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Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
Gamification of User Adoption Startup Weekend
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Gamification of User Adoption Startup Weekend

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This brief presentation outlines 6 methods to leverage gamification to increase online user activation and engagement

This brief presentation outlines 6 methods to leverage gamification to increase online user activation and engagement

Published in: Technology, Business
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  • I love this topic. Gamification plays on our motivators and that's why it is so successful as entertainment. Finding ways to leverage that for the workplace is something that could improve productivity successfully. Especially with a generation graduating that grew up with gaming.
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  • 3 platforms Badgeville – samsung nation Bigdoor Bunchball
  • How many of you Google ’d the speakers tonight before coming. How about Googling customers/consultants before the first meeting We all do it Interesting stat: 3 Years ago there were only 2 Billion searches a day, today 60 Billion Replacing sales people
  • Transcript

    • 1. <ul><li>Leveraging game mechanics to drive user activation </li></ul>11/21/11 Director of Marketing, ReachLocal President, Social Media Club of Dallas [email_address] @mikedmerrill #SWDFW
    • 2. About Me 11/21/11 Organizations Experience Education Past Companies Accounting Operations Management Product Marketing Product Management Business Development Marcom Outside Sales Social Media Content Marketing
    • 3. Gamification Defined <ul><li>“ Gamification is the use of game thinking and game mechanics to engage audiences and solve problems and engage users. ” </li></ul><ul><li>- Gabe Zichermann </li></ul>11/21/11
    • 4. Psychological Reasons <ul><li>Rewards </li></ul><ul><li>Achievements </li></ul><ul><li>Competitiveness </li></ul><ul><li>Status </li></ul><ul><li>Respect </li></ul><ul><li>Altruism </li></ul><ul><li>Self Expression </li></ul>11/21/11
    • 5. 6 Common Types <ul><li>Points </li></ul><ul><li>Badges </li></ul><ul><li>Levels </li></ul><ul><li>Leaderboards </li></ul><ul><li>Challenges </li></ul><ul><li>Virtual Currency/Goods </li></ul>11/21/11
    • 6. Points 11/21/11
    • 7. Badges 11/21/11
    • 8. Levels 11/21/11
    • 9. Leaderboards 11/21/11
    • 10. Challenges 11/21/11
    • 11. Virtual Currency 11/21/11
    • 12. 11/21/11
    • 13. <ul><li>Let ’s Connect and Follow Each Other </li></ul>11/21/11 http://www.mikemerrill.com/twitter http://www.mikemerrill.com http://www.mikemerrill.com/linkedin http://www.mikemerrill.com/facebook [email_address]

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