Tbe gamification summit 2011 M2 Research presentation

M2 Research
Jan. 20, 2011
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
Tbe gamification summit 2011                                M2 Research presentation
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Editor's Notes

  1. Gaming in business models and daily interactionsUsing games as a template for engagement
  2. Digital media and content creation = All are digital imagesCar commercials are predominately digitally created
  3. NokiaNikeSeikoFord ExplorerHondaLouis Vuitton
  4. 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
  5. 11 Gamification Companies ConsultantsAgencies
  6. User Engagement – 44%Brand Loyalty – 33%Brand Awareness – 22%
  7. Education - 35% Feature Definition - 20% Implementation - 30%Completed Project - 15%
  8. 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.
  9. Subscription - 55%Fixed Fee – 24%Other – 14% - staged production, test and evaluatePercent of Revenue – 7%
  10. 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
  11. Is this taking us to Web 3.0Taking us beyond current design and interaction