Your SlideShare is downloading. ×
Gamification - Let's Talk About Data
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Introducing the official SlideShare app

Stunning, full-screen experience for iPhone and Android

Text the download link to your phone

Standard text messaging rates apply

Gamification - Let's Talk About Data

697
views

Published on

Presentation from the Gamification conference, 4 May 2011, Digital Shoreditch London

Presentation from the Gamification conference, 4 May 2011, Digital Shoreditch London

Published in: Business

0 Comments
3 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
697
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
0
Comments
0
Likes
3
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Titleslide TBD
  • Transcript

    • 1. Game Mechanics? Let’s Talk About Data
      Digital Shoreditch, Gamification Workshop - London
      Raf Keustermans, 4 May 2011
    • 2. RAF KEUSTERMANSIndependent ConsultantGlobal Marketing DirectorPlayfish (EA) 2009-2010Marketing Director EMEA Pogo.com (EA) 2008-2009Head of Marketing Western Europe Unibet.com 2005-2008Project Manager & StrategicPlanneratBBDO, Grey and DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005Co-Founder start-up (Cyganet - online communitytools & services) 2001-2002raf.keustermans@gmail.com@raf_keustermans
    • 3. Gamification: two main schools of thought
      « Certain gamemechanicscanwork as a STANDALONE solution outside a gameenvironment. Evenwithout a narrative, characters, … E.g. using ‘levels’ canbe a great solution to structure content or processes.
      Usinggamemechanicsdoesn’tmeansomethingneeds to look or feellike a game.»
      « Gamesonlyworkbecause all the differentelements TOGETHER makeit an engagingexperience; narrative, character & level design, art style, sound, gameplay and gamemechanics.
      You can’tjusttake one of thoseelementout of it and hopeit has the same impact on engagement. »
      Main goal : replicate the (perceived?) strong user engagement from (social) games by addinggameelements to a non-game business.
    • 4. Fact: Everyone Is Super Jealous About Social Games’ Strong User Engagement.
      It’sAwesome.
    • 5. Mythbusting!
      What Social Games Can Teach Us About User Engagement.
      Or not.
    • 6. Average social game:
      60-70% neverreturnsafter first game session
      Only 15-20% still active 30 daysafterinstalling the game
      Only 1-2% spends money
      In 2010, Facebook killed (spammy) re-engagementchannels:
      Most social gameslost 30-40% of their audience within 6 weeks
      Even the most ‘sticky’ gamesneed to remindplayersconstantly about theirexistance
      CHURN!
    • 7. EA Playfish generated 300M+ game installs since 2008, only 5.5M Daily Actives today
      Zynga spends $100M on User Acquisition/year to keep audience numbers at the same level.
    • 8. And there’s more…
      80,000+ games on Facebook
      Only 200 gameswith 1M+ MAU
      Of those, < 100 with 20%+ DAU/MAU (playrate) and < 60 are olderthan 6 months
      About 0.07% of social games have real scale AND lasting engagement.
    • 9. Even the top studios don’talwaysgetit right…
      EA Playfish,
      Pirates Ahoy
      Zynga,
      Treasure Isle
    • 10. But thenagain….
      50% of Facebook usersplaygames (300M people)
      150B minutes spent EVERY MONTH on social games
      That’s an average of 10 minutes for everyone on the planet!
      Or 3,4M years are spend/wasted on social gameseveryyear.
      Wow.
      That’s an engaged audience, right?
    • 11. So…
      The AVERAGE social game is not very good at keeping users engaged.
      Not better/worse than the AVERAGE website.
      The TOP social games are greatatengagingusers.
      Just like the TOP websites.
    • 12. Does That MeanGamificationis a Fad?
    • 13. No.
      But building games or creating/applying relevant gamemechanicsisvery, verydifficult!
      There’s a reasonwhysuccessfulgameproducers/designers make £100K+
      Game mechanicscan’tfixbroken businesses
      Retention, monetizationproblems
      Most gamification programs are loyalty programs
      More value in other areas (structure, feedback cycle)
      Stop talking about ‘engagement’, use real metrics
      Whatis the goal, how to measure, what to measure?
    • 14. Focus on gamemechanicsthatreallywork
      Use Levels to structure content, processes
      Make a registration process (or taxform) easier & more fun
      Break down stuff in little, chewable bits
      Games have rules, rulescreateorder& clarity, a clearpath to achieve goals.
      ‘What do I need to do to get a promotion, to getbetterresultsatschool, to improvemy fitness? How do I getthere?’
      Feedback loops (direct/indirect) increasevelocity of user feedback
      Understand drop-out points, funnelleaks
      Fail fast & cheap. Learn. Iterate.
    • 15. Btw, If You’reReallyLookingFor User Engagement And Great Results…
    • 16. Raf Keustermans
      raf.keustermans@gmail.com
      twitter.com/raf_keustermans