Your SlideShare is downloading. ×
0
the year ofgamification gabe zichermann    @gzicherm  Gamification.Co
about meauthor “Game Based Marketing”         “Gamification by Design”            editor gamification.co   advisor & mentor ...
http://gsummit.com
Gamification is: the process of using game thinking and  game mechanics to solveproblems and engage users
gamification is not just
GAMIFICATION IS THE NEW               BLACK
WHY NOW?
WHAT NOW? LOYALTY ENGAGEMENT METRICS RULE DESIGNING FOR MOTIVATION DESIGN OVER TIME
LOYALTY V4.0
loyalty’s historyTangible     Virtual     Status    Virtual Goods     Currencies   Systems   Rewards 1800s       1930s    ...
costs and status value of loyalty200160120 80 40  0   1800      1850             1900    1950           2000    2050      ...
THOSE WHO ARE MOST LIKELY TO PAY,       GET STUFF FOR FREE
STATUSACCESSPOWERSTUFF
The Game’s The Thing
POUR SOME GAMESUGAR ON ME
OUR LAST HOPE?
MOTIVATION
ENGAGEMENT
ENGAGEMENT RECENCY FREQUENCY DURATION VIRALITY RATINGS
ESCORE
ESCORE DIMENSIONS  INDUSTRY RELATIVE  REBALANCED ANNUALLY  FLEXIBLE, EXTENSIBLE, TRACKABLE  MEASURED OVER TIME  COMPARABLE
BALANCING ENGAGEMENT100 75 50 25  0           CAFE               DATING              E-COMMERCE      recency     frequency...
OLD LOYALTY1. BUY NOW2. JOIN LOYALTY PROGRAM3. RE-ENGAGE (LOYALTY   MARKETING)4. BUY NOW
GAMIFIED LOYALTY             8-9-:.4(                         !"#$%#&(           25"5499(;(                          )*"#"...
LIKE NOW!
BUY NOW!
CONVERSION RATE        E∕          $
GAMES WERE ALWAYS SOCIAL
UNTIL 1977
AND THEY ARE AGAIN
Bartle’s Player Motivations    killer      achiever  socializer    explorer
flow
non-obvious              predictabledesire          GAMES          unforced
DESIGNERS ALSO COMMIT OVER TIME
DON’T STOPINNOVATING
HOW WE CAN HELPWORKSHOPS ACROSS THE US AND IN 6+ COUNTRIESGSUMMITS FALL 20112 NEW BOOKSGAMIFICATION UCONSULTINGRESEARCH, W...
gabe zichermann    @gzicherm  Gamification.Co
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
The Year of Gamification - 2011 - Time Social Media Week
Upcoming SlideShare
Loading in...5
×

The Year of Gamification - 2011 - Time Social Media Week

18,502

Published on

This is Gabe Zichermann's closing speech from Time Inc's Social Media Week Session, entitled - 2011, The Year of Gamification.

Published in: Technology
1 Comment
30 Likes
Statistics
Notes
No Downloads
Views
Total Views
18,502
On Slideshare
0
From Embeds
0
Number of Embeds
9
Actions
Shares
0
Downloads
385
Comments
1
Likes
30
Embeds 0
No embeds

No notes for slide

Transcript of "The Year of Gamification - 2011 - Time Social Media Week"

  1. 1. the year ofgamification gabe zichermann @gzicherm Gamification.Co
  2. 2. about meauthor “Game Based Marketing” “Gamification by Design” editor gamification.co advisor & mentor to startupsfacilitator Founder Institute NYC speaker, 25+ events/year
  3. 3. http://gsummit.com
  4. 4. Gamification is: the process of using game thinking and game mechanics to solveproblems and engage users
  5. 5. gamification is not just
  6. 6. GAMIFICATION IS THE NEW BLACK
  7. 7. WHY NOW?
  8. 8. WHAT NOW? LOYALTY ENGAGEMENT METRICS RULE DESIGNING FOR MOTIVATION DESIGN OVER TIME
  9. 9. LOYALTY V4.0
  10. 10. loyalty’s historyTangible Virtual Status Virtual Goods Currencies Systems Rewards 1800s 1930s 1980s 2010+
  11. 11. costs and status value of loyalty200160120 80 40 0 1800 1850 1900 1950 2000 2050 loyalty costs status & social power
  12. 12. THOSE WHO ARE MOST LIKELY TO PAY, GET STUFF FOR FREE
  13. 13. STATUSACCESSPOWERSTUFF
  14. 14. The Game’s The Thing
  15. 15. POUR SOME GAMESUGAR ON ME
  16. 16. OUR LAST HOPE?
  17. 17. MOTIVATION
  18. 18. ENGAGEMENT
  19. 19. ENGAGEMENT RECENCY FREQUENCY DURATION VIRALITY RATINGS
  20. 20. ESCORE
  21. 21. ESCORE DIMENSIONS INDUSTRY RELATIVE REBALANCED ANNUALLY FLEXIBLE, EXTENSIBLE, TRACKABLE MEASURED OVER TIME COMPARABLE
  22. 22. BALANCING ENGAGEMENT100 75 50 25 0 CAFE DATING E-COMMERCE recency frequency duration virality ratings
  23. 23. OLD LOYALTY1. BUY NOW2. JOIN LOYALTY PROGRAM3. RE-ENGAGE (LOYALTY MARKETING)4. BUY NOW
  24. 24. GAMIFIED LOYALTY 8-9-:.4( !"#$%#&( 25"5499(;( )*"#"&( 64<%5=( 2.%345(647 +",-%.(/%..(0"( )&%4*4&0( 1,#"&(
  25. 25. LIKE NOW!
  26. 26. BUY NOW!
  27. 27. CONVERSION RATE E∕ $
  28. 28. GAMES WERE ALWAYS SOCIAL
  29. 29. UNTIL 1977
  30. 30. AND THEY ARE AGAIN
  31. 31. Bartle’s Player Motivations killer achiever socializer explorer
  32. 32. flow
  33. 33. non-obvious predictabledesire GAMES unforced
  34. 34. DESIGNERS ALSO COMMIT OVER TIME
  35. 35. DON’T STOPINNOVATING
  36. 36. HOW WE CAN HELPWORKSHOPS ACROSS THE US AND IN 6+ COUNTRIESGSUMMITS FALL 20112 NEW BOOKSGAMIFICATION UCONSULTINGRESEARCH, WRITING
  37. 37. gabe zichermann @gzicherm Gamification.Co
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×