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The Gamification ofā€¦ Everything? Margaret Wallace, CEO margaret@playmatics.com Twitter: @MargaretWallace
About Twitter: @MargaretWallace
About Playmatics A company that creates highly engaging games, media, user experiences and applications on the Internet, as part of social media networks, and on a variety of connected platforms.
What is Gamification?
Gamification The use of game play mechanics for non-game consumer applications, products and other related services. ā€œGamification works by making a technology, product or service more engaging by taking advantage of humansā€˜ psychological predisposition to engage in gaming.ā€ Source: Wikipedia
Gamification Framework for addressing emotions, motivations and consumer behavior in a proactive way to positively impact a consumerā€™s relationship to a product, technology or service.
Across Multiple Sectors
A Growing Market ā€œCompanies across multiple industries are beginning to realize that establishing some form of game mechanics goes a long way in maintaining loyal, engaged and more well-informed customers.ā€ Wanda Meloni, M2 Research
What are Games? ā€œA game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.ā€ - Eric Zimmerman, Katie Salen: ā€œRules of Playā€
Rules Rules provide the internal structure for games. Rules areā€¦ Unambiguous tenets that guide and also inform behavior.
Moment-By-Moment Interaction Games are concerned with moment-by-moment interaction: What is the pacing of the game? What are the major milestones of the game?
Game Mechanics Underlying interlocking systems that form the ā€œengineā€ of an experience in order to communicate a sense of context, meaning and overall progression.  Can include: Levels Points Missions Badges Rankings Trophies
Farmville Moving Player from Novice toā€¦. Farmville, by Zynga
Farmville A Power User! Scheduled Tasks Incentives to Return Daily Hourly Interaction Farmville, by Zynga
Games Are Inherently Social
Lusory Attitude Being ā€œin the zoneā€ ā€“ disposition needed to engage in the play of a game. Players buy into limitations imposed by the rules because of the benefits a game affords. A successful game requires players to take part in this lusory attitude.
Lusory Attitude in Action Why not?
Gamification Trends
Gamification Trends Itā€™s All Social: Leveraging the Social Aspects of Gaming
Shopping is Social By Nature Communicates Status  & Identity Fulfills Needs & Desires
Social Shopping: Groupon Sources: Venturebeat & Groupon
Gamification Trends The ā€œGameā€ of Life: Turning Real-Life Experiences into Game Events
Gamification Trends Milestones & Markers: Using Game Techniques to Show Progression
Social City, by Playdom
Gamification Trends Status & Success: Appealing to Peopleā€™s Need to Achieve
Twitter: Personal Brand-Building
Gamification Trends User-Generated Content (UGC): Incorporating user-created content into experience to play off social context and to  foster engagement
Facebook Home Page
Gamification Trends Points, Currency & Rewards: Creating a Virtual Currency to Increase Engagement
JetBlue & American Express  Rewards
Gamification Trends Creating Scarcity: Using Scarcity to Force Choices & Create Demand
Gamification Trends Visual Design: Using Game-Like Iconography in Non-Gaming Products
UPS ā€œLogisticsā€ Campaign
Gamification Trends Merging of Media & Gaming Elements:  Making Media Properties More Game-Like
Disney Parks on Gowalla
Bravo Television on Foursquare
Avatar
World of Warcraft
Avatar
World of Warcraft
Meaning and Engagement ā€œIf your team canā€™t tie back every decision they are making to the emotion you want people to feel when they are using your social product, then your reason for existence isnā€™t strong enough to serve its role, which is to guide your team and the product decisions you are making.ā€ Gina Bianchini, TechCrunch Co-Founder, Former CEO of Ning
Meaning & Engagement Leverage existing key elements of your product or service to integrate  gamification features.
Best Practices ā€“ Nike+
Best Practices ā€“ DevHub Improvements in: Retention Revenues Engagement 80% of users finish building sites (up from 10%). Source: Dean Takahashi, Venturebeat http://venturebeat.com/2010/08/25/devhub-scores-engagement-increase-by-gamifying-its-web-site-creation-tools/
Is this working?
Gamification & Its Detractors Much-Needed  Debate & Scrutiny
Rendering The Intangible Tangible Boy Scout Badges = Status Chess = War Games Maps = National Boundaries Paper & Metal Currency = Value
Questions? Margaret Wallace, CEO margaret@playmatics.com Twitter: @MargaretWallace

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The Gamification of...Everything?

Editor's Notes

  1. Conflict and Context are Key
  2. Whatā€™s it really all about?