Gamification: WTF?!?               Prof. Kevin Werbach              werbach@wharton.upenn.edu  Gamification: Practical Adv...
Games are Big•  97% of kids 12-17 play videogames (Pew 2008)•  Games industry: $66 billion worldwide (DFC 2011),   or doub...
Gamification is Big… or is it?                    “Gartner Group projects [gamification] will account for                 ...
Welcome to the grey,hopeless wasteland!
Gamification is Not:•  Actual games   –  Although the line is blurry!•  (Just) points, badges,   and leaderboards•  Anythi...
Gamification is…The use of game elementsand game design techniquesin non-game contexts.
Time to  GetSerious
Fill in the Blank:•  Gamification is a form of _________________
Fill in the Blank:•  Gamification is a form of _________________       Loyalty program
Fill in the Blank:•  Gamification is a form of _________________       Loyalty program     Game development
Fill in the Blank:•  Gamification is a form of _________________       Loyalty program     Game development     Motivation...
•  In which case, we should listen more to the:       Loyalty program        Marketing practice     Game development      ...
And Now, the Main Event!•  Moderator: Chris Grant (Joystiq)•  Jesper Juhl (NYU)•  Eric Goldberg (Crossover Technologies)• ...
Gamification: WTF?!?
Gamification: WTF?!?
Gamification: WTF?!?
Gamification: WTF?!?
Gamification: WTF?!?
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Gamification: WTF?!?

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Introductory presentation by Kevin Werbach at the "Gamification: Practical Advice from Game Developers" event at the Wharton School in Philadelphia, October 3, 2011.

Gamification: WTF?!?

  1. 1. Gamification: WTF?!? Prof. Kevin Werbach werbach@wharton.upenn.edu Gamification: Practical Advice from Game Developers The Wharton School, Univ. of Pennsylvania October 3, 2011
  2. 2. Games are Big•  97% of kids 12-17 play videogames (Pew 2008)•  Games industry: $66 billion worldwide (DFC 2011), or double Hollywood box office revenues –  Online sales to surpass retail in 2013•  Social games: $1.25 billion (Inside Network 2011)•  Virtual goods: $7.3 billion globally (In-Stat 2010), over $2 billion U.S. (Inside Network 2011)
  3. 3. Gamification is Big… or is it? “Gartner Group projects [gamification] will account for 50% of all innovation in the world’s biggest enterprises by 2015….” http://gamification.co/2011/09/20/a-teachable-moment/“By 2015, more than 50 percent of organizationsthat manage innovation processes will gamifythose processes.” http://www.gartner.com/it/page.jsp?id=1629214 “Gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business….” http://www.bogost.com/blog/gamification_is_bullshit.shtml
  4. 4. Welcome to the grey,hopeless wasteland!
  5. 5. Gamification is Not:•  Actual games –  Although the line is blurry!•  (Just) points, badges, and leaderboards•  Anything that uses a game mechanic•  Limited to marketing, or to business
  6. 6. Gamification is…The use of game elementsand game design techniquesin non-game contexts.
  7. 7. Time to GetSerious
  8. 8. Fill in the Blank:•  Gamification is a form of _________________
  9. 9. Fill in the Blank:•  Gamification is a form of _________________ Loyalty program
  10. 10. Fill in the Blank:•  Gamification is a form of _________________ Loyalty program Game development
  11. 11. Fill in the Blank:•  Gamification is a form of _________________ Loyalty program Game development Motivational design
  12. 12. •  In which case, we should listen more to the: Loyalty program Marketing practice Game development Game designers Motivational design Psychologists
  13. 13. And Now, the Main Event!•  Moderator: Chris Grant (Joystiq)•  Jesper Juhl (NYU)•  Eric Goldberg (Crossover Technologies)•  Margaret Wallace (Playmatics)•  Ethan Mollick (Wharton MGMT)•  Frank Lee (Drexel)
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