GWC - Joshua Wong

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Public Gamification Implementing Gamification in the Public Sector Gamification World Congress 2016

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Page 1: GWC - Joshua Wong

Public GamificationImplementing Gamification in the

Public SectorGamification World Congress 2016

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¡Vamos! Future of Work related

• HR Technology remote worker

• Gamification content director

• Government & Economics


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The Quest: Bringing together 2 worlds…

Seemingly Impossible Problem + Initially improbable Solution

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Why do civil servants need gamification?

Gamification is a design innovation

Out-game Boss

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“What is Gamification?”

Gamification is a design innovation. (not a technology


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The Gamification Perspective: Gamspiration

1. INSPIRATION by Game Design




Game Outcomes


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Gamification; Optimal use of mechanics/motivation

Great frameworks: Werbach’s Hierarchy and Chou’s Octalysis!

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For exampleMechanics: Foreshadowing the

tools of government in a

digitally enhanced society

Motivations: What if policy

design accommodated intrinsic

and extrinsic motivations?

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

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“Can you be more specific for civil


A gamification perspective guides

existing public sector innovations

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The Gamification Process: 2 models

Habit Psychology (Eyal) + Data Science Technology (Wu) Gamification creates sustained behaviour via

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Data Driven Habit Creation

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Civil services today wants to make use of

Behavioural Economics + Digital Immersion (AR/VR) + Big Data

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These are some of the things that can be used… Positive + Social psychology

Behavioural + LnD/Health PsychologyDigital Reality ImmersionDescriptive AnalyticsPrescriptive and Predictive Analytics

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Stimulating behavioural change today;separated, static, standardised

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The future: Gamified public policy design




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“OK, I am interested. But can we implement it?”

The same way as the private sector

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Can the public sector be innovative?

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

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To Illustrate: Singapore, UK, India

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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

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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

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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

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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.

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Design innovation

Less Tech No Limits

More Epic

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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


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Or Data Driven Citizen Obedience?

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The Quest must continue…