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Games for Innovation: A Five Year Forecast

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Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.

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Games for Innovation: A Five Year Forecast

  1. 1.
  2. 2.
  3. 3. Game designer nominated for Nobel Peace Prize by 2023<br />
  4. 4.
  5. 5. 10,000 hours <br />by the age of 21<br />
  6. 6. 10 Positive Emotions <br />5. Curiosity<br />4. Excitement<br />3. Awe & Wonder<br />2. Contentment<br />1. Creativity<br />10. Joy<br /> 9. Relief<br /> 8. Vicarious pride<br /> 7. Surprise<br /> 6. Pride<br />
  7. 7. What if you could bring these powerful positive emotions… <br />to the workplace ? <br />to innovation ? <br />to customer relationships ?<br />
  8. 8. GAMIFICATION<br />
  9. 9. GAMIFICATION<br />Inventing new work and business practices that engage employees, customers and consumers as effectively as a good game<br />
  10. 10. In the last 12 months…<br />$10+ million in seed capital for a series of disruptive, gamificationstartups *<br />$25+ millioncapital totraditional businesses betting big on gamification as a core customer strategy *<br /> a new $100 millionfunddedicated to gamification *<br />* Venture Beat<br />
  11. 11. Economic Forecasts <br />2011: $100 million in gamificationdevelopment *<br />2015: $1.6 billion *<br />2016: $2.8 billion **<br />* Bloomberg Business Week<br />** M2 Research<br />
  12. 12. The Face Game<br /> <br />Goal: Increase collaboration across departments to drive innovation.<br />
  13. 13.
  14. 14.
  15. 15.
  16. 16. “You’re probably wondering how the heck to pronounce my name. <br />It’s Bre-say-da.”<br />
  17. 17. Briseida’sZappos profile<br />
  18. 18. Your score over time<br />
  19. 19. More gameplay<br />
  20. 20. Idea Street<br /> <br />Goal: Engage employees of all grades, roles, and locations in decentralized innovation. <br />
  21. 21. Post, find, vote or review an idea<br />Join an idea team<br />Build a reputation and become an expert<br />Earn DW Peas<br />Trade shares in an idea<br />Buzz an idea<br />Check the leaderboard<br />
  22. 22. Impact<br /> <br />Within the first 18 months…<br />4,500 usersgenerated<br />1,400 ideas<br />… of which 63 were actually implemented<br />(Project cost: $100K)<br />
  23. 23. Winning ideas?<br /> <br />Better audio support for filling in online forms<br />A “get writing challenge” to help civil servants become published authors<br />
  24. 24. Industry Forecasts<br /> 2014: Aprimary gamificationplatform will become as important as Facebook, eBay or Amazon *<br />2015: More than 50% of organizations that manage innovation processes will gamifythem *<br />* Gartner Research & Analysis<br />
  25. 25. Industry Forecasts<br /> <br />2016: Nearly 70% of Global 2000 organizations will have at least one gamifiedapplication. *<br />* Gartner Research & Analysis<br />
  26. 26.
  27. 27. +44<br />+10<br />+96<br />+145<br />>800<br />
  28. 28.  In the U.S., 99% of boys under 18 & 94% of girlsplay regularly – 13 and 8 hours a week<br />
  29. 29. “It’s inevitable: soon, we will ALL be gamers.”<br />
  30. 30. Why does gamification work so well?<br />
  31. 31.
  32. 32. “Games are unnecessaryobstacles we volunteer to tackle.”<br />
  33. 33.
  34. 34.
  35. 35. Playing games is hard work!<br />
  36. 36.
  37. 37.
  38. 38.
  39. 39.
  40. 40.
  41. 41.
  42. 42. “Work is more fun than fun.”<br />
  43. 43.
  44. 44.
  45. 45.
  46. 46. Why are we spending so much time tackling unnecessary obstacles?<br />
  47. 47. “The opposite of play isn’twork – <br />it’s depression.”<br />
  48. 48. EUSTRESS<br />positive stress<br />
  49. 49.
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  51. 51.
  52. 52.
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  54. 54.
  55. 55.
  56. 56. Fix #1: UNNECESSARY OBSTACLES<br />Compared to games, reality is too easy. <br />Games challenge us with voluntary obstacles that help us put our strengths to better use.<br />
  57. 57.
  58. 58.
  59. 59.
  60. 60.
  61. 61.
  62. 62. Play Epic Win trailer<br />http://www.youtube.com/watch?v=AmKwF_Si734<br />
  63. 63.
  64. 64. www.Groundcrew.us<br />
  65. 65.
  66. 66. Play Groundcrew demo<br />http://www.youtube.com/watch?v=9FPMGfAenZg&feature=related<br />
  67. 67.
  68. 68. Play EVOKE trailer<br />http://vimeo.com/9094186<br />
  69. 69.
  70. 70.
  71. 71. www.urgentevoke.com<br />
  72. 72.
  73. 73.
  74. 74.
  75. 75.
  76. 76.
  77. 77. In 10 weeks, we enrolled 19,893 students in >130 countries<br />
  78. 78.
  79. 79. Business Implications<br /> As gamification grows, the next five years will see rapid changes in management of the enterprise.<br />What should you be looking for – and experimenting with today?<br />
  80. 80. Core Goals <br /> higher levels of engagement,<br />change behaviors and <br /> stimulate collaborative innovation<br />
  81. 81. Practical Benefits<br /> more engaged customers<br />a crowdsourcing platform that really works<br />improvedemployeemotivation, satisfaction and performance <br />
  82. 82.
  83. 83. Four Key Principals <br />Accelerated feedback cycles.<br />2. Clear goals and rules of play.<br />3. A compelling narrative.<br />4. Group tasks that are challenging but achievable.<br />
  84. 84.
  85. 85.
  86. 86. … and what if you want to start today?<br />
  87. 87.
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  90. 90.
  91. 91.
  92. 92.
  93. 93. bit.ly/playthefuture<br />
  94. 94. slideshare.net/avantgame<br />@avantgame<br />bit.ly/playthefuture<br />janemcgonigal.com<br />

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