Consumers spent $25.1 billion on videogames, hardware and accessories in2010.Game sales in 2010, generating$5.9 billion in revenue.72% of American households playcomputer or video games.55% of gamers play games on theirphones or handheld device.
Average game player is 37 years old andhas been playing for 12 yearsAverage age of the frequent gamepurchaser is 41 years old42% of all game players are women. (In fact,women over the age of 18 represent a signiﬁcantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%).)In 2011, 29% of Americans over the ageof 50 play video games
Gamiﬁcation:The process of ﬁguringout what elements of game playkeep players hooked overtime and then...
Gamiﬁcation:Apply those elements to regulartasks, scenarios, and problems –essentially turning any activityinto a game.
Facebook is probably the mostsuccessful non-game gameever invented.
So how do you know thatgamiﬁcation works?It is based on Science.
Human Needs! Reward! Status! Achievement! Self Expression! Competition! Altruism
Game designers callthese fundamental needs anddesires, game dynamics.
And they have known foryears how to address theseneeds through the use ofgame mechanics.
Game Mechanics! Points! Levels! Challenges! Virtual Goods and Spaces! Leaderboards! Gifts and Charity
Gamiﬁcation tactics do notneed to involve digital technology... CrossFit Workouts
So what does the future ofGamiﬁcation look like?
According to the statistics...Gartner, predicts that “by 2015,more than 50% of organizationsthat manage innovation processeswill gamify those processes”By 2014, a gamiﬁed servicefor consumer goods marketingand customer retention will becomeas important as Facebook, eBayor Amazon