Games as a Platform for Innovation - Financial Times Global Investment Series

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A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.

Published in: Business, Economy & Finance

Games as a Platform for Innovation - Financial Times Global Investment Series

  1. 1. 1 Billion Gamers 38 110 17187 80 18 105 31116 10 35 2 14
  2. 2. 3rd in the world for videogame development1st in per capita employment * Entertainment Software Association, 2011 report http://theesa.ca
  3. 3. 16,000 game developers8 of the top 10 game companies 20% of North America’s bestselling games * http://theesa.ca
  4. 4. $1.7 billion USD industry+ 11% growth for past 2 years+17% forecast for next 2 years * http://theesa.ca
  5. 5. 1 Billion Gamers 38 110 17187 80 18 105 31116 10 35 2 14
  6. 6. 500milliondownlo ads1 billionplayers
  7. 7. 200,000 years300 millionminutes a day
  8. 8. $400 millionin 24 hours$1 billion in2 weeks
  9. 9. 170 hours ayear perplayer…Or 1 monthof full-timework everyyear
  10. 10. 100 million hours3 weeks of Angry Birds play7 days of Call of Duty
  11. 11. What if we could bring thesepowerful positive emotions… to our real lives? to our workplaces? to the world’s toughest challenges?
  12. 12. GAMIFICATIONInventing new kinds of workand business practices that engage and empoweremployees, customers, andconsumers as effectively as a good game
  13. 13. In the last 12 months…• $10+ million in seed capital for a series of disruptive, gamification startups *• $25+ million capital to traditional businesses betting big on gamification as a core customer strategy *• a new $100 million fund dedicated to gamification * * Venture Beat
  14. 14. Economic Forecasts2011: $100 million in gamification development *2015: $1.6 billion *2016: $2.8 billion ** * Bloomberg Business Week ** M2 Research
  15. 15. • FFoursquare
  16. 16. Industry Forecasts2014: A primary gamification platform will become as important as Facebook, eBay or Amazon *2015: More than 50% of organizations that manage innovation processes will gamify them * * Gartner Research & Analysis
  17. 17. Industry Forecasts2016: Nearly 70% of Global 2000 organizations will have at least one gamified application. * * Gartner Research & Analysis
  18. 18. Top Gamification Movers SAP Oracle IBM Cisco Autodesk Open Text
  19. 19. SAP’s Moon Shot:“Gamification is the path to 1 billion users by 2015.”
  20. 20. In the U.S., 99% of boys under 18 &94% ofgirls play regularly – 13 and 8 hours a week
  21. 21. 92% of two-year olds play games!
  22. 22. “It’s inevitable: soon, we will ALL be gamers.”
  23. 23. 1 Billion Gamers 38 110 17187 80 18 105 31116 10 35 2 14
  24. 24. Get the slides! slides@avantgame.com@avantgame

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