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GSummit SF 2014 - GAMIFY: What is the Future of Gamification? by Brian Burke @brian__burke
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GSummit SF 2014 - GAMIFY: What is the Future of Gamification? by Brian Burke @brian__burke

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  • 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. 1
  • 3. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. The Challenge is that We Day is Just One Day 2 “Our dream is to take that spirit and connect on a daily basis with that energy 365 days a year.” Craig Kielburger
  • 4. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Gamification is Middleware for Motivation • Killer apps have always connected people with people • Gamification is not about points and badges – unless they are meaningful to the player • Gamification is about connecting people with people and their dreams 3
  • 5. © 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 Motivation
  • 6. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Digital Motivation Enables New Business Designs 5 Weight Watchers WTW• 17% Decline • 14% Meeting Rev. • 19% Decline • CEO Resigns • 20% Decline • Dividend Cut • 28% Decline • Free Apps Blamed Weight Watchers (1963) MyFitnessPal (2005) Members 1 Million+ 50 Million Employees 56,000 ~ 75
  • 7. © 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
  • 8. © 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
  • 9. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 8 Eliminate Barriers of Cost, Time and Distance
  • 10. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 9 Turn the Crowd into a Swarm
  • 11. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. 10 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
  • 12. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Samantha-Virtual Personal Assistant 11 • Time Management • Personal Chores • Travel & Accommodation • Correspondence • Background Research • Interacts with • Clients & Colleagues • Friends & Family Members • Virtual Physiotherapist • Virtual Personal Trainer • Virtual Career Coach Life Work Daily Goal
  • 13. © 2014 Gartner, Inc. and/or its affiliates. All rights reserved. Work Balance 12
  • 14. © 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  Analyze the opportunities offered by evolving social and economic trends  Unleash the power of gamification to digitally engage and motivate the masses