Interview with our Gamification Europe 2017 speaker - Dominique Mangiatordi
To prepare for Gamification Europe 2017, we asked all our speakers 4 questions about gamification. These are Dominique's answers!
1) When and how did you first hear about gamification?
20 years ago, when I was organizing ‘Messaging Parties’ in different night clubs in Belgium. Those were dating parties where the most popular and the most appreciated attendees were displayed on a leaderboard, above the dance floor. The term we used at that time was “Playdating”, but I think you will agree that we were close to gamification.
2) Why and when did you decide that you want to use gamification?
Once again: 20 years ago. And I never stopped since. I used gamification with kids when we created KidCity, a virtual city for kids between 6 and 12 years where they can learn while playing. KidCity became the most visited website by this age group in Belgium. Then I founded Globule Bleu, a digital agency specialized in e-Marketing and Advertainment, which clearly relates to gamification. Finally, I decided that gamification will become my full-time job, and I created ØPP, a gamification startup studio. I also teach gamification in Brussels University and in the Design School of Aix-en-Provence.
3) What is the main takeaway someone will take after attending your session at Gamification Europe?
I’ll give a transparent feedback on 8 months of prototyping a cooperative objective management solution, based on gamification. Our solution, Happyformance, was tested and implemented by large companies like Engie, Société Générale, ALD or Thalys. Hundred of users gave us precious feedbacks and helped us to build a new version, that corrects mistakes and misunderstanding about cooperation at work. I will explain the concept of motivation synchronicity that is the key element when it comes to cooperative games and gamification at work.
4) What other session of Gamification Europe are you excited about and want to attend?
I am really looking forward to hearing Professor Karem Cham ‘Bankrupting Gamification – When a Method Becomes Mythologised’.