GAMIFICATIONTRYM STENEGame Designer
DEFINITIONGAMIFICATION IS: the process of using gamethinking and game mechanics to solveproblems and engage users.        ...
EXAMPLE #1Avoiding a speeding ticket can be fun (and profitable)• Almost 25,000 cars passed the “lottery” location over a ...
EXAMPLE #2Piano stairs
CALL CENTERGAMIFICATIONLiveOps Inc runs virtual call centersand uses gaming to help improve theperformance of its 20,000 c...
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 BARTLECHART  80%
WHAT CORPORATE WEBSITESLOOK LIKE TO THE THE USER
CUSTOMERS WANTS TO BEENTERTAINED
THE GAMIFICATIONBATTLEFIELD                     WE GIVE YOU POINTS         CUSTOMER                             BUSINESS I...
GAMING IN GERMANY (DEMOGRAPHY)Population: 80 millionActive gamers in Germany: 36.000.000Average age: 37Share of active gam...
THE GAMIFICATION LOOP                SOCIAL NETWORKING LEADERBOARDS                                      STATUS           ...
WHATS THE PROFIT?INFLUENCE CUSTOMER BEHAVIOUR            DRIVE SALES                       CULTIVATE                   BRA...
MEASURINGENGAGEMENTRecencyFrequencyDuration     E-scoreViralityRatings
BEST PRACTICE WEBGAMIFICATIONFITOCRACY.COM
TRYM STENEGame designer and developer, Lost Labs                                         Over 3000 users                  ...
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Gamification - Trym Stene

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Gamification - Trym Stene

  1. 1. GAMIFICATIONTRYM STENEGame Designer
  2. 2. DEFINITIONGAMIFICATION IS: the process of using gamethinking and game mechanics to solveproblems and engage users. REALITY WORST GAME EVER.
  3. 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. 4. EXAMPLE #2Piano stairs
  5. 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. 6. GARTNER SAYSby 2015, more than 50 percent of organizations thatmanage innovation processes will gamify thoseprocesses
  7. 7. THE DECADE OFGAMES SOCIAL LAYER GAME LAYER • Influence behaviour • Engage users • Under construction
  8. 8. THE BARTLECHART 80%
  9. 9. WHAT CORPORATE WEBSITESLOOK LIKE TO THE THE USER
  10. 10. CUSTOMERS WANTS TO BEENTERTAINED
  11. 11. THE GAMIFICATIONBATTLEFIELD WE GIVE YOU POINTS CUSTOMER BUSINESS INTEREST INTEREST USER CHECKS IN
  12. 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. 13. THE GAMIFICATION LOOP SOCIAL NETWORKING LEADERBOARDS STATUS POINT SYSTEM BADGES CHALLENGES WIN CONDITIONS
  14. 14. WHATS THE PROFIT?INFLUENCE CUSTOMER BEHAVIOUR DRIVE SALES CULTIVATE BRAND AMBASSADORS REDUCE CHURN CREATE POWERFUL ENGAGEMENT
  15. 15. MEASURINGENGAGEMENTRecencyFrequencyDuration E-scoreViralityRatings
  16. 16. BEST PRACTICE WEBGAMIFICATIONFITOCRACY.COM
  17. 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

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