GAMIFICATION
PREPARED BY:
ANKIT HASIJA (12409)
Gamification is : the process of using game
thinking, mechanics and rewards for non-
game applications in order to increa...
What exactly does
it do?
YOU ARE NOT MAKING A GAME….
YOU ARE USING GAME-LIKE MECHANICS TO
IMPROVE
IT IS NOT VIDEO GAMES…
GAMIFICATION IS A
PROCESS…NOT A
PROJECT!
YOU NEED TO KNOW WHAT YOU ARE
TRYING TO ACHIEVE…
WRITE DOWN THE THINGS WHICH YOU
...
HISTORY TIMELINE
NEEDS ADDRESSED BY
GAMIFICATION:
 USERS STAY LONGER
 COME BACK MORE OFTEN
 GENERATE MORE REVENUES
 19...
SHORT AND
LONG TERM
GOALS
RAPID,
FREQUENT
FEEDBACK
EXPERIENCE
SYSTEMS
REWARDS
FOR EFFORTS
CAPTURING THE BRAIN!!!
ADVANTAGES
Community curation
Does Market amplification
Helps in Market Research
Helps in customer retention
DISADVANTAGES...
ONE OF ITS KEY ADVANTAGES:
Market Research Consideration- Since market
research industry has been slow in making
surveys ...
It is placed at “Peak of Inflated Expectations”
Expectation of reaching the Plateau of
Productivity in 5 to 10 years
Ga...
FUTURE OF GAMIFICATION
• By 2014, 70% of Global 2000 organisations will
have at least one gamified application
• By 2015 m...
Gamification,
Gamification,
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Gamification,

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Gamification, IT, Gartner Hype Cycle, Consulting, MBA

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Gamification,

  1. 1. GAMIFICATION PREPARED BY: ANKIT HASIJA (12409)
  2. 2. Gamification is : the process of using game thinking, mechanics and rewards for non- game applications in order to increase engagement and loyalty GAMIFICA TION LOYALTY PROGRAM S GAME DESIGN BEHAVIOU RAL ECONOMI CS
  3. 3. What exactly does it do?
  4. 4. YOU ARE NOT MAKING A GAME…. YOU ARE USING GAME-LIKE MECHANICS TO IMPROVE IT IS NOT VIDEO GAMES…
  5. 5. GAMIFICATION IS A PROCESS…NOT A PROJECT! YOU NEED TO KNOW WHAT YOU ARE TRYING TO ACHIEVE… WRITE DOWN THE THINGS WHICH YOU WANT GAMIFICATION TO ACHIEVE
  6. 6. HISTORY TIMELINE NEEDS ADDRESSED BY GAMIFICATION:  USERS STAY LONGER  COME BACK MORE OFTEN  GENERATE MORE REVENUES  1910: TOYS IN CRACKER JACK BOXES  1980: BRITISH LEGENDS  2002-PRESENT:  SERIOUS GAME INITIATIVES  GAMES FOR CHANGE  EXAMPLES: CONUNDRA, BUNCHBALL
  7. 7. SHORT AND LONG TERM GOALS RAPID, FREQUENT FEEDBACK EXPERIENCE SYSTEMS REWARDS FOR EFFORTS CAPTURING THE BRAIN!!!
  8. 8. ADVANTAGES Community curation Does Market amplification Helps in Market Research Helps in customer retention DISADVANTAGES Rewards are not equivalent to achievements Distort social interaction Skew research outputs Limited participation bandwidth Under mining intrinsic values Interfering with social norms
  9. 9. ONE OF ITS KEY ADVANTAGES: Market Research Consideration- Since market research industry has been slow in making surveys more engaging, so here’s what Gamification has to offer… IT CAN BRING A DOUBLE SHIFT IN FOCUS AND FRAMING…  From usability to motivation  From extrinsic to intrinsic motivation  Sometimes in order to change something into a game, it often needs to change so much!
  10. 10. It is placed at “Peak of Inflated Expectations” Expectation of reaching the Plateau of Productivity in 5 to 10 years Gamification is expected to grow in the areas of: employee performance innovation management education personal development customer engagement PLACE IN GARTNER HYPE CYCLE
  11. 11. FUTURE OF GAMIFICATION • By 2014, 70% of Global 2000 organisations will have at least one gamified application • By 2015 more than 50% of the organisations that undertake innovation processes, will gamify those processes • It is predicted to become a significant trend in the next five years

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