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%
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