Your SlideShare is downloading. ×
Gamification Discussion
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Gamification Discussion


Published on

Gamification Discussion at the Triangle AMA Digital Marketing Camp.

Gamification Discussion at the Triangle AMA Digital Marketing Camp.

  • Be the first to comment

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide


  • 1. Gamification ForYour BrandThe Promises and the Pitfalls
  • 2. So, why am I talking about Gamification? and more importantly, why should you care?
  • 3. So what isGamification?
  • 4. What it is not... Video Games
  • 5. Gamification:The process ofusing gamethinkingand game mechanicsto solve problems and engage users.
  • 6. Gamification:Is a recent trend that stemsfrom the popularity and replayvalue of console and socialvideo games.
  • 7. Just howPopularis gaming?
  • 8. 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.
  • 9. 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
  • 10. Gamification:The process of figuringout what elements of game playkeep players hooked overtime and then...
  • 11. Gamification:Apply those elements to regulartasks, scenarios, and problems –essentially turning any activityinto a game.
  • 12. Facebook is probably the mostsuccessful non-game gameever invented.
  • 13. So how do you know thatgamification works?It is based on Science.
  • 14. Human Needs! Reward! Status! Achievement! Self Expression! Competition! Altruism
  • 15. Game designers callthese fundamental needs anddesires, game dynamics.
  • 16. And they have known foryears how to address theseneeds through the use ofgame mechanics.
  • 17. Game Mechanics! Points! Levels! Challenges! Virtual Goods and Spaces! Leaderboards! Gifts and Charity
  • 18. Game MechanicsMotivateBehaviors
  • 19. Gamification nowenables these dynamicsto be applied morebroadly.
  • 20. Overall Goal:Engagement
  • 21. Why shouldyou Care aboutGamification?
  • 22. Result:A powerful toolthrough whichorganizations canteach, persuade,and motivate people.
  • 23. Examples
  • 24. PersonalFinance Mint
  • 25. Learning Khan Academy
  • 26. Buying Groupon
  • 27. Business
  • 28. Nike+Fitness FitBit
  • 29. Gamification tactics do notneed to involve digital technology... CrossFit Workouts
  • 30. So what does the future ofGamification look like?
  • 31. 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
  • 32. or as envisioned by...Professor Jesse Schell
  • 33. Wait a minute…this all seems a little fishy.
  • 34. This isnʼt new...many of its techniqueshave been in place for a long time.
  • 35. Gamification elements arealready presentin everyday activities
  • 36. For business purposes,gamification is invalid,faddish, exploitativeand simplistic
  • 37. Gamification has mistaken theaddition of points for the applicationof genuine game mechanics
  • 38. Misconception 1Gamification is aboutbadges and points.
  • 39. Misconception 2All gamification activitieshave to be fun.
  • 40. Misconception 3Gamification activitiesare not appropriatein the workplace
  • 41. So how can youbring gamification concepts for your brand?
  • 42. Is the ProductCompelling?
  • 43. What is the Context?
  • 44. What is the Timeframe?
  • 45. How soon to Market?
  • 46. What does Successlook like?
  • 47. In Summary
  • 48. Questions
  • 49. Thank youJon BarlowVice President, Senior Creative Technologiste. jbarlow@capstrat.comt. @jon_barlow