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Intro to gamification

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Introduction to Gamification held for MSc Strategic Marketing Management students at Norwegian Business School

Introduction to Gamification held for MSc Strategic Marketing Management students at Norwegian Business School

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  • 1. GAMIFICATIONBI 19.09.2012 Kent Barwin Director – OMG Digital Marketing OMG AS kent.barwin@omg.no twitter.com/kbarw www.linkedin.com/in/kbarw
  • 2. What work I have done I have donebecause it has been play. If it had beenwork I shouldn’t have done it. Mark Twain
  • 3. GAMIFICATION ≠ NERD
  • 4. Gartner Predicts Over 70 Percent ofGlobal 2000 Organisations Will Have atLeast One Gamified Application by 2014 http://www.gartner.com/it/page.jsp?id=1844115
  • 5. MYSTERYWORLD
  • 6. THE KEY
  • 7. ADVANTAGES
  • 8. FLAUNT IT
  • 9. RULES
  • 10. THEDISCOVERYStatus is a greater motivatorthan financial gain
  • 11. THE MOVIE
  • 12. Gamification= old style
  • 13. THEWORLDSLARGESTGAME
  • 14. - POINTS- LEVELS- RANK
  • 15. REWARDS
  • 16. CASE:KOBOOr, how to turn something boringand individual into somethingengaging and social?
  • 17. CASE:FITOCRACYFitness community withgamification
  • 18. GAMIFICATION
  • 19. The use of game mechanics to drive engagementGamification = Best practice loyaltyDoes not have to involve actual games
  • 20. IT’S ABOUT LOYALTY The word most frequently used to describe engagement, particularly in a marketing context, is loyalty. Gamification by Design by Gabe Zichermann
  • 21. GAMIFICATION => SOCIAL CRM
  • 22. SOCIAL CRM –CREATES VALUE§  Loyalty§  Engagement§  Behavioral data§  Member get member§  Contact information§  Brand building
  • 23. HOW?
  • 24. STUDY EXAMPLES
  • 25. REMEMBER: NOSOCIETY IS EVER FLAT Level  30  –  243  000  p   Level  25  –  81  000  p   Level  20  –  27  000  p   Level  15  –  9  000  p   King   Level  10  –  3  000  p   Lord   Knight   Level  5  –  1  000  p   Appren;ce   Commoner   Level  1  –  0  p  
  • 26. START SIMPLE§  For example with a simple engine connected to facebook and the web page§  Simple badges§  Simple point system§  Build for expansion
  • 27. REMEMBER§  Build something useful and/or entertaining for the client§  Build to stimulate desired behaviour§  If you have to push them, you are probably doing something wrong –  If they are pushing you, you are probably doing something right
  • 28. DO NOT§  Market the gamification§  Push the gamification§  Make gamification mandatory for the clients
  • 29. PLAY!
  • 30. QUESTIONS? Kent Barwin Director – OMG Digital Marketing OMG AS kent.barwin@omg.no twitter.com/kbarw www.linkedin.com/in/kbarw

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