More Related Content Similar to Skive on Gamification (update) (20) Skive on Gamification (update)2. “By 2014…more than 70% of
Global 2000 organizations will
have at least one gamified
application”
Gartner
Gartner Newsroom
© Skive Group 2012
3. Gamification is
The use of game play
mechanics and thinking to
entice participation in real
world situations
© Skive Group 2012
4. “Gamification was born from
the notion that gaming
behaviours like achieving
goals, collecting &
cooperating appeal to
everyone – not just gamers.”
E-Consultancy. Gamification: is everything a game? June 2011
© Skive Group 2012
5. After all we’ve all
been gathering
points and rewards
for years...
© Skive Group 2012
6. “Gamification helps extend
the longevity of marketing
engagement strategies by
making them much more
addictive and more fun.”
E-Consultancy. Gamification: is everything a game? June 2011
© Skive Group 2012
8. “Pure gaming was about
escaping reality it was about
fantasy worlds and putting
yourself into fantasy
situations.”
E-Consultancy. Gamification: is everything a game? June 2011
© Skive Group 2012
9. But games are blurring the real and fantasy world...
Zombie’s, Run! encourages you to run by
immersing you in a fantasy world where
you are incentivised to run by the zombies
literally breathing down your neck
The more you run the more you can help
other ‘survivors’ by collecting ammo,
medicine etc. and discover more about the
mysteries in that world
Zombie’s, Run! Is soon planning to
integrate with Run Keeper when we
imagine it will really take off
https://www.zombiesrungame.com/
© Skive Group 2012
10. Real world actions = virtual rewards
My Town 2 is a location based
game. By checking into local
places, you can ‘own’ them in
your town.
However, as demand grows for
your favourite cafe the pricier it
will be...
Checking into places you don’t
own or being the first to do so
can also earns you points
http://itunes.apple.com/gb/app/my-town-2/id442345455?mt=8
© Skive Group 2012
11. “Marketing loves gaming
because we are about
changing and enforcing
behaviours.”
E-Consultancy. Gamification: is everything a game? June 2011
© Skive Group 2012
12. Such as:
Trial/ Adoption
Engagement
Loyalty
Interaction/Sharing
Purchase
© Skive Group 2012
13. Here are some of the tools of Gamification...
© Skive Group 2012
20. Those are the mechanics but we have to apply
them with thought and care or Gamification
becomes a bolt on
© Skive Group 2012
21. Using Gamification to create
engagement & loyalty
Trial/ Adoptionproblems
Solve real life
Engagement
Make it meaningful
Loyalty interesting
Keep it
Interaction/Sharing
Make it fun!
Purase behaviour
Reward
© Skive Group 2012
23. Fitness - Fitocracy
Takes something mundane like fitness, but beneficial and makes it fun by
allowing you to track your progress, schedule activities, frame you against your
friends and rewards you for your progress
http://www.fitocracy.com
© Skive Group 2012
25. GPS - Waze
Waze is a navigation app that uses crowdsourcing, gamification and location
based technology to give a real time picture of our roads.
Drivers are encouraged to cover roads that need mapping, report on
conditions through points and leaderboard mechanics
http://world.waze.com/
© Skive Group 2012
26. Politics - MTV Power of 12
Part of MTV’s Power of 12 campaign - Fantasy Election launches in the summer. It’s
designed to help engage 18-29 year olds with the Presidential election by allowing
them to pick their candidates and similarly to fantasy football be awarded points for
those that exhibit ‘good’ behaviours and penalized for ‘bad/undemocratic’ behaviour.
Points can also be earned for registering to vote, checking in to debates and events
and engaging friends with issues.
http://powerof12.org/
© Skive Group 2012
27. The environment - Recyclebank
Earn points for adopting earth friendly behaviour such as using fewer
resources or making greener purchases. Users can spend their
reward points on deals and discounts with Recyclebank partners
www.recyclebank.com/
© Skive Group 2012
28. Work - DueProps
Gamification is even creeping
into the office environment
turning motivation of workers
into a fun and engaging
game.
DueProps users take turns
“giving each other props” for
everything from a job well
done to recognition of
leadership and having each
other’s backs. The game
rhythm encourages positive
feedback loops to emerge
organically
© Skive Group 2012
29. 2 2.
Make it meaningful
Make it meaningful
© Skive Group 2012
30. The Guardian
The expenses scandal experiment shows unpaid work can be fun and
meaningful – The Guardian crowd-sourced readers to help them with the MP’s
expenses scandal report
© Skive Group 2012
31. Making something personally relevant helps make it
meaningful
Using the Framing effect allows users to draw their own conclusions based on
how data is presented
© Skive Group 2012
32. Opower
Opower aims to make energy use meaningful by making it personally relevant -
allowing you to compare how you fare against others
https://social.opower.com
© Skive Group 2012
33. 3 3.
Keep it interesting
Keep it interesting
© Skive Group 2012
34. You need to be challenged in relation to your skill,
otherwise tasks could become boring
High
Anxiety
Motivation/
Challenge
Boredom
Low
Low High
Ability
Mihaly Csikszentmihalyi,,
© Skive Group 2012 "Flow: The Psychology of Optimal Experience’
35. 4 4.
Make it fun
Make it fun
© Skive Group 2012
36. It shouldn’t feel like hard work - Turntable.fm
Socialising and gamifying music
© Skive Group 2012
37. 5 5.
Reward behaviour
Reward Behaviour
© Skive Group 2012
38. Its not just about points but tangible rewards
RedCritter Tracker is the only project management service with badges, rewards,
leaderboards and real-time Twitter-style feeds. However, you don’t just earn kudos
for a job well done you can spend your reward points in your company store
www.redcrittertracker.com/
© Skive Group 2012
39. Honda Ketai Traveler
Young people in Japan don’t drive cars, the prefer to buy new
technology and stay at home. Honda developed a game that
rewards people the further that they get from home
http://www.welovead.com/en/works/details/675zmsvE
© Skive Group 2012
40. In summary
Trial/ Adoptionproblems
Solve real life
Make it meaningful
Engagement
Keep it interesting
Loyalty
Make it fun!
Interaction/Sharing
Reward behaviour
Purase
© Skive Group 2012
41. Thank you
Liz Faber – Head of Planning
l.faber@skive.co.uk
Alex Hobhouse – New Business
alex.hobhouse@skive.co.uk
26/04/2012 © 2012 SKIVE Group 41