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Game Change

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A talk for the BIMA event on customer-centric marketing through gamification on November 12th, 2014

Published in: Marketing
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Game Change

  1. 1. Press to Start
  2. 2. HOW DID WE GET HERE?
  3. 3. Better pictures than this, something like dungeons and dragons… and a hall full of school kids
  4. 4. | GAME CHANGER | Source: statista.com
  5. 5. GAMING HOURS > EDUCATION HOURS
  6. 6. MORE CREATIVE MORE COLLABORATIVE MORE HOPEFUL MORE ‘POWERFUL’
  7. 7. GAMES FULFIL THE FOUR MAIN CRITERIA OF POSITIVE PSYCHOLOGY* Dr Jane McGonigal ‘reality is broken’
  8. 8. *POSITIVE PSYCHOLOGY RATHER THAN FOCUSING ON WHAT’S WRONG WITH PEOPLE, FOCUS ON WHAT’S RIGHT AND BUILD ON THEM
  9. 9. TO CONNECT WITH OTHERS BELONGING EPIC IN A COLLABORATIVE EXPERIENCE TO BE PART OF SOMETHING BIGGER THAN OURSELVES TO WORK AT TASKS WE BELIEVE IN MEANING TO FEEL WE ARE TRULY GOOD AT SOMETHING BLISSFUL PRODUCTIVITY URGENT OPTIMISM
  10. 10. COULD A WORK ENVIRONMENT BE A GAME?
  11. 11. +
  12. 12. 1) PHD IS A GAME ANYONE CAN WIN
  13. 13. SOURCE MAKES THE GAME FAIR
  14. 14. EVERYONE’S A HERO IN THEIR OWN GAME INNOVATOR STONE-TURNER COLLABORATOR BRAVE LION YOGA MASTER
  15. 15. 2) YOU CAN GO YOUR OWN WAY
  16. 16. 3) IT’S MADE HARD SH*T HAPPEN Resilience, fight and momentum to get things done to a high level of quality day in day out
  17. 17. 4) PEOPLE ARE PART OF SOMETHING BIGGER
  18. 18. COLLABETITION
  19. 19. 45TH
  20. 20. CULTURE + TECHNOLOGY + GAMIFICATION GAME CHANGE FOR BUSINESS =
  21. 21. CULTURE + TECHNOLOGY + GAMIFICATION GAME CHANGE FOR RESEARCH =
  22. 22. | GAME CHANGER |
  23. 23. CULTURE + TECHNOLOGY + GAMIFICATION GAME CHANGE FOR MARKETING =
  24. 24. | GAME CHANGER |
  25. 25. | GAME CHANGER |
  26. 26. TO CONNECT WITH OTHERS IN A COLLABORATIVE EXPERIENCE TO BE PART OF SOMETHING BIGGER THAN OURSELVES TO WORK AT TASKS WE BELIEVE IN TO FEEL WE ARE TRULY GOOD AT SOMETHING
  27. 27. GAME (NOT) OVER @PHD_UK @anjali28

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