What is Gamification? Gamification is the use of game elements and game design thinking in non-game contexts to: Engage people Change behavior Motivate action Promote learning Solve problems And yet more ..
Nielsen - a leading global information and measurement company, provides insights & data about what people watch, listen to & buy. – 80% of the population use second or third screen while watching something like TV (( Distraction from the distraction ))
20% of the population checks the smart phone each 10 min of the day ( 100 checks )
Teenagers want to drive less than the previous generations ( No FB or twitter or Instagram while driving )…instead of FB, we don’t drive a car instead.
“The new buzzword in the
business world is
- Kathryn Perry
Oracle Director of Communications on Jan 24/2013
Knowledge Levels Through the Day
2 Why Gamification
3 How is it used?
Hewlett Packard (HP) were able to achieve over $1
billion of revenue growth after investing in a new online
portal that takes a gaming and rewards approach to
The use of game elements and game design thinking in
non-game contexts to:
And yet more ..
What Is Gamification?
About Ahmed Hossam
Gamification Consultant & Gamfed (International Gamification
Confederation) Ambassador in Egypt. http://gamfed.com/who-we-are/
Earned the Gamification world Certification during the
Gamification World Congress (GWC15) in Barcelona, Spain.
Certified Expert Gamification Designer from Engagement Alliance.
Ahmed is the 1st in the Middle East to be Certified Gamification
Designer level 2 from Sententia Gamification Consortium.
About Ahmed Hossam
In January 2017, ranked 17th in the Global Gamification Guru Power 100.
The global market for gamification is expected to reach $5.5 billion in 2018
Gamification growth to reach $10.02 billion by 2020
In a 2015 survey, 87% of retailers said they plan to use gamification to
engage customers within the next 5 years