Gamificasia

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My talk in Gamification Summit (#GSummit) about gamification practices, case studies, as well as lessons and opportunities here.

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Gamificasia

  1. 1. Gamification in Asia: Opportunities and Lessons keith ng, co-founder & ceo !
  2. 2. @keizng | @gametize“who are we?”
  3. 3. Twitter Game!  Simply tweet anything and mention @keizng or @gametize with #gsummit!  Each tweet/RT is a chance (5 max each).!  5 lucky winners will get US$1,000 worth of credits on GameMaki.com!  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000!  No Twitter!? Drop keith@gametize.com a note– that’s one chance!
  4. 4. @keizng | @gametize“Gamification in Asia?”
  5. 5. @keizng | @gametize Why do you care about Asia? Let’s keep to China, Korea, Vietnam, and SingaporeYou are in a global company, and wantto engage the workforce in Asia You want to/already have customers in Asia, and you want to engage them
  6. 6. @keizng | @gametizeWhy should you care about Asia? By 2011, there were 485 million Internet users in China, spending 1.3 billion hours in total on the Internet daily Over 100 million gamers in China that brands can engage through gamification China will account for half of the world’s online and mobile game market by 2014*Source: Emre Tunchilek, December 9, 2012, “The Great Wall of Gamification: Rapid Emergence of a Viral Concept in China”
  7. 7. @keizng | @gametize Opportunities in AsiaSpend on private tutoringJapan: US$12 Billion (2010) “Employee Tech-based learningSingapore : US$680million (2008) is leap-frogging more traditional distance learningMobile marketing budget to grow methods, and is enabled by a150% by 2013 strong engagement in social media and one of the!  16.5% of mobile users spent over highest usages of mobile $100 in app stores Smartphones, Tablets and Mini-Tablets in the world”!  68% of Taiwanese have used cell phones in a toilet - Cegos, 2012- Solid Revenue Prospects, 2013 Singapore set to be world’s second-biggest gaming hub and overtake Las Vegas with US$5.7 billion revenue in 2011 - CNA
  8. 8. @keizng | @gametize
  9. 9. @keizng | @gametizeRelevance to Gamification? I’ll say yes, but you decide
  10. 10. @keizng | @gametize“Ok, does it work in Asia then?”
  11. 11. Case Study @keizng | @gametizeQoo10.sg / Gmarket.co.kr
  12. 12. Case Study @keizng | @gametizeMediacorp Club
  13. 13. Case Study @keizng | @gametizeFameMark.com
  14. 14. Case Study @keizng | @gametizeDiablo 3 Launch in Singapore
  15. 15. Case Study @keizng | @gametizeDiablo 3 Launch in Singapore
  16. 16. Case Study @keizng | @gametizeTiger Beer (The Big Game)
  17. 17. Case Study @keizng | @gametizeStandard Chartered Bank: Mission Digitization
  18. 18. Case Study @keizng | @gametize Standard Chartered Bank: Mission DigitizationInteractive Challenges ! Instantaneous Feedback!Competitive Spirit! Earning Rewards!
  19. 19. @keizng | @gametize Some lessons/observations!  Badges/ virtual items are insu!cient to engage audience (Foursquare did not replicate success here)!  Extrinsic rewards upfront are pertinent to the experience!  Choice of channels varies for di"erent countries. Multiple channels are necessary if targeting multiple regions!  Employee engagement and training are evidently more painful than consumer engagement (marketers often rely on immature KPIs such as Facebook like)!  Gamification can be a big distinctive advantage for now with little adoption and knowledge (growing gradually though)
  20. 20. @keizng | @gametizeWe learnt and developed these
  21. 21. Twitter Game!  Simply tweet anything and mention @keizng or @gametize with #gsummit!  5 lucky winners will get US$1,000 worth of credits on GameMaki.com!  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000!  No Twitter!? Drop keith@gametize.com a note– that’s one chance! @keizng

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