Successfully reported this slideshow.
Your SlideShare is downloading. ×

Tbe gamification summit 2011 M2 Research presentation

Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Loading in …3
×

Check these out next

1 of 16 Ad
Advertisement

More Related Content

Slideshows for you (20)

Advertisement

Similar to Tbe gamification summit 2011 M2 Research presentation (20)

Tbe gamification summit 2011 M2 Research presentation

  1. 1. Gamification - LEVEL 1<br />Presented at Gamification Summit by Wanda Meloni, January 20, 2011<br />M2 Research<br />
  2. 2. M2 Research Overview<br />Company Overview <br />M2 Research Covers:<br /><ul><li> Content Creation
  3. 3. Games and Entertainment
  4. 4. User/Consumer Segmentation: Profiles and Demographics
  5. 5. Emerging Trends: Mobile, Microtransactions, Cloud
  6. 6. Technology: Platforms, Tools, Production Pipelines</li></ul>Our Analysis Includes : <br /><ul><li> Market Reports, Newsletters, and Briefs
  7. 7. Industry Surveys
  8. 8. Customized Market Profiles and Analysis
  9. 9. Assist Clients with Marketing, Competitive and Growth Strategies </li></li></ul><li>M2’sView of Markets<br />Industrial<br />Consumer<br />
  10. 10. Consumer Engagement and Loyalty<br />Customize products, collect points, spend on more products<br />Source: M2 Research<br />
  11. 11. Gamification Today<br />Devhub<br />Huffington Post<br />EpicWin<br />Mint.com<br />Nissan Leaf<br />MaxMara<br />
  12. 12. Gamification Survey – Level 1<br />Survey Findings<br />Source: M2 Research<br />
  13. 13. M2 Industry Study -Vendors<br />Badgeville<br />Big Door Media<br />Bunchball<br />Cynergy<br />Gamify<br />SpectrumDNA<br />Reputely<br />Leapfrog Builders<br />iActionable<br />SCVNGR<br />Manumatix<br />
  14. 14. Gamification Features<br />What are your clients currently asking for with game mechanics?<br />Source: M2 Research<br />
  15. 15. Gamification Adoption Cycle<br />What is the current breakdown of your clients on the gamification adoption curve?<br />Source: M2 Research<br />
  16. 16. Gamification Industries<br />How does your client base currently break down by industry?<br />Source: M2 Research<br />
  17. 17. Gamification Business Models<br />How do you charge for your service? <br />Source: M2 Research<br />
  18. 18. Gamification Market Size<br />
  19. 19. Additional Survey Findings<br />Gamification projects – almost entirely from marketing<br />80% are completely focused on gamification <br />Average growth rate for next 2 years – 150%<br />Investment in market still a big play for 2011/2012 <br />Source: M2 Research<br />
  20. 20. Level 1 - Observations<br />Need to move beyond a pure marketing play:<br /><ul><li>Gamification budgets – almost entirely from marketing
  21. 21. Engagement must be built in at product development level</li></ul>Done properly requires understanding:<br /><ul><li>Game mechanics
  22. 22. Real-time data analysis and social networks</li></ul>There is risk:<br /><ul><li>Trial and error is part of learning curve
  23. 23. Keep “player” in mind when building </li></ul>There are skeptics (but):<br /><ul><li>Emerging markets always require education
  24. 24. Build products responsibly</li></li></ul><li>Co-op FTW<br />Help us discover and define the market<br /> Metrics? How do we measure this?<br />The sky might be the limit<br /> What is the potential opportunity for ROI?<br />
  25. 25. Thank You!<br />Please contact:<br />Wanda Meloni<br />wanda@m2research.com<br />www.m2research.com<br />

Editor's Notes

  • Gaming in business models and daily interactionsUsing games as a template for engagement
  • Digital media and content creation = All are digital imagesCar commercials are predominately digitally created
  • NokiaNikeSeikoFord ExplorerHondaLouis Vuitton
  • DevHub – increased website design from 10% to 80%Huffington Post – 23 million readers, 800k now part of Huffington Social News NetworkNissan Leaf – Health meter measures eco-friendly driversMaxMara – The company’s first iPhone app Decode the Cube -win a trip to MilanEpicWin – Levels up your life with choresMint.com – 1.5 million users, Intuit acquired them for $170m
  • 11 Gamification Companies ConsultantsAgencies
  • User Engagement – 44%Brand Loyalty – 33%Brand Awareness – 22%
  • Education - 35% Feature Definition - 20% Implementation - 30%Completed Project - 15%
  • Entertainment – 42%Publishers –18%Consumer Goods – 15%Healthcare/Wellness – 10%Financial – 6%Retail – 5%Education – 3% Telecom – 1%= Reluctance in not seeing direct ROI. Look who is doing it in retail = Target.
  • Subscription - 55%Fixed Fee – 24%Other – 14% - staged production, test and evaluatePercent of Revenue – 7%
  • Gamification:2011 - $100m - 2016 - $2.8b2012 - $196m2013 – $434m2014 - $860m2015 - $1.6bSocial Media Marketing – over $2b in 2011, $9.2b by 2016 Social Media Enterprise Solutions – over $700m in 2011
  • Is this taking us to Web 3.0Taking us beyond current design and interaction

×