Gamification - BarCamp Jonesboro


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This is an expansion of a previous deck on Gamification and Triggers. Another post with some links etc... for those of you researching this topic.

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Gamification - BarCamp Jonesboro

  1. 1. Gamification for Barcamp Jonesboro Dave Barger
  2. 2. NeuroMarketing I'm Moody: :-) :-| >:-( 8-)
  3. 4. 4/3/10 Nothing New Sales Quota. Employee motivation. Scout Badges, Medals, A fundamental in early education. until now with the current rate of data assimilation
  4. 5. 4/3/10 Ever heard of FOMO? F ear O f M issing O ut /
  5. 6. Sally Hogshead: 7 Triggers of Fascination
  6. 7. Sally Hogshead – Triggers Lust – desire Mystique – lure of an unanswered question Alarm – threat of immediate consequences Prestige – earns respect via achievement symbols Power – command over others Vice – tempts with “forbidden fruit” Trust – comforts with certainty and reliability
  7. 8. Lust – desire One of the deadly sins, Lust appeals to our lack of reason, and strong attraction. Irrational desire. Corvettes, powerful computers.
  8. 9. 4/3/10 Mystique – lure of unanswered questions. Geocaching, scratch off (and see what you won), CrackerJacks,
  9. 10. 4/3/10 Alarm – threat of immediate consequences. Early Bird Specials, limited time offers, games where you lose points if you don’t update with x frequency.
  10. 11. 4/3/10 Prestige – earns respect via achievement symbols. Mayorships, medals, badges, kills on old fighter planes
  11. 12. 4/3/10 Power – command over others Social influence, “be the leader, in-charge”
  12. 13. 4/3/10 Vice – tempts with forbidden fruit Online Gambling,
  13. 14. 4/3/10 Trust – comforts with certainty and reliability Your hometown bank, your “always”
  14. 15. 4/3/10 MindTime - Future – Pursuit of Possibility: Future thinking patterns generate awareness of things as they could be. Present – Pursuit of Continuity: Present thinking patterns generate awareness of things as they as they are currently unfolding. Past – Pursuit of Certainty: Past thinking patterns generate awareness of things as they can be proven.
  15. 17. SCVNGR CEO: Seth Priebatsch @ SxSW Secret Game Mechanics Playdeck
  16. 19. What is Gamification? Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Typically gamification applies to non-game applications.
  17. 20. Beware the HYPE Curve! Unrealistic Expectations OR Incorrect Application
  18. 21. <ul><li>17 years old – hundreds of clients </li></ul><ul><li>Average 9 year engagement </li></ul><ul><li>Can we Identify successful client type triggers? </li></ul><ul><li>Then modify messaging to attract more like them? </li></ul>
  19. 22. <ul><li>There are questions: </li></ul><ul><li>Is this an ethical practice? </li></ul><ul><li>Should business be able to speak to your subconscious without you knowing? </li></ul><ul><li>What do these companies need to know about you to market to you? Is that “private”? </li></ul><ul><li>Recognize it </li></ul>
  20. 23. 4/3/10 Ever heard of it?
  21. 24. 4/3/10 Applications - Native Apps Websites Workplaces Retail Messaging & Functionality & Processes
  22. 25. 4/3/10 Beware the Buck. Watch the video. Dan Pink: The Surprising Science of What Motivates Us Mastery, Purpose, Autonomy
  23. 26. 4/3/10 How Would You Implement it?
  24. 27. 4/3/10 Dave Barger Will post on (embeddings from slideshare) PSA: Password protect your mobile devices