Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Kangwon National University, [email protected] Abstract Motivation is one of the key factors for organization’s success. A gamification has been emerging as a new breakthrough for motivation of organization’s members. The managements and practitioners easily face with the problems that there are very few guidelines or methods that can be referred when they are trying to introduce a gamification. To provide a fundamental strategic approach which shows how to start a gamification to the managements and practitioners is the purpose of this paper. This paper does not provide the entire or detailed methodologies for gamification. Nevertheless, a fundamental strategic approach for gamification in this paper may be helpful to start a design the blueprint for the organization’s gamification. Keywords: Gamification, Methodology, Strategic Approach, Management Guideline 1. Introduction Past few years, a concept of gamification and its applications have been spread out as a new tool for motivation in and around North America and Europe. The positive effects of gamification have not been investigated extensively and clearly yet. There are some critics who argue that a gamification is one of the deceiving tools of the managements, the positive effects of gamification are limited and temporary, and the backlash effects of gamification are not clearly investigated. However, the challenging and creative applications of gamification are increasing continuously. The most important and also difficult point is how to start a gamification process. Most organizations start a gamification process with an investigation of gamified cases and game mechanisms. It’s not bad as a beginning, but it’ll be better if they can think about some strategic factors of gamification at this stage. This paper suggests some strategic factors that should be considered by the managements and practitioners at the first step of gamification process. The following parts of this paper are organized in three parts. Firstly, previous works on motivation theory, gamers’ type, taxonomy of fun and pleasure, and gamification cases are summarized shortly. Secondly, a fundamental strategic approach which shows how to start a gamification to the managements and practitioners is suggested. Finally, the implication of this study and further research issues are summarized in the conclusion section. 2. Literature review This section summarized previous works on motivation theory, gamification cases, gamers’ type, and taxonomy of fun and pleasure. 2.1. Motivation theory In this section, McGregor’s Theory X and Theory Y, Maslow’s five-stage needs model, and Alderfer’s ERG model are summarized. McGregor at the MIT Sloan School of Management suggests Theory X and Theory Y which have two contrasting models of human motivation [1]. Theory X is based on the belief that employees are fundamentally lazy and have a habit of avoiding work because they do not like working for organization. Theory Y is based on the belief that employees have an ambition, and they are self-motivated and self-controlled. So, employees like their job duties and enjoy their work. Maslow suggests five-stage model of human needs [2]. His model has five-stages including level 1 stage of biological and physiological needs (air, food, drink, shelter, warmth, sex, sleep); level 2 stage of safety needs (protection from elements, security, order, law, limits, stability); level 3 stage of social needs (belongingness and love, work group, family, affection, relationships); level 4 stage of International Journal of Digital Content Technology and its Applications(JDCTA) Volume 7, Number 12, August 2013 48 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim esteem needs (self-esteem, achievement, mastery, independence, status, dominance, prestige, managerial responsibility); level 5 stage of self-actualization needs (realizing personal potential, selffulfillment, seeking personal growth and peak experiences). Lower stage of need should be mostly satisfied before people have a desire on the next higher stage of need. Alderfer provides the further developed version of Maslow’s five-stage model of human needs [3]. Alderfer’s model, named ERG theory, classifies the five-stage needs of Maslow into three categories of existence, relatedness, and growth. 2.2. Gamification cases Taskville is a city-building game similar with SimCity. The completion of tasks leads to the growth of building and cities in the game field. Each city means a group of individuals in a big organization. The play status of Taskville is shown on large display, and players complete their real-world tasks and submit a completion of task, and a building in their own city is growing [4]. PowerHouse is an online game which is tracking personal energy use in real world. A home smart meter sends the information on personal energy use to the online game system, and then this information influences the abilities of players in online game system. It provides a leaderboard display which compares ranking of individual or team performances. Real life energy challenges provide further points and rewards to game players. It also provides multiple online mini-games which motivate the players to help others to save energy [5]. Roadwarrior is SAP's training solution for sales representatives. It provides a simulated meeting with a virtual customer. In a simulated meeting, a sales representative should choose his own answer among multiple choices to respond to the customer specific questions. Proper question, answer, and meeting preparation give new badges and points to sales representatives, and they can progress and unlock new levels [6]. The Leaf is the all-electric vehicle manufactured by Nissan. In most aspect, Nissan Leaf is very similar to a conventional gas vehicle. The major difference with a conventional gas vehicle is a limited range of driving due to the electric battery capacity. In Nissan Leaf, the Eco Mode software tracks several variables which are related with energy consumption [7]. SUMO (Sustainability Momentum) is a cloud app which aims to improve sustainability in an organization. SUMO has a goal of saving both money and the environment. This app provides a game-like user interface and is available on the iPhone and iPad. Using SUMO, employees can compare their sustainability level with others. It shows the organizational performance of sustainability in real time and compares the current status with other organizations [8, 9]. Plantville is an online game, launched by Siemens, which provides an opportunity to learn about industrial plant management. This software deals with both technical and business problems of plant management. The goal of Plantville is to improve awareness of Simens technologies for future customers, employees, and students [10]. Ribbon Hero is a software tutorial developed by Microsoft. Using Riboon Hero, users explore the key functionalities of MS Office while solving some interactive challenges [11]. 2.3. Gamers’ type The original player types model of Bartle classifies game players into four categories using two axes. The horizontal axe means a player’s degree of preference for virtual world itself or other players. The vertical axe means a player’s degree of preference for acting alone or interacting. According these two axes, game players are classified into the following four groups of achievers, explorers, socializers, and killers [12]. The improved model which adds a third dimension of implicit and explicit was suggested by Bartle [13]. Bartle mentioned that “Implicit action is that which is done automatically without the intervention of the conscious mind; explicit action is that which is considered or planned for, generally as a means to achieve some desired goal or effect.” The characteristics of eight player types are summarized in table 1. Kim & Ko provide the classification of engineering students based on the Bartle’s game player types using the online survey which consists of 24 questionnaires [14]. Game player types of planners, hackers, and friends are dominant, and griefers and politicians are minor in engineering class. There are a small number of griefers among engineering students that is same with general distribution of player types. 49 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Table 1. Bartle’s game player types [13] Game player type Key characteristics Opportunists They are implicit achievers. They do not miss a chance. They look around to find something to do without knowing what it is until they find it. If they encounter with an obstacle, they do something else instead. Planners They are explicit achievers. They like setting a goal and achieving it. They design a large plan and perform actions for that plan. If they encounter with an obstacle, they avoid it. They persistently pursue their idea. Scientists They are explicit explorers. They make theories by experiments. They acquire knowledge methodically. They explain phenomena. Hackers They are implicit explorers. They want to reveal meaning by experiment. They try to discover new phenomena faster than others. They have an strong intuitive understanding on the virtual world Networkers They are explicit socializers. They try to find people to interact with. They think other players as fellows and want to know their fellow players. They learn who and what their fellow players know. Friends They are implicit socializers. They want to interact with players they already know. They have a deep understanding of their fellow players. They never mind the human weakness of fellow players. Griefers They are implicit killers. They always like attacking others. They are daring and brave, They hope to get a big and notorious reputation from other players. It’s very difficult to explain why they act as griefers. Politicians They are explicit killers. They always act with forethought and foresight. They foxy manipulate people. They try to justify their decisions and actions in terms of their contribution and sacrifice for the virtual world. They aims to get a good reputation and to raise an awareness. 2.4. Taxonomy of fun and pleasure Hunicke et al. classifies the fun and pleasure factors into 8 categories of sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission [15]. Kubovy provides five categories of factors including curiosity, sociality, virtuositu, nurture, and suffering [16]. Caillois provides four categories of factors including competition, chance, vertigo, and simulation [17]. 50 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Korhonen et al. proposes a framework of playful user experiences, named PLEX which are derived from a previous work of Costello and Edmonds [18]. PLEX model classifies the fun and pleasure factors into 20 factors of captivation, challenge, competition, completion, control, discovery, eroticism, exploration, expression, fantasy, fellowship, nurture, relaxation, sadism, sensation, simulation, subversion, suffering, sympathy, and thrill. Table 1 shows the definition of Korhonen et al.’s PLEX factors [18]. This paper takes table 2 from the original work of Korhonen et al., and provides it without any changes. Table 2. Definition of PLEX factors [18] Category Description Captivation Experience of forgetting one’s surroundings Challenge Experience of having to develop and exercise skills in a challenging situation Competition Experience of victory-oriented competition against oneself, opponent or system Completion Experience of completion, finishing and closure, in relation to an earlier task or tension Control Experience power, mastery, control or virtuosity Discovery Experience of discovering a new solution, place or property Eroticism Experience of sexual pleasure or arousal Exploration Experience of exploring or investigating a world, affordance, puzzle or situation Expression Experience of creating something or expressing oneself in a creative fashion Fantasy Experience of make-believe involving fantastical narratives, worlds or characters Fellowship Experience of friendship, fellowship, communality or intimacy Nurture Experience of nurturing, grooming or caretaking Relaxation Experience of unwinding, relaxation or stress relief. Calmness during play Sadism Experience of destruction and exerting power over others Sensation Meaningful sensory experience Simulation Experience of perceiving a representation of everyday life Subversion Experience of breaking social roles, rules and norms Suffering Experience of frustration, anger, boredom and disappointment typical to playing Sympathy Experience of sharing emotional feelings Thrill Experience of thrill derived from an actual or perceived danger or risk Kim analyzes the students’ needs on fun and pleasure using survey method based on PLEX model [19]. Top five preferences are challenge, exploration, relaxation, completion, and discovery. Engineering students have relatively less preference on competition, eroticism, suffering, sadism, and control in engineering classes. 3. A fundamental strategic approach for gamification Kim and Leem suggests a process model for supporting the information security strategy planning which transforms the AS-IS implemental description into TO-BE implemental description. This model consists of seven steps as shown in figure 1. In Kim and Leem’s model, the first step is a business strategy analysis step which includes an analysis of the mission, objectives, strategy, and CSFs of the organization. The second step is an environment analysis step which includes a business environment analysis and technical environment analysis. Business environment analysis consists of external environment analysis and internal environment analysis. The third step defines a scope and goal of TOBE model. A scope statement should be developed that clearly defines what is and what is not included within the area of work to be completed. Goal of the plan are specified by objectives. 51 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Business strategy Competitive environment analysis report Technical trend report Existing planning document Audit reports AS-IS Model Assessment Business Strategy Analysis Environment Analysis TO-BE Scope & Goal TO-BE Modeling Implementation Planning Risk Analysis Administrative modeling Planning document Logical modeling Physical modeling Figure 1. Kim and Leem’s process model for information security strategy planning This paper refers the front three steps of Kim and Leem’s model to design the framework of strategic approach for the beginning of gamification. The framework is shown in figure 2. Stage 1: Business strategy analysis Activity 1-1: Analysis of mission, objectives, strategy, CSFs of the organization Task 1-1-1: Analysis of mid-term and long-term strategy for information systems Task 1-1-2: Analysis of investment strategy and budgeting plan for employees’ motivation Task 1-1-3: Analysis of CSFs related with employees Stage 3: Definition of TO-BE scope & goal Activity 3-1: Scope definition Task 3-1-1: Targeting business function(s) for gamification Activity 3-2: Goal definition Task 3-2-1: Targeting motivation stage(s) Task 3-2-2: Targeting gamer type(s) Task 3-2-3: Targeting factor(s) of fun and pleasure Stage 2: Environment analysis Activity 2-1: External environment analysis Task 2-1-1: Analysis of current IT systems and gamification systems of suppliers and customers Activity 2-2: Internal environment analysis Task 2-2-1: Analysis of current systems for motivating employees Task 2-2-2: Analysis of gamer types of employees Task 2-2-3: Analysis of employees’ needs on fun and pleasure Activity 2-3: Technical environment analysis Task 2-3-1: Analysis of current status of internal IT systems Task 2-3-2: Analysis of commercial technologies for gamification Figure 2. Framework of strategic approach for the beginning of gamification 52 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim Each task shown in figure 2 is defined in table 3. The activities and tasks of next steps such as TOBE modeling and implementation planning for the gamification systems after step 3 are not provided in this paper. As mentioned in the introduction section, the purpose of this paper is to provide a framework of strategic approach for the beginning of gamification. Table 3. Stages, activities, and tasks for the beginning of gamification Stage Stage 1: Business strategy analysis Activity Activity 1-1: Analysis of mission, objectives, strategy, CSFs of the organization Task Task 1-1-1: Analysis of mid-term and long-term strategy for information systems Task 1-1-2: Analysis of investment strategy and budgeting plan for employees’ motivation Task 1-1-3: Analysis of CSFs related with employees Stage 2: Environment analysis Activity 2-1: External environment analysis Task 2-1-1: Analysis of current IT systems and gamification systems of suppliers and customers Activity 2-2: Internal environment analysis Task 2-2-1: Analysis of current systems for motivating employees Based on Maslow’s model [2], the level of desires which lacks in motivating the employees should be analyzed. Task 2-2-2: Analysis of gamer types of employees Based on Bartle’s model [12, 13], the gamer types of employees should be investigated. So, what kinds of gamers are there should be considered. Task 2-2-3: Analysis of employees’ needs on fun and pleasure Based on PLEX model [18], the factors of fun and pleasure that the employees need should be investigated. Task 2-3-1: Analysis of current status of internal IT systems Infrastructure environments of gamification are the information systems. So, what they have, what can be used, and what to be implemented are should be analyzed. Task 2-3-2: Analysis of commercial technologies for gamification What kinds of gamification technologies are available should be considered. Task 3-1-1: Targeting business function(s) for gamification Task 3-2-1: Targeting motivation stage(s) What kinds of business functions are to be gamified should be defined. Task 3-2-2: Targeting gamer type(s) Considering Bartle’s model [12, 13], which types of gamer would be satisfied by the gamified systems should be determined. Task 3-2-3: Targeting factor(s) of fun and pleasure Considering PLEX model [18], what kinds of fun and pleasure factors would be satisfied by the gamified systems should be determined because a single gamification system is difficult to provide all the factors of fun and pleasure. Activity 2-3: Technical environment analysis Stage 3: Definition of TO-BE scope & goal Activity 3-1: Scope definition Activity 3-2: Goal definition Description Infrastructure environments of gamification are the information systems. So, the organization’s strategy and future plans for information systems should be considered. The main goal of gamification is a motivation of employees. It should be considered: what kinds of desires are focused, how much budget is planned to be invested for motivation. The characteristics of employees depend on the industry. For example, hi-tech companies should focus on an esteem need because hi-tech engineers are more self-conceited than cashier [21]. Sometimes the gamification systems can be connected to the external systems of suppliers and customers. Especially for the gamified marketing systems, the IT devices, network, software of the customers should be considered thoughtfully [7, 10]. Considering Maslow’s model [2], which level of desires would be satisfied by gamification should be defined. 53 Fundamental Strategic Approach for Gamification : How to Start a Gamification in Your Organization Sangkyun Kim 4. Conclusion Many organizations have been paying attention to gamification, but the managements and practitioners in the organizations feel difficulty to start a gamification because a gamification is not only concerned with IT issues but also closely and complexly related with management strategy, cognitive science, psychology, aesthetics, motivation theory, and computer sciences. For this reason, an introduction of gamification is very complicated, and the organizations are hard to find a specialist who can manage this process. To provide a basic guideline for this situation, this paper suggests a fundamental strategic approach for gamification. This paper suggests a partial methodology for gamification which has three stages, six activities, and 13 tasks. The implications of this paper are summarized as follows: The managements and practitioners can use this framework when they start a gamification to make a strategic analysis and decision at the beginning stage. To design and develop the integrated methodology for gamification, a fundamental framework of this paper could be referred. Limitation and further research issues are summarized as follows: This paper suggests some strategic factors that should be considered at the first step. However, it lacks in providing the detailed method how to analyze and combine those factors. This paper only provides the first step of gamification. The next steps after the initiation stage should be provided including design processes, implementation processes, and operation and management processes of the gamified systems. 5. References [1] Douglas McGregor, The Human Side of Enterprise, New York, McGrawHill, 1960. [2] Abraham Harold Maslow, “A Theory of Human Motivation”, Psychological Review, Vol. 50, No. 4, pp. 370-396, 1943. [3] Clayton Paul Alderfer, “An Empirical Test of a New Theory of Human Needs”, Organizational Behaviour and Human Performance, Vol. 4, No. 2, pp. 142–175, 1969. [4] Shawn Nikkila, Silvan Linn, Hari Sundaram, Aisling Kelliher, “Playing in Taskville: Designing a Social Game for the Workplace”, Proceeding of CHI 2011, 2011. [5] Byron Reeves, James J. Cummings, Dante Anderson, “Leveraging the engagement of games to change energy behavior”, Proceeding of CHI 2011, 2011. 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[18] Hannu Korhonen, Markus Montola, Juha Arrasvuori, “Understanding Playful User Experience through Digital Games”, Proceeding of International Conference on Designing Pleasurable Products and Interfaces, 2009. [19] Sangkyun Kim, "Analysis of Engineering Students’ Needs for Gamification based on PLEX Model", Journal on Knowledge and Data Engineering, Vol. 1, No. 1, pp. 1 ~ 7, 2013. [20] Sangkyun Kim, Choon Seong Leem, “An Information Engineering Methodology for the Security Strategy Planning”, LNCS, Vol. 3043, pp. 597–607, 2004. [21] Adi Gaskell, Using Gamification for Employee Engagement, SalesForce Work Blog, 2013. 55
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