When Mobility Met Gamification

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Talk given at EDB ErgoGroup Customer Event September 2011.

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When Mobility Met Gamification

  1. 1. Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011
  2. 2. 5.0 There are now twice as many 1.4 mobile phones1.1 in the world as there are TV sets and PCs… … put together Source: Wiki Answers & UN – Tall I mrd
  3. 3. Mobility is already the most important driver of change in our information societyDuring 3 years we have witnessed a dramatic ICT revolution (the ”Post PC” era is here!)
  4. 4. • Nokia/Symbian: From 47% to 16% market share• Win Mobile: From 12% to 1% market share• Apple/iOS: From 2% to 19% market share• Google Android: From 0% to 48% market share (2y!)
  5. 5. Fierce positioning for the “5th IT wave” Kilde: comScore Global 1/10
  6. 6. employee employee”A WholeNew BallGame” … consumer environment enterprise enterprise ... where old diving lines are erased
  7. 7. The most profound technologiesare those that disappear.They weave themselves into thefabric of everyday life until theyare indistinguishable from it. – Mark Weiser, Xerox PARC
  8. 8. Microsoft XBOX 360 KinectNintendo WII
  9. 9. The Ambient Umbrella
  10. 10. YouTube – Augmented Reality on iPhonehttp://www.youtube.com/watch?v=ps49T0iJwVg
  11. 11. Trondheim’sST.OLAV HOSPITAL - Actively deploying “Every- ware”
  12. 12. «In 2011, 2B people will be connected to theinternet – as well as 1,000B things» Bob Sutor, IBM
  13. 13. Mobile internet opens for new opportunities Source: John Batelle, Wired
  14. 14. Many mobile internet solutionstake advantage of user psychologyand context using well knowngamingtechniques Here Gowalla is used as an example: See also Foursquare, Scvngr, Yelp etc.
  15. 15. SCVNGR CEO, Seth Priebatschdefines ”gamification” asapplied psychology.He sees this as a third webframework, where..- v.1.0 links information,- v.2.0 connects people &- v.3.0 enables influencing user behaviour
  16. 16. STATE CLEAR & MEANINGFUL GOALS
  17. 17. EMPOWERMENT FUN = LEARNING
  18. 18. ENCOURAGING DISCOVERY
  19. 19. TO SEE & ”levelling up”BE SEEN
  20. 20. GIVING TIME-LIMITED& EXCLUSIVE OFFERS
  21. 21. ACKNOWLEDGE THE RELATIONSHIP
  22. 22. WELL-KNOWN PSYCHOLOGY; Feel engaged because of… – .. perceived control and progression – .. achieving something and being valued – .. a strong relationship with peers – the need to collaborate to solve the big challenges and achieve “epic wins”
  23. 23. Reality is broken. We need to make it work more like a game. – Jane McGonigal• A ”gamer” at 21yrs has spent 10,000h playing*• Eq. from 5th grade to high school graduation…• Their dedication, their collaborative skills and Research from Carnegie Mellon University (2010) their targeted engagement are necessary skills to be able to solve real world challenges – this century’s huge issues; famine, climate change, peak oil, obesity and demography change
  24. 24. "Play it – before you live it."
  25. 25. http://www.youtube.com/watch?v=ZRgeGIcYJbM
  26. 26. http://www.youtube.com/watch?v=kA8pbojDorI
  27. 27. http://www.youtube.com/watch?v=jzIBZQkj6SY
  28. 28. http://www.youtube.com/watch?v=XP5yySEZub8
  29. 29. Mission:We bring information to lifecreating value for our customersto the benefit of society

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