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GAMIFICATION
AND TECHNOLOGY
TO CHANGE HABITS:
HOW TO ENGAGE YOUR TARGET
AUDIENCE WITH GAME DYNAMICS
AND TECHNOLOGIC SOLUTIONS.
SUMMARY
3 INTRODUCTION
7 WHAT IS GAMIFICATION?
14 CONCLUSION
15 ABOUT MJV
INTRODUCTION
3
In the chapters that follow you will learn more about
Gamification and how to use tools and technology to implement
change of habits and engage the audience with game dynamics.
Enjoy!
USING GAMIFICATION AND TECHNOLOGY TO CHANGE HABITS | MJV TECHNOLOGY & INNOVATION. ALL RIGHTS RESERVED.
4
THE CHALLENGE OF
CHANGING HABITS
Extrinsic motivation
Basically, an extrinsic motivation is driven by punishments
and rewards. In general, they feed on short-term behaviors
and are closely linked to routine tasks but do not take into
account the natural impulses of autonomy, purpose and
excellence.
5
Intrinsic motivation
Intrinsic motivations, in turn, stimulate impulses of autonomy,
purpose and excellence, as it offers rewards linked to the "now".
They are usually unexpected and offered after completion of
certain actions or tasks.
Have you ever been so involved in a certain task that you did not
even see time go by? This is very different from those activities
that we cannot wait to get over with. By being intrinsically
motivated, you reach a state that neuroscientists call "flow",
which occurs when you are so submerged in concentration and
are so overcome with pleasure from what you are doing.
USING GAMIFICATION AND TECHNOLOGY TO CHANGE HABITS | MJV TECHNOLOGY & INNOVATION. ALL RIGHTS RESERVED.
6
WHAT IS GAMIFICATION
The term itself was coined for the first time by Nick Pelling, a
computer programmer and British researcher. And it gained
worldwide popularity by being used by Jane McGonigal, an
USING GAMIFICATION AND TECHNOLOGY TO CHANGE HABITS | MJV TECHNOLOGY & INNOVATION. ALL RIGHTS RESERVED.
7
WHAT ARE THE GAME
DYNAMICS THAT MAKE UP
GAMIFICATION - AND THAT
HELP CHANGE HABITS?
Gamification is built on a few basic game mechanics that
awaken the intrinsic motivations needed to change habits and
act with more pleasure and less resistance:
Show users exactly where the metrics are, those that are
important to you and your audience; Show real time and historic
progress. Dashboards show who are the users (players) who
lead the rankings of results, who is winning the competition.
Evidence of achievements
An achievement indicator or mastery of a skill is especially
significant within a community that understands its value. Often
used to identify skills and knowledge within the group.
8
An attractive and compelling way to learn
Providing missions help users to immediately engage with tasks
and learn faster.
Healthy competition
Raise the stakes to reach a goal by showing users how they
compare to other people, as individuals or teams. Encourage
time-based competition, team and individual leaderboards.
Where do I stand? How can I overtake my nearest competitor?
Collaborative work
Connect users as a team to accomplish larger tasks, to boost
competition and encourage knowledge sharing. Show team
members how they are contributing to the success of the group.
Keep reading. In the following chapter, you will see how to use
Gamification as a method for changing habits!
9
SUCCESS CASE:
MOTIVATING DRIVERS TO
ADOPT MORE RESPONSIBLE
DRIVING HABITS
Now that you have understood that habits are modified through
intrinsic motivations and you have seen how Gamification can
help in this challenge, let's move on to a practical case that we
have worked on at MJV.
10
Gamification allied to Design Thinking
Gamification proved to be a promising route in this project, because,
as we showed in the previous chapter, the greatest value of this
approach is to take advantage of the capacity of attraction and
dedication that games stir, to solve problems of difficult solution.
In the case of drivers, who have extremely varied profiles, but who
are often reactive to changes in behavior, games are very welcome.
11
__Ensure that there is intrinsic and extrinsic motivation:
awards, scores, daily rewards, along with feedback,
give autonomy, purpose and perspective for achieving
excellence;
The use of technology: The Internet of Things
Do not forget that in this project we are talking about capturing,
quantifying and treating real-life data and presenting them to
people in a relevant manner. This is where the Internet of Things
comes in!
12
in modifying that habit really help you take a safer stance? Is it
possible that by comparing your performance with that of other
drivers and knowing your share of contribution to the collective
through an application to engage you in the change?
13
CONCLUSION
14
ABOUT MJV
Since 1997, MJV Technology & Innovation has worked with some of
the biggest companies in the world in their business challenges. With
offices in Europe, United States and Latin America, the consultancy
firm today relies on a multidisciplinary team of over 300 professionals.
YSMAR VIANNA
Chairman
yvianna@mjvinnovation.com
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