DEF

SUMMIT WORKSHOPS

DAY 1NOV 11th, 2022

GAMIFICATION FOR ESPORTS COMMUNITIES: BUILDING BRAND EXPERIENCES

Pete Jenkins is an international authority on gamification, a lifelong gamer, successful entrepreneur and a lecturer. As CEO of Gamification+ Ltd he mentors and trains companies world-wide on the use of gamification to solve business challenges. Gamification+ won the Board of Trade Award from the UK’s Department of International Trade in January 2019. Pete is Chair of Gamification Europe, the annual conference for Gamification practitioners. The next conference is in March 2023 and is being held online.

Pete is an Honorary Ambassador for GamFed (International Gamification Confederation), having previously been the Chair from 2014 to February 2019, whose aim is to spread best practices within and support the gamification industry.

Pete is in his 15th year as a Lecturer at the University of Brighton. He lectures on gamification and entrepreneurship at undergraduate and post-graduate levels. He also guest lectures on Gamification at King’s College London and at ESCP Europe.

Over the past 20 years Pete has built and sold two businesses. One was in security software and the more recent one was a telecoms and internet connectivity business. He is also an Ambassador for Brighton & Hove Chamber of Commerce in the UK.

OUTLINE

An interactive session showing you how your brand can effectively use gamification to create effective Esports communities, boost long term engagement and customer loyalty, increase activity levels and lower attrition rates. The workshop will teach key theories behind effective gamification, look at successful examples of communities and brands’ gamification, then give hands-on experience brainstorming creative and innovative ways to gamify your customer (fans) journeys.

COVERING

  • Understanding how games create engagement
  • Discovering relevant examples viewed through the lens of games
  • Creating your own unique gamified campaign or programme using Player Journeys

KEY OUTCOMES

DEVELOP gamification knowledge and understanding to motivate and engage communities

APPLY suitable gamification techniques to different audience segments

DESIGN a fun and engaging gamification framework tailored for your community

OPTIMISE gamification through exciting hands-on exercises, world-class case studies and best practice

09.00 - 09.30
30 MINS

REGISTRATION AND WELCOME REFRESHMENTS

09.30 - 11.20
1 HOUR 50 MINS

1. YOUR BUSINESS OBJECTIVES

Before we can begin to choose the right gamification techniques for your community, we’ll map out the objectives you are trying to achieve. Are you trying to increase community engagement? Are you trying to encourage your members to spread the word about your community, events or services?

  • Define business objectives and set expectations
  • Align members with your business objectives
  • Induction games for users to speed up and increase engagement
  • Use games to educate community members
  • Promote a new event or service
  • Retaining members

2. UNDERSTANDING GAMIFICATION THEORY SO WE CAN APPLY IT
Gamification is about understanding why certain game mechanics are so engaging and how to choose which game techniques we should be using in any given situation.

  • What is gamification and why is it in demand?
  • The neuroscience behind effective gamification
  • Motivational psychology: Maslow’s Hierarchy of Needs, Self Determination Theory, Dan Pink, Marczewski’s Three Layers of Motivation and Flow
11.20 - 11.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

11.41 – 13.20
1 HOUR 40 MINS

3. EXPLORING ESPORTS GAMIFICATION EXAMPLES THROUGH THE LENS OF THE PLAYER JOURNEY

People respond positively to loyalty, reputation, reward and status and we’ll look at relevant case studies through the lens of the player journey:

  • Discovery – earning player attention
  • Onboarding – building comfort and trust
  • Scaffolding – designing activities to engage players
  • Mastery – rewarding, recognising and empowering star achievers

4. GAMIFICATION BRAINSTORMING
By understanding simple rules for how games work, our gamification brainstorming exercise is designed to help you create your first gamification project and solve your real business issues. Participants will be organized into teams for this exercise.

  • RULES: Obstacles we voluntarily abide by that define the game space
  • WIN STATES: The desired outcomes that make games fun and rewarding for people to play
  • GAME MECHANICS: The game mechanics that we use in each game determine the way players feel and behave in the game. The same goes for Gamification
  • BRAINSTORMING: Solve a need by coming up with the gamification, including the rules, game mechanics, win state and naming the project. It’s where you get a first feel of how engaging your idea is
13.20 - 13.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

13.41 – 15.00
1 HOUR 20 MINS

5. IMPLEMENTING GAMIFICATION AND FOLLOW-UP PLANNING

Develop the knowledge, understanding and skills to plan effective gamification projects for your organisation, as well as how to avoid common pitfalls.

  • Agreeing and prioritising business objectives – assess if gamification is the right answer for your requirement
  • Gathering intelligence on the environment, platforms and existing metrics
  • Defining the required learner behaviour change(s)
  • Strategies for motivating people – demographics, rewards, and player types (Marczewski’s Player Types Hexad)
  • Design and specify your prototype – theme, user journey and play testing
  • Production - Choosing a technology platform or partner, testing and roll-out
  • Follow up planning - dealing with high achievers in your game, monitoring game mechanic effectiveness and keeping users engaged in the longer term.

6. IMPROVING PLAYABILITY, ENGAGEMENT AND USER ADOPTION
Taking your gamification implementation from fun to exceptional. Reflecting on key questions to ask about your project to increase the breadth, depth and design of the player experience.

  • Deck of lenses
  • Next steps
DAY 2NOV 11th, 2022

LEARNING HOW TO LEARN: TEAM BUILDING AND CREATIVITY IN ESPORTS

Laghrissi has been in Esports for more than 18 years now, since he was 15 years old. He has been in teams as a Head Coach or as a Head of Esports, to get results and growth leading to the success of any organization that relies on their team to win. He is MENA’s best coach since 2016 and MENA regional champion in 2019,2020 and 2021. He has coached more than 300 players in his career in Europe, MENA & Asia, creating multiple loop growth and performance

tracking systems. Lastly, he holds a PhD in Applied Mathematics from the University of Sorbonne.

He believes that a performance model that incorporates knowledge from sports science, game research and competitive experience is possible. This principle always drives his work approach from performance to loop growth and learning how to learn.

OUTLINE

An interactive session aimed to raise awareness among actors in the Esports world on various problems related to performance providing insights on international best practices on the evolution of teams and players. Coaches, streamers, content creators, heads of Esports, team managers, team owners, and players are welcome to join and learn how to develop plans for efficient growth through a multitude of field-tested tactics.

KEY OUTCOMES

DEVELOP a clear understanding of why growth loops are important for team owners and investors in Esports

APPLY new systems and approaches in Esports

OPTIMISE performance in a very young region on international best practices

09.00 - 09.30
30 MINS

REGISTRATION AND WELCOME REFRESHMENTS

09.30 - 11.20
1 HOUR 50 MINS

1. STRESS

  • What are the stress sources for Esports athletes?
  • Should we expose players to stress?
  • How can we help players manage stress?
  • Stress a key metric for growth

2. GROWTH

  • In order to grow our team, we need to know the limits of our players
  • How can we grasp the limits of our players?
  • Behaviour and in-game skills Area
  • How to measure and track growth
11.20 - 11.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

11.41 – 13.20
1 HOUR 40 MINS

3. LEARNING HOW TO LEARN

  • The illusion of learning in Esports
  • Play the game › Study the game › Think about the game
  • The 4 pillars of learning how to learn
  • Awareness in Esports: A chess comparison

4. TEAM BUILDING

  • Formation of a team: Identification of teammates and selection criteria
  • Team coordination: The importance of online and offline bonding
  • Mixing online and offline team formation strategies
  • High-performance teams, how they do it?
  • Methodology and findings (data collection and data analysis)
13.20 - 13.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

13.41 – 15.00
1 HOUR 20 MINS

5. PLAYERS’ EXPRESSION AND CREATIVITY

  • Players’ in-game expression and comparison with art expression (example of a musician in an orchestra)
  • Cultural influence on creativity in Korean Esports and a comparison with the football model.
  • Improvisation in Esports and Esports imagination

6. GENERAL CONSENSUS AND SUMMARY

  • Deck of lenses
  • Resources
  • Next steps
DAY 3NOV 11th, 2022

How Esports Works and How To Set Your Projects Up For Success

Philip is a business coach, international speaker and author who has spent over 21 years working in the esports and gaming industry including 2 years working at EA SPORTS on the FIFA title. He’s also managed the world’s best esports teams, built technology platforms in esports, operated tournaments and events and consulted for global brands and governments. Now, he coaches entrepreneurs setting up esports projects and educates people about how the industry works through courses and workshops.

Philip also supports parents in understanding why their kids love to play videogames, how to manage device time without the arguments, how to build stronger relationships with their children through videogames and how to improve math skills using the power of videogames.

OUTLINE

This interactive session will guide participants through esports structures, models and frameworks with the objective of enabling them to see esports through a new lens and support the growth of their esports businesses, projects, campaigns and initiatives. Participants will be provided with tools and techniques they can use during campaign and project planning, in everyday business and for reaching their goals.

KEY OUTCOMES

DEVELOP a clear understanding of the relationship between different stakeholder groups in esports

APPLY new tools and techniques to engage and grow an audience

DEVELOP strategies for campaign and project planning

OPTIMISE processes to save time, money and effort in growing an esports business, project or initiative

09.00 - 09.30
30 MINS

REGISTRATION AND WELCOME REFRESHMENTS

09.30 - 11.20
1 HOUR 50 MINS

1. The 8 Pillars of Esports: Relationships, Dependencies and Impact

  • The 4 Pillars of Industry and how esports was born
  • The 4 Pillars of Society and how they will shape the future of esports
  • Relationships and Dependencies between each of the Pillars

2. Measuring the Maturity of an esports ecosystem

  • Looking at examples from countries around the world
  • Steps to assess the maturity of an esports ecosystem
  • Considerations for risk and growth based on ecosystem maturity
11.20 - 11.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

11.41 – 13.20
1 HOUR 40 MINS

3. The 10 Keys to Planning Esports Campaigns, Projects and Initiatives

  • What are the 10 Keys for success?
  • Identifying your Primary and Secondary Keys
  • Practical tips for using the Keys in your planning process to minimise challenges and build for success
  • How missing 1 Key can impact your success

4. Exercise and Hotseat

  • An exercise in planning and considering the 10 keys for your projects, campaigns and initiatives
  • Hotseat sessions where attendees can share their thoughts, ideas and challenges with the 10 Keys
13.20 - 13.40
20 MINS

NETWORKING AND REFRESHMENTS BREAK

13.41 – 15.00
1 HOUR 20 MINS

5. The 5 Fundamentals to Engaging and Monetising an Audience

  • How scale impacts all your opportunities and decisions
  • An introduction to the W.A.R.M Model for user engagement and how to use it to drive growth
  • How to use the DARE model to increase the desire of your audience and get them to do what you want
  • The 9 revenue streams in esports and why you need to unlock at least 3 of them

6. Exercise and Hotseat

  • An exercise in using the W.A.R.M Model, DARE Model and 9 Revenue Streams for planning a project, initiative or campaign
  • Hotseat session where attendees share their thoughts, ideas and challenges from the exercise
  • Next Steps

9th – 11th November, 2022, Dubai Exhibition Centre, North Hall