4. The opposite of play is not work is
depression
- Brian Sutton Smith
5.
6. in U.S.A. 99% of boys under 18 and 94% of
girls play regulary - 13 and 8 hours a week
Stats by JaneMcGonigal (AvantGame speech)
Image by ConnorWalberg
7. 2014
a primary gamification platform will become as
important as Facebook eBay or Amazon
2015
More than 50% of organizations that manage
innovation rpocess will gamify them
1.6 billion of dollar invested in gamification
2016
nearly 70% of Global 2000 organizations will have at
least one gamified application
2.8 billion invested
Gartner Research & Analyisis as seen on JaneMcGonigal (AvantGame speech)
Bloomberg and M2 research as seen on JaneMcGonigal (AvantGame speech)
8. Gamify Internal Collaboration
Nitro for Jive gives users a set
of missions to complete, each of
which exposes them to a critical
piece of functionality within the
Jive platform.
Users earn points and unlock
badges for using and mastering
these pieces of functionality,
and “level up” when they hit key
milestones.
Social elements like high score
tables, newsfeeds, and the ability
to display and share your status,
drive friendly competition and
collaboration among the user
base.
- Bunchball
9. Gamify Internal Collaboration
Nitro for Salesforce adds a persistent toolbar to the Salesforce interface, from which
employees can view their statistics, achievements, status, recent activity, and competitive
elements. Users can interact with Nitro for Salesforce via the standard web application, but
Nitro data can also be viewed via tablets and phones, and on large displays in sales centers.
10. Gamify Internal Collaboration
Today’s workplace requires a new approach to performance management. Rypple is a web-
based social performance management platform that helps companies improve performance
through social goals, continuous feedback and meaningful recognition.
11. Gamify Innovation
Scottish Water is a public entity, a subsidiary of the Scottish government, which manages the
infrastructure related to the distribution of water and collection of waste water throughout
Scotland. It has 3.700 resources in its employ.
9 months from the launch, the Innovation Pool counts 750 users and has generated over 330 new
ideas and/or suggestions for improvement. Out of those, 7 have already been validated and
implemented under tight deadlines. The sites receives on average about 10 posts (ideas, votes,
comments) per day.
12. Gamify Innovation
With SpigitEngage for Facebook, organizations practice co-creation, tapping customer insights through
idea generation, collaboration, contests and game dynamics. Using this fun, natural customer contact
method, organizations develop a dialogue that leaves an impression and drives repeat interaction
through:
• Virtual Currency – allowing users to earn and spend tokens for participation
• Social Connections – keeping users up-to-date on ideas, enabling social discovery of content
• Contests – creating a two-way dialogue for co-creation