5. Simpler Terms
Gamification takes the characteristics we like
about games and adds them to everyday actions
in order to make them more interesting.
Think about receiving points for filing
paperwork, or brushing your teeth.
6. Gartner- Predictions
• End of 2014, over 70% of global 2000 organizations
will have at least one "gamified" application
• By 2015, >50% of organizations that manage
innovation processes
• “Gamification is positioned to become a significant
trend in the next five years."
• The gamification market is expected to reach $5.5B
in 2018
• 70% of Global 2000 companies will adopt
gamification by the end of 2014.
7. Jargon
• USERS
Anyone who participates in a gamification
platform. Customers or employees
• FEEDBACK
Immediate, positive feedback makes us feel
good about completing something and
motivates us to do it again.
8. • BADGES
Badges are usually awarded for actions the user
has just completed.
visual display of achievement than points.
9. • LEADERBOARDS
Ranking top performing users on a leaderboard
broadcasts who’s getting the most out of the
game.
10. • PROGRESS
Pulled from the level system of video games,
progress in gamification can be as simple as
telling a user when they’ve completed a
required action or as a complex as moving
through multiple stages of an extensive process.
11. • REWARDS
Incentives and Rewards are a crucial piece in the
engagement puzzle providing optimal
motivations for driving engagement
12. • SOCIAL RECOGNITION
Integrating social media platforms with
gamification software, businesses can empower
users to share their experiences and show off
their rewards.
27. Banking
• BankFusion –a financial education game into
the core system it sells to retail financial
institutions.
• CIMB YOUth –Facebook-based app, credits
called “FUNds” issued for getting accounts and
promoting the bank.
• Foursquare Check-Ins –DBS Bank in Asia and
Dupaco Credit Union rewards – frequent
branch visits