international scale, the business has continued to grown in turnover for the 5th consecutive year.

Clients we have worked with to date include big brands as well as lesser known and often smaller players around the world such as the following the past 12 months: adidas, British American Tobacco, Qinetiq, Tek-Experts, YouEQ, Cenlive, 5App, Nightingales, Female Entrepreneurs Association, enGaging, GLC, Talent Intelligence Asia, Active Management and we pitched for many more. The majority of our work is under strict non-disclose agreements.

In total we have impacted over 100,000 people this year with our work in all corners of the world.

The methodology we use in our gamification design process together with our learning and employee engagement frameworks is what our clients appreciate and hire us for. The deep understanding of how learning works in the corporate sector is what allows us to have meaningful conversations with purchasing decision makers.

Our projects have been varied this year, just like the previous years: a virtual self-help world, gamified learning campus, gamified leadership academy, gamified membership programme, future of learning showcase, app and platform gamification, gamification for member results, gamified MOOC, virtual reality and 2D learning with gamified progression tracking, masterclasses and other shorter consulting input.

We also continue to make a difference in the space of gender and age inclusion and are proud to have been the first in bringing this to the attention of the industry.
Gamification Nation is a boutique gamification design agency, focusing on learner and employee engagement related design projects.

Because to the owners’ continued effort in sharing learning and employee related content by blogging 3 times a week and speaking on an international scale, the business has continued to grown in turnover for the 5th consecutive year.

Clients we have worked with to date include big brands as well as lesser known and often smaller players around the world such as the following the past 12 months: adidas, British American Tobacco, Qinetiq, Tek-Experts, YouEQ, Cenlive, 5App, Nightingales, Female Entrepreneurs Association, enGaging, GLC, Talent Intelligence Asia, Active Management and we pitched for many more. The majority of our work is under strict non-disclose agreements.

In total we have impacted over 100,000 people this year with our work in all corners of the world.

The methodology we use in our gamification design process together with our learning and employee engagement frameworks is what our clients appreciate and hire us for. The deep understanding of how learning works in the corporate sector is what allows us to have meaningful conversations with purchasing decision makers.

Our projects have been varied this year, just like the previous years: a virtual self-help world, gamified learning campus, gamified leadership academy, gamified membership programme, future of learning showcase, app and platform gamification, gamification for member results, gamified MOOC, virtual reality and 2D learning with gamified progression tracking, masterclasses and other shorter consulting input.

We also continue to make a difference in the space of gender and age inclusion and are proud to have been the first in bringing this to the attention of the industry.

  • OUTSTANDING GAMIFICATION SOFTWARE 2017

We designed the new beta.bluerabbit.io

We ran this through the year started in March finished in October

We did it for every teacher in the planet. The impact is we jumped from 1500 players to 4000.

An Coppens recommended us to the Engaging Project powered by ERASMUS which will receive aprox 150 thousand players to learn growth hacking and gamification using BLUErabbit

We are now working with 17 new clients we didn’t have last year.
BLUErabbit started as a platform with 200 players in 2015. Now as 2017 closes we are in the verge of growing to 150,000+

We are making BLUErabbit into the Gamified Learning Platform on the planet to solve education and win the war on grades.

  • OUTSTANDING GAMIFICATION COMMUNITY 2017

- Became the largest active Facebook Gamification Community Group

-  More than 4,500 members

- Active community that supports gamification enthusiasts worldwide with general Gamification and specific Octalysis related queries.

- Active links to the Octalysis Prime advanced community network

The Octalysis Explorers has been witnessing tremendous growth in 2017. We grew from 3000 members to 4,653 in October 2007 (and growing at around 5 members a day).

The community is exceedingly active and there are daily discussions about Gamification, Octalysis, and other related areas. More and more the community is growing in a fully diversified group, with members from corporations, NGOs, student bodies and millennials. The diversity means that there is a large variety of topics that surface and get discussed.

Looking forward, we plan to further synergize the Facebook Group with our Octalysis Prime program. This program offers in-depth Octalysis Gamification knowledge to individuals that want to master their skills in this arena together with other enthusiasts.

  • OUTSTANDING GAMIFICATION PROJECT 2017

Sales team of a major FMCG distributor.
The team was depressed, unproductive, and lethargic.
We created a gamification solution that fully integrated with their existing CRM.

Results: close to 100% sign up rate; 21% sales increase; 70% KPI increase and up to 300% increase in social interaction between staff.

The objective was to motivate the sale teams that go to clients in the field to sell FMCG products. They were burned out from not having feedback on their activities and the monotony of their work flow.

The design/implementation consortium’s design transformed their mundane existance to an epic adventure where they became 18th century traders that traded with their clients (colonies). Whenever they would trade they and their city would gain in wealth. Whenever they did the right KPIs, they would gain in health (as would the city state). If the city loses health, its resilience goes down and it becomes targeted by pirates.

In the experience you can gain larger vessels, avatars, unlock boosters, chat and discuss with your group members at the Tavern as well as wager a bet at the Captain’s Wheel.

  • OUTSTANDING GAMIFICATION RESEARCH 2017

* We conducted a research study to understand user preferences for different gameful design elements.

* The research was conducted between January and April/2017 and published/presented at CHI PLAY on October/2017.

* The results showed that user preferences can be classified in three categories and three groups of gameful design elements. Additionally, the results show that the user’s gender, age, gamification user types and personality traits are all related to their preferred gameful design elements.

* These findings extend our understanding of user preferences in gamification and will enable researchers and practitioners to design better tailored gameful systems in the future.

* More information: https://blog.gamefulbits.com/2017/10/30/elements-gameful-design-classified-user-preferences/
Research on gameplay motivations has shown that players have diverse personal preferences regarding how and what they play. Researchers have developed player type models to capture the diverse styles of play exhibited by different players. This information has been increasingly used in gamification to model user behaviour and design more engaging gameful systems. However, the applicability of these models in gamification has not been supported by empirical evidence yet.

Therefore, our research proposes a new conceptual framework for classifying gameful design elements based on participants’ self-reported preferences to understand user behaviour in gamification. While the HEXAD user types framework describes psychological characteristics of the users, this work proposes a novel way to organize gameful design elements.

Based on our investigation, we propose a classification of eight groups of gameful design elements classified into three categories:

I. Internal Motivations

This represents the user’s interest in their own experience within the system.

Immersion: The elements in this group are related to immersion and curiosity. It includes elements related with a narrative or story and elements related with exploration and unpredictability.

Progression: The elements in this group are related to progression and meaning. Thus, it represents the will to be involved in meaningful goals and to feel one is progressing towards achieving them.

II. External Motivations

This represents the user’s interest in earning external incentives and tailoring the system to them.

Incentive: All elements in this group correspond to incentives or rewards that the user might receive, such as

badges, achievements, collectible items, and rewards.

Risk/Reward: The elements in this group are related to challenges, gambling, and the rewards that come from winning. Thus, it represents the expectation of winning economically or socially valuable prizes both from challenges and lotteries.

Customization: The elements in this group are related to three different ways of customizing one’s own experience: (1) customizing the user’s avatar or experience, (2) automatic personalization, or (3) redeeming freely chosen goods with virtual currency or points.

III. Social Motivations

This represents the user’s interest in relatedness and social interactions.

Socialization: All elements in this group correspond to some form of social interaction, including both collaborative, competitive, and entirely social interactions.

Assistance: All elements in this group correspond to the user receiving some sort of aid for their progression, either from the system or from other users.

Altruism: All elements in this group correspond to diverse ways of making a useful contribution, either to the system or to other users, including sharing knowledge or goods, contributing to improve the system, and collaborating with other users.

This research also explained the typical characteristics of the users who are more likely to prefer each group and proposed different ways in which this framework can be used to inform gameful design, either by automatically profiling user preferences or by explicitly asking users about their preferences. These findings extend our understanding of user preferences in gamification and will enable researchers and practitioners to design better tailored gameful systems in the future.




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