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© 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Gartner is a registered trademark of Gartner, Inc. or its affiliates. This publication may not be reproduced or distributed in
any form without Gartner's prior written permission. If you are authorized to access this publication, your use of it is subject to the Usage Guidelines for Gartner Services posted on
gartner.com. The information contained in this publication has been obtained from sources believed to be reliable. Gartner disclaims all warranties as to the accuracy, completeness
or adequacy of such information and shall have no liability for errors, omissions or inadequacies in such information. This publication consists of the opinions of Gartner's research
organization and should not be construed as statements of fact. The opinions expressed herein are subject to change without notice. Although Gartner research may include a
discussion of related legal issues, Gartner does not provide legal advice or services and its research should not be construed or used as such. Gartner is a public company, and its
shareholders may include firms and funds that have financial interests in entities covered in Gartner research. Gartner's Board of Directors may include senior managers of these
firms or funds. Gartner research is produced independently by its research organization without input or influence from these firms, funds or their managers. For further information
on the independence and integrity of Gartner research, see "Guiding Principles on Independence and Objectivity."
Brian Burke
Research Vice President
Twitter: @brian__burke
GAMIFY:
The Future of Gamification
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
The Challenge is that We Day is Just One Day
1
“Our dream is to
take that spirit
and connect on a
daily basis with
that energy 365
days a year.”
Craig Kielburger
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
• Weight Watchers and Boy & Girl
Scouts have used gamification
for a long time!
• Scale — Digital interactions can connect to
audiences of any size.
• Time — Digital interactions are
asynchronous.
• Distance — Thanks to the Internet, digital
interactions are available anywhere.
• Connectedness — With social
networking, friends are always nearby.
• Cost — Digital interactions are much lower
cost than face-to-face models.
What's New About Gamification?
Digital Engagement
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
Digital Business Enables Entirely New
Business Designs
3
Weight Watchers WTW• 17% Decline
• 14% Meeting Rev.
• 19% Decline
• CEO Resigns
• 20% Decline
• Dividend Cut
• 28% Decline
• Wearables Blamed
Weight Watchers (1963) MyFitnessPal (2005)
Members 1 Million+ 50 Million
Employees 56,000 ~ 75
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
Digital Business
The creation of new business
designs by blurring the
digital and physical worlds
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
Future Disruptions + Gamification
Imagine a World Where:
• Atoms behave like bits
• Machines are smarter
than people
• Everything is
connected
• Motivation is delivered
digitally
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 6
Samantha - Virtual Personal Assistant
• Time Management
• Personal Chores
• Travel & Accommodation
• Correspondence
• Background Research
• Interacts with
• Clients & Collegues
• Friends & Family Members
• Virtual Physiotherapist
• Virtual Personal Trainer
• Virtual Career Coach
Life
Work
Daily Goal
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 7
Heart Rate: 142
Time: 00:22:27
Distance: 3.13 Miles
John is 20 yards ahead
John
Halfway point,
looking good!
Physical and Digital
Worlds Become Blurred
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 8
Eliminating Barriers
of Cost, Time and Distance
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 9
Motivate the Crowd
© 2014 Gartner, Inc. and/or its affiliates. All rights reserved.
Recommendations
 Imagine a future where the
physical and digital worlds
become blurred
 Understand the impact of
emerging disruptive
technologies
 Analyse the opportunities
offered by evolving social
and economic trends
 Unleash the power of
gamification to digitally
engage and motivate the
masses

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GWC14: Brian Burke - "Gamify: The Future of Gamification"

  • 1. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Gartner is a registered trademark of Gartner, Inc. or its affiliates. This publication may not be reproduced or distributed in any form without Gartner's prior written permission. If you are authorized to access this publication, your use of it is subject to the Usage Guidelines for Gartner Services posted on gartner.com. The information contained in this publication has been obtained from sources believed to be reliable. Gartner disclaims all warranties as to the accuracy, completeness or adequacy of such information and shall have no liability for errors, omissions or inadequacies in such information. This publication consists of the opinions of Gartner's research organization and should not be construed as statements of fact. The opinions expressed herein are subject to change without notice. Although Gartner research may include a discussion of related legal issues, Gartner does not provide legal advice or services and its research should not be construed or used as such. Gartner is a public company, and its shareholders may include firms and funds that have financial interests in entities covered in Gartner research. Gartner's Board of Directors may include senior managers of these firms or funds. Gartner research is produced independently by its research organization without input or influence from these firms, funds or their managers. For further information on the independence and integrity of Gartner research, see "Guiding Principles on Independence and Objectivity." Brian Burke Research Vice President Twitter: @brian__burke GAMIFY: The Future of Gamification
  • 2. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. The Challenge is that We Day is Just One Day 1 “Our dream is to take that spirit and connect on a daily basis with that energy 365 days a year.” Craig Kielburger
  • 3. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. • Weight Watchers and Boy & Girl Scouts have used gamification for a long time! • Scale — Digital interactions can connect to audiences of any size. • Time — Digital interactions are asynchronous. • Distance — Thanks to the Internet, digital interactions are available anywhere. • Connectedness — With social networking, friends are always nearby. • Cost — Digital interactions are much lower cost than face-to-face models. What's New About Gamification? Digital Engagement
  • 4. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Digital Business Enables Entirely New Business Designs 3 Weight Watchers WTW• 17% Decline • 14% Meeting Rev. • 19% Decline • CEO Resigns • 20% Decline • Dividend Cut • 28% Decline • Wearables Blamed Weight Watchers (1963) MyFitnessPal (2005) Members 1 Million+ 50 Million Employees 56,000 ~ 75
  • 5. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Digital Business The creation of new business designs by blurring the digital and physical worlds
  • 6. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Future Disruptions + Gamification Imagine a World Where: • Atoms behave like bits • Machines are smarter than people • Everything is connected • Motivation is delivered digitally
  • 7. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 6 Samantha - Virtual Personal Assistant • Time Management • Personal Chores • Travel & Accommodation • Correspondence • Background Research • Interacts with • Clients & Collegues • Friends & Family Members • Virtual Physiotherapist • Virtual Personal Trainer • Virtual Career Coach Life Work Daily Goal
  • 8. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 7 Heart Rate: 142 Time: 00:22:27 Distance: 3.13 Miles John is 20 yards ahead John Halfway point, looking good! Physical and Digital Worlds Become Blurred
  • 9. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 8 Eliminating Barriers of Cost, Time and Distance
  • 10. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 9 Motivate the Crowd
  • 11. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Recommendations  Imagine a future where the physical and digital worlds become blurred  Understand the impact of emerging disruptive technologies  Analyse the opportunities offered by evolving social and economic trends  Unleash the power of gamification to digitally engage and motivate the masses