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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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  • 1. Mobile Social Gamification & Gamification Y Kabir Ahmad Market Research & Consultancy
  • 2. Expert Areas: • Digital Gaming • Gamificatio n • Gambling • 3G/4G Business Modeling • OTT Social Application Professional Attachment: • Directing Analyst at (Heading Gaming Division) • Steering Committee
  • 3. PROBLEM VS. OPPORTUNITY … Gaming: Define Environme nt Gamification: Define © Farnam Street
  • 4. Social Gamer … © Mas • 1.25 bln Social Gamer by 2018 • 54% are Female • 46% on Mobile (725 mln) • 35% CAGR © Mind
  • 5. Connected Smartphone … © Face book
  • 6. A Game Decade … Gamific ation ©
  • 7. • $3.6 bln Market Spending by 2017 • 80% Global 2000 Organisation • 70% Enterprise Process • Mobile © Mind
  • 8. Underlying Reality … © Raja t Paha
  • 9. Industry Impact … © YuKai Chou
  • 10. Connecting Real World Purpose … • Build a virtual village & Donate the items for a real village in Uganda
  • 11. Community Awareness … • Make society aware & habituated with day-today waste management
  • 12. Fold.it: Solving Problem … • Cracked the structure of protein-sniping
  • 13. SuperBetter: Self Improvement … • Achieve goals or recover from a setback
  • 14. Performance Improvement …
  • 15. Brand Engagement … • Vending interface as game board
  • 16. Retail Activation and Product Engagement … • Redeemable virtual currency
  • 17. What About Gen Y …
  • 18. 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,
  • 19. Australian Bureau of Statistics
  • 20. 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/
  • 21. • CIVIC Engagement is the Future Gamification • CIVIC Economy is the future Gamification platform Gamification Y ……. in 2014 !!!
  • 22. Kabir Ahmad Email: kabir@mindcommerce.com twitter: kabirahmad2008 Linkedin: http://www.linkedin.com/in/kabirah mad