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Gamification

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A presentation given by Dave Hunt, HAVAS LYNX EU CEO at Digipharm in October 2012. Dave discusses the benefits of gamification to encourage user engagement and goal completion within healthcare.

Published in: Healthcare
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Gamification

  1. 1.  Not just digital  Not new  Not building games
  2. 2.  Challenge
  3. 3.  Challenge  Competition
  4. 4.  Challenge  Competition  Winning
  5. 5.  Challenge  Competition  Winning  Completion
  6. 6.  Reward enhances these emotions  Engagement not subject dependent
  7. 7.  Drive motivation  Long and short term  Must be relevant
  8. 8.  Our time is precious  We want to progress  Simple indicators
  9. 9.  Know the customer  Encourages repeat users  Build community
  10. 10.  Community  Problem solving  Team work
  11. 11.  Drive HCP networks  Status based rewards  Transparency
  12. 12.  Shiny prizes aren’t always best  Sustained rewards and engagement
  13. 13.  Ease of use  Rewarding  Tough, but achievable  Online = offline experience  It makes running more engaging
  14. 14.  Physical well-being  Adherence  Community support  Team achievements
  15. 15.  Sympathetic  Personal stories  Personality match  Intimacy  Loyal users
  16. 16.  Make the serious trivial? No.  Become game developers. No.  Learn from principles? Yes.
  17. 17.  Understand your customer, what makes them tick  Look at offline behaviour to develop an online experience  You know we want to achieve, but what does the visitor want  Let’s be challenging, not daunting  Capture unique metrics
  18. 18.  Contrived  Lack engagement  Distract from content
  19. 19.  Understand what constitutes a ‘win’  Understand the user’s motivation  Design for the emotional user  Scalable, meaningful rewards  Don’t re-invent the wheel  Every interaction interesting
  20. 20.  How does this fit with my brand objectives?  Is it appropriate for my content?  Will it compromise my content?  How can I measure success?

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