• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
For the Win: What Businesses are Learning from the World of Games
 

For the Win: What Businesses are Learning from the World of Games

on

  • 2,987 views

Wharton professor Kevin Werbach explains the business potential of gamification.

Wharton professor Kevin Werbach explains the business potential of gamification.

Statistics

Views

Total Views
2,987
Views on SlideShare
2,893
Embed Views
94

Actions

Likes
9
Downloads
126
Comments
0

3 Embeds 94

http://paper.li 87
http://www.twylah.com 4
http://tweetedtimes.com 3

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    For the Win: What Businesses are Learning from the World of Games For the Win: What Businesses are Learning from the World of Games Presentation Transcript

    • FOR THE WIN Kevin Werbach The Wharton Schoolwerbach@wharton.upenn.edu What Businesses are Learning from the Penn Homecoming World of Games November 2011
    • A Famous Growth StoryPlace a single grain of rice onthe first square of a chessboard.Double the amount on eachsubsequent square.How many grains in total atthe end of the board?
    • A Famous Growth StoryPlace a single grain of rice onthe first square of a chessboard.Double the amount on eachsubsequent square.How many grains in total atthe end of the board? 18,446,744,073,709,551,615
    • A Famous Games StoryPlace a single grain of rice onthe first square of a chessboard.Double the amount on eachsubsequent square.How many grains in total atthe end of the board? 18,446,744,073,709,551,615
    • A Contemporary Growth Story
    • GrowthZero to 100 million users in 41 days
    • Growth http://blogs.wsj.com/venturecapital/2011/02/26/facebook-groupon-zynga-off-the-chart-revenue/“Zynga’s profit was also about $400million in 2010, only its third full year.”
    • (aka “WoW”) Massively Multiplayer Online Game11+ million players; >$1 billion annual revenue
    • how?
    • first,let’s play a game
    • Look in your wallet or purse.Pull out the oldest coin (just one).
    • Who thinks they have the oldest coin in the room (raise your hand)?http://www.flickr.com/photos/uhuru1701/2247520563
    • Winner!
    • GAME 2: With your teammates,make exactly 200 using either the denominations or the last two digits of the date.
    • Which was a better game?What made the games fun (or not)?
    • Why is this Girl so Excited?
    • fun
    • games are fun
    • digital gamesare designed to be fun
    • designed to be fun
    • designed to be fun
    • designed to be fun
    • designed to be fun
    • growth ofdigital games
    • in the beginning… …AKA 1972
    • And, the most successful video game of all time…
    • Windows Solitaire:9 billion hours in 2003
    • Today
    • Games Today
    • …and mobile, too
    • …and social, too…and casual.
    • Digital Allows Feedback Loops “So we put it in a feature we can build in a week – it’s a ghetto build we AB test it, we flow test it, we put it out to one percent. We built a data warehouse with a testing platform so we’re running several hundred tests at any given time for every one of our games. And no single user has more than one test.” Mark Pincus Founder & CEO, Zynga http://grattisfaction.com/2010/01/ Wharton alumnus how-zynga-does-customer-development-minimum-viable-product/
    • Put it Together = Monster Growth Zero to 100 million users in 41 days
    • Overall Games Market Source: Digi-Capital
    • Games are 21st Century MediaIn 2011, the games industry will generatedouble Hollywood box office revenues.
    • Games are 21st Century Media 97% of kids 12-17 play videogames (Pew 2008)
    • lessons(for business)?
    • Games for Business
    • designed to be fun
    • what elsemight bedesigned to be fun ?
    • gamification
    • “Suddenly, gamification is thehot new business concept, withmany of the world’s mostadmired companies signing on.”- Alex Konrad, Fortune, Oct. 17, 2011
    • Gamification is…The use of game elementsand game design techniquesin non-game contexts.
    • 3keys
    • pointsdesign interest curves competition narrative challenges appointments rankings surprise customization quests achievements avatars collections social experiences etc.
    • analytics “So we put it in a feature we can build in a week – it’s a ghetto build we AB test it, we flow test it, we put it out to one percent. We built a data warehouse with a testing platform so we’re running several hundred tests at any given time for every one of our games. And no single user has more than one test.”http://grattisfaction.com/2010/01/how-zynga-does-customer-development-minimum-viable-product/
    • motivation• competence (mastery)• autonomy (meaningful choices)• relatedness (social, purpose)= Intrinsic engagement Source: http://www.despair.com/motivation.html
    • http://www.gamifyforthewin.com Twitter: @gamifyforthewin
    • let’s have some fun!http://www.gamifyforthewin.com Twitter: @gamifyforthewin werbach@wharton.upenn.edu