No notes for slide. Speed of Process The entire project (including customization, game design, content design and art) took about an estimate of 110 hours.
Each station took about 5 hours to prepare. It took a relatively long time as compared to other Gametize projects. This was mostly due to extensive content and major graphic customizations. It took longer than usual to procure permissions possibly due to extensive security procedures. However, it should be noted that the map implementation could be used again in other projects, as the look and feel of the game came out well. From the user’s end, the Gametize platform provided instant feedback. Whenever a change is made to the game, the update is made live instantly.
Also, whenever an answer is submitted, users received points and feedback immediately. CASE STUDY: The Space Runner.1.Prepared by: Wong Shi Teng, Business Development Teambusiness@gametize.comA Case Study on Gamification & LearningTHE SPACE RUNNER.The Space Runner is a campaign launched in February 2015 to encouragelearning amongst a bank’s employees. In relation to SG50, the SpaceRunner has a storyline where players embark on a learning journey in thegalaxy to bring 50 valuable lessons back to homeland.OverviewA Case Study on Gamification and Learning All Rights Reserved. Gametize.com.Inspired by a movie about outer space, The Space Runner features twospace runners venturing into the galaxy where there are various planets,comets and satellites to explore. There are 13 stations, also known as“Topics”. Each non-planet station consists of the bank’s campus learningmodules, and each planet station covers holistic learning.A Case Study on Gamification and Learning All Rights Reserved.
Gametize.comConceptthe bank’s vehicle.ConceptA Case Study on Gamification and Learning All Rights Reserved. Gametize.comThe game’s content was made interesting by implementing storylines andintroducing different scenarios.
Witty options also made the game moreappealing.Game StructureA Case Study on Gamification and Learning All Rights Reserved. Gametize.comThe Space Runner was blasted (pun intended) and made optional to allemployees. Players could log in using Facebook. To ensure the game wasmade available only to the target audience, a secret passcode was issuedto targeted employees.2 Stations were released every month;Over the course of 6 months and 1 weekPlayers were motivated to earn points to redeem rewards such as movietickets and vouchers. The last station Planet Earth was released before aFinal Showdown, hosted for the top four space runners.The Final ShowdownA Case Study on Gamification and Learning All Rights Reserved. Gametize.comThe Final Showdown was a physical event hosted at the company’s learningcampus and a crowd of more than 100 employees participated in the event.Employees that did not play the game also attended the event.
The four finalistswent through different stages which consisted of questions related to the game.Audiences were also engaged with 5 new challenges released during theshowdown in a “fastest fingers win” format and prizes were presented to eachwinning participant. External guests were invited to host the event.User ReceptionA Case Study on Gamification and Learning All Rights Reserved. Gametize.comA total of 418 players completed10,538 challenges, at an average of25 completions per player. Playerscompleted around 28% of the games.The bank has about 6,000 employees in its Singapore headquarters. Theinitial goal was to have 50% participation rate by the third month fromlaunch.
Space runner free download - Space Runner, Space Junk Runner, Shavalyn Pop: Space Runner, and many more programs. Run 4 is the third version of the awesome flash game where you have to run and jump in order to survive. If you have already played previous versions of the game, you know rules - not to fall down. The actions of the game take us to open space, where our character has to run and jump over obstacles and hidden traps.
The aim for level of engagement was to have an average of 4completed challenges per topic by each player.Out of 6,000 employees, statisticsreflected 418 unique players, hencean estimate of 7% participation rateover the course of game launch.Target ProfileA Case Study on Gamification and Learning All Rights Reserved. Gametize.com1st Group: Retail sales employees in the beginning of theirtwenties, who just recently joined the bank.2nd Group: Operations and technology employees in their latetwenties, who have had a few years of workingexperience with the bank.Secondary Group: Non-executives, people of the X generation and non-Singaporeans.The game was designed to fit the interests,personalities and motivations of the primarytarget audience.
Some examples of theexecution includes the use of Singlish andInternet language, such as “Moolah” and theinclusion of memes. The rewards store alsoincluded items that would appeal to the targetaudiences, such as movie tickets andStarbucks gift cards.Target ProfileA Case Study on Gamification and Learning All Rights Reserved. Gametize.com.What Went WellA Case Study on Gamification and Learning All Rights Reserved. Gametize.comEngaging StorylineLearning and training content is often dry; this was solved by the immersivethematic approach. Despite large amounts of content, Space Runnermanaged to capture the users by ensuring that every aspect of the game wasrelated to the space travel concept. Furthermore, the use of Internet memesin some topics enhanced the user experience in entertainment value.
Withthat, content was more engaging and memorable. Space Runner could bereferred to as “learning through space travel”.Enthralling AestheticsThe Space Runner was a showcase of the flexibility of visual customizationon the Gametize platform. Without typical flashcards, it was less daunting forusers as everything looked pretty and fun. Aesthetics such as the SpaceRunner’s is possibly the first thing that draws a player (especially of theyounger crowd) to start the game – many players play for the visuals.Fantastic aesthetics set the game apart from other typical learning games andaided in the delivery of the storyline. Space Runner would be more significant,identified as “the adorable game where we travel in space to learn”.What Went WellA Case Study on Gamification and Learning All Rights Reserved. Gametize.comLearning On-the-goThe game was compatible on web, iOS and Android devices – all easilyaccessible for the target audience.
Even if employees were on the gameduring office hours, they would be spending time learning relevant content.This achieved the objective of the project – to encourage learning. The launchof the game was at a good time when Singapore hyped up for SG50.
In linewith the celebrations, employers – local or foreign – got to learn more aboutSingapore through trivia.What Went WellA Case Study on Gamification and Learning All Rights Reserved. Gametize.comHaving the right incentivesThe system of +5 points for every vote encouraged participants to get theirfriends to join and also boosted in-game interaction by encouraging voting forother players.The rewards store had movie tickets, taxi vouchers and gift vouchers ofseveral popular food and beverage outlets. It was suitably incentivized for thetarget audience and rewards were snagged up extremely quickly, with themost popular one being movie tickets which were fully redeemed withinminutes.Having a Final Showdown increased involvement of players and was a goodconclusion of the game.Top prizes for the final showdown included tickets to Universal StudiosSingapore, a stay at Resorts World Sentosa for two, an iPad mini, andCapitaLand vouchers. Participation prizes were offered up for attendees ofthe Final Showdown event.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved. Gametize.comImplications of customizationWith the customization of topic map came some restrictions such as beingunable to add more stations (topics).
If 13 stations were set, it would bedifficult to have additions. This however, should not be a big issue if topicswere nailed in the beginning.
There are also workarounds to help with thescalability of the game. For instance, in order to release the planet monthly,planets were blacked-out and locked pre-release.Progress bars were removed with the integration of the topic map. This mightdemotivate players who are more absolute about completing topics, as thereis no visible gauge to urge them to want to finish a topic.ProgressionThere may have been too much locked content. For many of the topics withunlockable content, about only half of the content gets unlocked. This mighthave discouraged some players from completing the entire topic as it couldhave felt like it took more effort to unlock a second set of content, especially ifthey were required to do more tedious challenges, such as a photochallenge. As seen from the statistics, many players see a topic only halfwaythrough.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved. Gametize.com.Level of difficultySome challenges were less accessible to players and hence could bedeemed as a difficult challenge.
This resulted in the usage of online imagesor players putting challenges off and eventually not completing them. While itcan be perceived as a good sign that players are driven to complete thechallenges by using online images, it could also be solved by reconsideringthe accessibility of the target audiences or by designing simpler challenges.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved.
Gametize.com.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved. Gametize.comLevel of difficultyHowever, it’s worth noting that the more legitimate posts receive more playervotes than inappropriate posts or posts with Google images.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved. Gametize.comQuality of submissions and anonymityThe quality of player submissions could bemore substantial. Some of the photosubmissions – despite players submittinglegitimate images – did not have qualitativecaptions to accompany their submissions.This behavior could likely be because ofanonymity as players are free to log in usingtheir personal email accounts.
Players mayhave completed challenges for the sake ofgetting points to earn rewards, and theobjective of learning could be easilyovershadowed. Reducing anonymity may helpto improve the quality of submissions.However, it is worth noting that the seriousplayers were top in the leaderboard mainlybecause of votes garnered from goodsubmissions.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved. Gametize.comIncentivizing wellThe main motivation of the target audience was most possibly the rewards,proving the effectiveness of the rewards store. While overshadowing the mainobjective is plausible, as long as there is a hook for players to partake in thegame, there is increased probability of them having learning takeaways.However, the scheduled rewards resulted in low activity rate when there areno rewards available.There were around 250 rewards prepared for a targeted 3,000 participants.Some may have been put off from participating as they realized the rewardswere running out quickly. Some participants might have felt that the rewardswere not worth that many challenges. Unexpected/surprise rewards andbadges could be introduced to encourage ongoing engagement.Other type of rewards could be introduced as such as SAP (Status, Access,Power) Rewards in the form of group lunch treat from the manager, latepasses, extended lunch passes and coffee (or no coffee) with supervisors.These rewards are less taxing on a budget and if used right, could promotehealthier team relationships.What Could Have Been BetterA Case Study on Gamification and Learning All Rights Reserved.
Gametize.comAreas for improvementDrawing inference from the statistics, the game did not reach its targeted goalin terms of numbers.Competition with stakes involved across different departments or branchescould be introduced to motivate more employees to play the game. Anexample could be a losing department treating the winning department tolunch. The managers of the participating departments could also be lead byexample if they joined in and encouraged their team members to play thegame.This gives employees another reason to play the game, promotes teambonding and possibly even motivate them to submit more qualitative answers.Client FeedbackA Case Study on Gamification and Learning All Rights Reserved. Gametize.com“I love how space runner can unite colleagues in an organizationtogether within a game.
The release of each stage was appropriate andthe questions were mind wrecking enough, at least for me!”Brenda Tay“Just a tip, I guess the screen can be more interactive. I couldn't clickon the people who liked my pictures and it's hard to find fellow spacerunners on the game. Perhaps the photo page can also be improvedwith categorization instead of just one group together.”Brenda Tay“This app has created a very different kind of learning experience whichis fun, exciting and rewarding. The social interactivity of the app isespecially powerful in creating connection among employees in ourlarge organisation. It was very heartening at the end of the day to seethe top 4 winners ‘showing off’ their knowledge learnt from the app.Credit goes to my colleagues Kevin and Joan who believed that learningcan be different and they worked tirelessly to make this possible. Greatjob guys!”Cassandra ChengSuggestions have been taken into consideration by the technical team of Gametize.ConclusionA Case Study on Gamification and Learning All Rights Reserved. Gametize.comThe Space Runner is an excellent example of aesthetics and storylineimplementation of gamification.
To better improve the game based onobjectives, the content could have been improved in iterations based onplayer feedback and behavior over time. It could better received with theintroduction of competition, other form of rewards, and lesser or simplerchallenges.User experience demo video:https://youtu.be/NIZkJcVzUw.