GWC - Joshua Wong
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Public GamificationImplementing Gamification in the
Public SectorGamification World Congress 2016

¡Vamos! Future of Work related
• HR Technology remote worker
• Gamification content director
• Government & Economics
graduate

The Quest: Bringing together 2 worlds…
Seemingly Impossible Problem + Initially improbable Solution

Why do civil servants need gamification?
Gamification is a design innovation
Out-game Boss

“What is Gamification?”
Gamification is a design innovation. (not a technology
innovation!)

The Gamification Perspective: Gamspiration
1. INSPIRATION by Game Design
(mechanics)
2. ASPIRATION
towards
Game Outcomes
(motivations)

Gamification; Optimal use of mechanics/motivation
Great frameworks: Werbach’s Hierarchy and Chou’s Octalysis!

For exampleMechanics: Foreshadowing the
tools of government in a
digitally enhanced society
Motivations: What if policy
design accommodated intrinsic
and extrinsic motivations?

No Limits! Software eats the world butGamification is redesigning the software!

“Can you be more specific for civil
servants?”
A gamification perspective guides
existing public sector innovations

The Gamification Process: 2 models
Habit Psychology (Eyal) + Data Science Technology (Wu) Gamification creates sustained behaviour via

Data Driven Habit Creation

Civil services today wants to make use of
Behavioural Economics + Digital Immersion (AR/VR) + Big Data

These are some of the things that can be used… Positive + Social psychology
Behavioural + LnD/Health PsychologyDigital Reality ImmersionDescriptive AnalyticsPrescriptive and Predictive Analytics

Stimulating behavioural change today;separated, static, standardised

The future: Gamified public policy design
Ti
me
People

“OK, I am interested. But can we implement it?”
The same way as the private sector

Can the public sector be innovative?
To Summarise: best practices of the private sector can overcome the Unique and Exceptional public sector challenges.

To Illustrate: Singapore, UK, India

Add new content (EDRD)
• New Case Studies!
Limit the timeline (SP)
• Innovation Generation phase
Phase out gamified mechanics
• Subsequently tone down competition
Takeaway 1: Design for the entire timeframe

Solve Company’s Problems (EDRD)
• Non-digital / Digital (Hybrid)
Solve User’s Problems (IS)
• 1st internal communication channel.
Integrate new models (SP)
• Backend (CRM) + Frontend (marketing)
Takeaway 2: Adapt the design as necessary

Keep it simple (EDRD)
• Low cost, more speed = more projects
There are exceptions
• Validation from the private sector (IS)
• Commercial Agreements (IS)
Takeaway 3: Stay lean

Create innovation Hubs (EDRD)
• On site use only
Segregate innovation enablers (IS)
• Closed Beta
Concentrate time period (SP)
• Limited innovation phase
Takeaway 4: Intensify the innovation context.

Design innovation
Less Tech No Limits
More Epic

A gamification-augmented government that enriches society
with intrinsic motivation?
In Singapore, Ministries of Health + Transportation + Manpower
MOM SGFuture Public Engagement
HPB’s National Steps Challenge
LTA

Or Data Driven Citizen Obedience?

The Quest must continue…