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When Mobility Met Gamification
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When Mobility Met Gamification

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Talk given at EDB ErgoGroup Customer Event September 2011.

Talk given at EDB ErgoGroup Customer Event September 2011.

Published in: Technology
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  • 1. Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011
  • 2. 5.0 There are now twice as many 1.4 mobile phones1.1 in the world as there are TV sets and PCs… … put together Source: Wiki Answers & UN – Tall I mrd
  • 3. Mobility is already the most important driver of change in our information societyDuring 3 years we have witnessed a dramatic ICT revolution (the ”Post PC” era is here!)
  • 4. • Nokia/Symbian: From 47% to 16% market share• Win Mobile: From 12% to 1% market share• Apple/iOS: From 2% to 19% market share• Google Android: From 0% to 48% market share (2y!)
  • 5. Fierce positioning for the “5th IT wave” Kilde: comScore Global 1/10
  • 6. employee employee”A WholeNew BallGame” … consumer environment enterprise enterprise ... where old diving lines are erased
  • 7. The most profound technologiesare those that disappear.They weave themselves into thefabric of everyday life until theyare indistinguishable from it. – Mark Weiser, Xerox PARC
  • 8. Microsoft XBOX 360 KinectNintendo WII
  • 9. The Ambient Umbrella
  • 10. YouTube – Augmented Reality on iPhonehttp://www.youtube.com/watch?v=ps49T0iJwVg
  • 11. Trondheim’sST.OLAV HOSPITAL - Actively deploying “Every- ware”
  • 12. «In 2011, 2B people will be connected to theinternet – as well as 1,000B things» Bob Sutor, IBM
  • 13. Mobile internet opens for new opportunities Source: John Batelle, Wired
  • 14. Many mobile internet solutionstake advantage of user psychologyand context using well knowngamingtechniques Here Gowalla is used as an example: See also Foursquare, Scvngr, Yelp etc.
  • 15. SCVNGR CEO, Seth Priebatschdefines ”gamification” asapplied psychology.He sees this as a third webframework, where..- v.1.0 links information,- v.2.0 connects people &- v.3.0 enables influencing user behaviour
  • 16. STATE CLEAR & MEANINGFUL GOALS
  • 17. EMPOWERMENT FUN = LEARNING
  • 18. ENCOURAGING DISCOVERY
  • 19. TO SEE & ”levelling up”BE SEEN
  • 20. GIVING TIME-LIMITED& EXCLUSIVE OFFERS
  • 21. ACKNOWLEDGE THE RELATIONSHIP
  • 22. WELL-KNOWN PSYCHOLOGY; Feel engaged because of… – .. perceived control and progression – .. achieving something and being valued – .. a strong relationship with peers – the need to collaborate to solve the big challenges and achieve “epic wins”
  • 23. Reality is broken. We need to make it work more like a game. – Jane McGonigal• A ”gamer” at 21yrs has spent 10,000h playing*• Eq. from 5th grade to high school graduation…• Their dedication, their collaborative skills and Research from Carnegie Mellon University (2010) their targeted engagement are necessary skills to be able to solve real world challenges – this century’s huge issues; famine, climate change, peak oil, obesity and demography change
  • 24. "Play it – before you live it."
  • 25. http://www.youtube.com/watch?v=ZRgeGIcYJbM
  • 26. http://www.youtube.com/watch?v=kA8pbojDorI
  • 27. http://www.youtube.com/watch?v=jzIBZQkj6SY
  • 28. http://www.youtube.com/watch?v=XP5yySEZub8
  • 29. Mission:We bring information to lifecreating value for our customersto the benefit of society

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