Mobile Social Gamification & Gamification Y
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Mobile Social Gamification & Gamification Y

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Mobile Social Gamification & Gamification Y:

Mobile Social Gamification & Gamification Y:
My talk at http://www.gamified.in/

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    Mobile Social Gamification & Gamification Y Mobile Social Gamification & Gamification Y Presentation Transcript

    • Mobile Social Gamification & Gamification Y Kabir Ahmad Market Research & Consultancy
    • Expert Areas: • Digital Gaming • Gamificatio n • Gambling • 3G/4G Business Modeling • OTT Social Application Professional Attachment: • Directing Analyst at (Heading Gaming Division) • Steering Committee
    • PROBLEM VS. OPPORTUNITY … Gaming: Define Environme nt Gamification: Define © Farnam Street
    • Social Gamer … © Mas • 1.25 bln Social Gamer by 2018 • 54% are Female • 46% on Mobile (725 mln) • 35% CAGR © Mind
    • Connected Smartphone … © Face book
    • A Game Decade … Gamific ation ©
    • • $3.6 bln Market Spending by 2017 • 80% Global 2000 Organisation • 70% Enterprise Process • Mobile © Mind
    • Underlying Reality … © Raja t Paha
    • Industry Impact … © YuKai Chou
    • Connecting Real World Purpose … • Build a virtual village & Donate the items for a real village in Uganda
    • Community Awareness … • Make society aware & habituated with day-today waste management
    • Fold.it: Solving Problem … • Cracked the structure of protein-sniping
    • SuperBetter: Self Improvement … • Achieve goals or recover from a setback
    • Performance Improvement …
    • Brand Engagement … • Vending interface as game board
    • Retail Activation and Product Engagement … • Redeemable virtual currency
    • What About Gen Y …
    • Digitally Native Generation … • 43% play social games • Nearly 100% are digitally connected • Outcome driven, not process • Multitasking extraordinaires • Extrinsic life goals (money, fame, image) and less concerned for others • Overly self-confident, Source: Pew Research,
    • Australian Bureau of Statistics
    • Tactical Gamification Approach … • Meaningful vision – It should show users that their actions are for a greater good and can build upon itself to initiate long-term change • Contexts for civic learning – Actions and feedback should represent that of the community the user is in • Focused participation – Actions should be focused on one common goal for the most meaningful responses and feedback http://www.gamification.co/2013/08/02/the-future-of-gamification-lies-in-civic-engagement/
    • • CIVIC Engagement is the Future Gamification • CIVIC Economy is the future Gamification platform Gamification Y ……. in 2014 !!!
    • Kabir Ahmad Email: kabir@mindcommerce.com twitter: kabirahmad2008 Linkedin: http://www.linkedin.com/in/kabirah mad