DEFINITIONGAMIFICATION IS: the process of using gamethinking and game mechanics to solveproblems and engage users. REALITY WORST GAME EVER.
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.
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.
GARTNER SAYSby 2015, more than 50 percent of organizations thatmanage innovation processes will gamify thoseprocesses
THE DECADE OFGAMES SOCIAL LAYER GAME LAYER • Influence behaviour • Engage users • Under construction
THE GAMIFICATIONBATTLEFIELD WE GIVE YOU POINTS CUSTOMER BUSINESS INTEREST INTEREST USER CHECKS IN
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
THE GAMIFICATION LOOP SOCIAL NETWORKING LEADERBOARDS STATUS POINT SYSTEM BADGES CHALLENGES WIN CONDITIONS