Your SlideShare is downloading. ×
Gamification - Trym Stene
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Gamification - Trym Stene

1,109
views

Published on


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

  • Be the first to like this

No Downloads
Views
Total Views
1,109
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
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

Transcript

  • 1. GAMIFICATIONTRYM STENEGame Designer
  • 2. DEFINITIONGAMIFICATION IS: the process of using gamethinking and game mechanics to solveproblems and engage users. REALITY WORST GAME EVER.
  • 3. EXAMPLE #1Avoiding a speeding ticket can be fun (and profitable)• Almost 25,000 cars passed the “lottery” location over a three-day period.• The average speed at this location BEFORE was 32 kph• During the 3-day period, the average speed dropped to 25 kph.
  • 4. EXAMPLE #2Piano stairs
  • 5. CALL CENTERGAMIFICATIONLiveOps Inc runs virtual call centersand uses gaming to help improve theperformance of its 20,000 call agents. 80% adoption rate in the very first week. Adopters outperformed non-users by 23%, with an average +9% higher rate of customer satisfaction. Gamification reduced training from an average of four weeks, to 14 hours.
  • 6. GARTNER SAYSby 2015, more than 50 percent of organizations thatmanage innovation processes will gamify thoseprocesses
  • 7. THE DECADE OFGAMES SOCIAL LAYER GAME LAYER • Influence behaviour • Engage users • Under construction
  • 8. THE BARTLECHART 80%
  • 9. WHAT CORPORATE WEBSITESLOOK LIKE TO THE THE USER
  • 10. CUSTOMERS WANTS TO BEENTERTAINED
  • 11. THE GAMIFICATIONBATTLEFIELD WE GIVE YOU POINTS CUSTOMER BUSINESS INTEREST INTEREST USER CHECKS IN
  • 12. GAMING IN GERMANY (DEMOGRAPHY)Population: 80 millionActive gamers in Germany: 36.000.000Average age: 37Share of active gamers that spendsmoney on games: 66%Time spent on games: 47.000.000 hours perday
  • 13. THE GAMIFICATION LOOP SOCIAL NETWORKING LEADERBOARDS STATUS POINT SYSTEM BADGES CHALLENGES WIN CONDITIONS
  • 14. WHATS THE PROFIT?INFLUENCE CUSTOMER BEHAVIOUR DRIVE SALES CULTIVATE BRAND AMBASSADORS REDUCE CHURN CREATE POWERFUL ENGAGEMENT
  • 15. MEASURINGENGAGEMENTRecencyFrequencyDuration E-scoreViralityRatings
  • 16. BEST PRACTICE WEBGAMIFICATIONFITOCRACY.COM
  • 17. TRYM STENEGame designer and developer, Lost Labs Over 3000 users Over 200.000 user actions @trymstene 20 minutes visit duration Very high user engagement

×