The Core of Gamification
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The Core of Gamification

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The Core of Gamification: Why games are powerful and how marketers can tap into that power in a meaningful way. By Charles Adam Butler, Assistant Professor at NITH and previous level designer Funcom.

The Core of Gamification: Why games are powerful and how marketers can tap into that power in a meaningful way. By Charles Adam Butler, Assistant Professor at NITH and previous level designer Funcom.

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  • 1. The  Core  of  Gamifica/onA  quick  look  at  why  games  are  powerful  and  how  we  can  tap  into  that  power  in  a  meaningful  way    Charles  Butlercb@nith.no
  • 2. The  Current  Reality  
  • 3. vilified    •  c
  • 4. (Farm)vil(le)ified    •  c
  • 5. -ified
  • 6. -­‐    •  -­‐
  • 7. “I  dont  fucking  want  innova2on,  youre  not  smarter  than  your  compe2tor.”        “Just  copy  what  they  do  and  do  it  un2l  you  get  their  numbers.”
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  • 19. Why?    •  -­‐
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  • 24. Why?    •  -­‐
  • 25. Why?    •  -­‐
  • 26. Chess/cards/sports    •  -­‐
  • 27. Chess/cards/sports    •  -­‐
  • 28. Chess/cards/sports    •  -­‐
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  • 30. Chess/cards/sports    •  -­‐
  • 31. Chess/cards/sports    •  -­‐
  • 32. This  is  bowling…  There  are  rules.  
  • 33. Chess/cards/sports    •  -­‐
  • 34. Chess/cards/sports    •  -­‐
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  • 37. Chess/cards/sports    •  -­‐
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  • 41. Chess/cards/sports    •  -­‐
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  • 43. Chess/cards/sports    •  -­‐
  • 44. Chess/cards/sports    •  -­‐
  • 45. Mo/va/ons    •  -­‐
  • 46. Know  your  customer•  -­‐
  • 47. Thanks!Charles  Butlercb@nith.no