The OpenExO Community Game report
Lessons learned from Season One
The OpenExO Community Game has reached the end of its first season.
These were very stimulating and exciting months, in which we developed an Edge project that combined principles of gamification, rapid prototyping, iteration, and learning capabilities to generate a product that could achieve its main goal: engagement.
The project started as an evolution of previous applications of gamification in OpenExO and you can follow the journey of our game through a series of iterations that led to this detailed engagement report.
Born from the previous “The Exponential Curve – Gamified 30-Doubling Challenge“, the game involved a part of the community (about 240 players), who, over several months, completed challenges, connected, and played games.
With more than 60,000 games played by players from all over the world, and nearly 1,000 challenges submitted, the game has also been a rich mine of information and community-generated content.
Part of the generated content includes case-histories of members in the application of ExO attributes, their MTPs, lessons learned in their work, Do’s and Don’ts, and even cutaways of their lives with in-real-life activity reports.
The game was developed by the ExO Angels team and our staff who deployed their expertise in gamification, and experimentation approaches to projects and community management.
The gamification experience was designed around the Octalysis framework with the express purpose of giving visibility to all 8 core drivers to serve an engaging experience for all different types of players and strengthen cohesion within the community. In the development we tried to balance Black & White Hat drivers (with a predilection for White Hat), and a good equilibrium between the right-brain (related to creativity, self-expression, and social aspects) and left-brain core drivers (associated with logic, calculations, and ownership)
The creation of this game has been a journey-within-a-trip. On the one hand we have had the opportunity to work closely with a wonderful team of advisors and creators, and on the other hand we have had the opportunity to experiment and learn at a decidedly frantic pace. In the game’s 6 months of operation, more than 20 versions and over 50 new features have been released. Each feature was recorded, in terms of events, to understand how it contributed to participants’ engagement.
This gamification experience has left us a little tired (the last update was at 2AM on Saturday), very satisfied and, most importantly, has enriched our experience with lessons learned, including:
- Empower creativity and strategies: the game also allowed players to develop and diversify their game strategies: using the right cards at the right time can completely change the outcome of the game. (Stefano Benatti)
- Combine learning and creating: The lesson I’ll be taking with me after this 1st Season of the Game is that learning and creating together is beautiful and much easier. It’s nice to see how different backgrounds from around the world can come together and interact to create and solve problems. (Debora Barg)
- Facilitate connections: the App can allow users to connect with each other, share their experiences, and contribute to the development of the organization’s products and services. This can create a loyal customer base that will spread the word about the organization to their friends and family. (Niki Faldemolaei)
- Iterate and adapt: it’s important to iterate and adapt gamified learning experiences over time. Analyze user data to see what’s working and what’s not, and use that information to make changes and improvements. This will help ensure that the experience remains engaging and effective over the long term. (Fabrizio Gramuglio)
- Make it social: Gamification can be a powerful tool for building communities and fostering social connections. Encourage users to share their progress, compete with others, and collaborate on tasks to help build a sense of community and increase engagement. (Sasha Sadovnikova)
These are just a few of the lessons learned for which we again want to thank the ExO community for their participation, support (we should not forget to mention the more than 800 pieces of feedback we received), and the opportunity to connect with them.
During the game we rewarded our players with more than 85.000 EXOS. EXOS tokens are a type of digital currency used within the OpenExO Community Game. These tokens were earned by players for their participation and performance within the game, and they can be used to purchase various rewards and privileges. EXOS tokens are an important aspect of the OpenExO Community Game, as they provide incentives, rewards, and privileges for players who perform well within the game.
Season One is over, as we said in the opening, now it’s time to capitalize on what we learned and prepare for Season Two, stay tuned!