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Export journey and insight into gamification

Export journey and insight into gamification

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Slides from Pete Jenkins' presentation on Gamification+ Ltd's export journey and an insight into gamification from Action Asia: Unleash your ASEAN Ambitions event in Gatwick, UK on 29th January 2019

Slides from Pete Jenkins' presentation on Gamification+ Ltd's export journey and an insight into gamification from Action Asia: Unleash your ASEAN Ambitions event in Gatwick, UK on 29th January 2019

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Export journey and insight into gamification

  1. 1. P E T E J E N K I N S A C T I O N A S I A : U N L E A S H Y O U R A S E A N A M B I T I O N S GAMIFIED MOTIVATION
  2. 2. ABOUT PETE • Founder – GAMIFICATION+ LTD BOFTA 2018 Award Winner • Entrepreneur in Residence at University of Brighton • Chair of International Gamification Confederation (GamFed) • Chair of Gamification Europe Conference • Practice Director, Gamification at Intelestream Inc • Ambassador for Brighton & Hove Chamber of Commerce
  3. 3. 2013 TO 2015: Importing gamified CRM software from Belgium and USA
  4. 4. DECISION TO EXPORT: thought leadership speaking engagements training courses consultancy
  5. 5. WEB PRESENCE • LinkedIn Profile reworded to match • Website reworded to match LinkedIn • Website provides supporting evidence - past and future speaking engagements, existing client list (brands famous abroad higher up) • .uk domain ending rather than .com
  6. 6. EXPORT STRATEGY Partnership Approach • Regional Partners • Great existing customers • Only accept opportunities that support the brand strategy, i.e high price, quality customers
  7. 7. ASEAN CLIENTS
  8. 8. NEW EXPORT OPPORTUNITIES • Hosted in Amsterdam • Attendees from 35 countries • Licencees – Egypt, Mexico • Hosted in London, • Attendees from as far abroad as South Africa, Brazil and Singapore • 3rd year of gamification awards
  9. 9. WOULD YOU LIKE TO KNOW MORE ABOUT GAMIFICATION?
  10. 10. Gamification is the process of making activities more game like (Re)Defining Gamification: A Process Approach Werbach (2014)
  11. 11. “Game-like states” are psychological outcomes of optimised engagement and motivation that lead to behavioural and ideological effects. (Huotari and Hamari, 2012)
  12. 12. -20 1 10 80 100 10 80 -40 -20 0 20 40 60 80 100 120 Committee Meetings Day to day Gamification > < Gamification < Games Engagement % Gamification Engagement Spectrum
  13. 13. A. 100 million B. 1 billion C. 10 billion Activision Blizzard’s players racked up how many hours of play time in 4th Quarter 2017? A. 1 billion B. 14 billion C. 29 billion
  14. 14. What percentage of video game players in the UK (in 2014) are female? A. 27% B. 41% C. 52%
  15. 15. Dopamine Oxytocin Serotonin Endorphins
  16. 16. M A R C Z E W S K I ’ S T H R E E L A Y E R S O F M O T I V A T I O N
  17. 17. EXAMPLE GAME MECHANIC T I M E R - C O U N T D O W N
  18. 18. JAMES BOND – TIMER 18
  19. 19. GAMIFICATION EX AMPLES
  20. 20. https://www.superbetter.com Please attempt: • Bad Guys – • The Sticky Chair • Power Ups - • Hug Yourself • Human Tag
  21. 21. THANK YOU FOR PLAYINGP E T E . J E N K I N S @ G A M I F I C A T I O N P L U S . U K H T T P S : / / G A M I F I C A T I O N P L U S . U K @ G A M I F I P L U S @ P E T E J E N K I N S

Editor's Notes

  • Picture by Pete Jenkins, Link from Zelda.
  • Picture by Pete Jenkins, Link from Zelda.
  • Picture by Pete Jenkins, Link from Zelda.
  • http://investor.activision.com/releasedetail.cfm?releaseid=1056935
    Each player averaged over 50 minutes per day, 385m Monthly Active Users
  • https://ukie.org.uk/research#demographics
    In 2017, the UK mobile market is very evenly represented between the genders, with a 48% female / 52% male split between those who are playing more than once a month.
  • https://www.gamified.uk/2017/12/01/3-layers-motivation-2018-edition/

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