Gamification for marketing and creativity

Pete Baikins
Pete BaikinsInternational speaker, CEO GAMIFICATION+, Chairs Gamification Europe & Founder of The Gamification Awards
Pete Jenkins
GAMIFICATION+ LTD
GAMIFICATION IN
MARKETING
ESCP EUROPE
Pete’s current titles
© GAMIFICATION+ LTD 2015 2
Founder – GAMIFICATION+ LTD
Entrepreneur in Residence at University of Brighton
Chair – International Gamification Confederation (GamFed)
Researcher in Gamification in HR at CROME (Centre for
Research on Management & Employment)
Organiser of Brighton Gamification Meetup
Ambassador for Brighton & Hove and Worthing & Adur
Chambers of Commerce
Hours of fun
 The theory behind gamification
 What is gamification and why is it important
 Neuroscience and motivational psychology
 Gamification: creativity and marketing
 Game spaces
 Customer powered marketing
 Gamification design framework
 Objectives and target behaviours
 Using player types
 Choosing game mechanics
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Activision spent 6 years and how much money developing
and launching the game Destiny?
A. £31,000,000
B. £105,000,000
C. £310,000,000
How much did Destiny make in sales on the first
day?
A. £50,000,000
B. £500,000,000
C. £900,000,000
A. 100 million
B. 1 billion
C. 10 billion
Activision Blizzard’s players racked up how many
hours of play time in 3rd Quarter 2016?
A. 100 million
B. 1 billion
C. 10 billion
What percentage of video game players in the
UK are female?
A. 27%
B. 41%
C. 52%
Gamification
Gamification “The use of game elements and game-design
techniques in non-game contexts.” Werbach and Hunter (2012, p26)
Future definition
“Gamification is becoming a catch all word that encompasses
not just gamification but also serious games, simulations,
game based learning and playful experiences” Raftopoulos
(2015)
Marigo Raftopoulos
http://www.researchgate.net/publ
ication/274963363_How_enterpri
ses_play_Towards_a_taxonomy_fo
r_enterprise_gamification
Play
“a free activity standing quite consciously outside “ordinary”
life as being “not serious” but at the same time absorbing
the player intensely and utterly. "
Huizinga (1949, p13)
Game
“A game has some rules, and some objectives, and some
obstacles to overcome in order to achieve those objectives;
but the crucial element is the players’ willingness to accept
all those things and conform to them”
Werbach and Hunter (2012, p39)
“Games give us unnecessary obstacles that we
volunteer to tackle” Bernard Suits
“UX design is about
removing problems
from the user. Game
design is about giving
problems to the user”
Raph Koster
Simulation
“Simulation is a realistic, controlled-risk environment where
learners can practice behaviours and experience the impacts
of decisions.”
Kapp, Blair and Mesch (2014, p58)
Dopamine is released before an event that requires some
sort of response, pleasurable or otherwise, and drives us to
act.
So when it comes to a reward, dopamine is released in
anticipation of receiving the reward, rather than after. This is
known as incentive salience.
Oxytocin is key to how we bond to others (lovers, friends,
parents to babies). It can give us a strong feeling of
contentment. This can even occur remotely, i.e. via social
networks such as Twitter!
Oxytocin has been shown to increase trust in groups,
altruism in individuals, arousal and more.
Gamification for marketing and creativity
Seratonin is a mood regulator. If you have enough you will be
happy, if you don’t – you will be miserable.
It is triggered when you feel wanted, important and proud.
This could be when you are thanked or have achieved
something that required true effort.
Endorphins are opioids that we produce naturally as a
reaction to certain stimuli. When they are released we feel
good, possibly even high or euphoric.
They also reduce fatigue in response to stress or pain, they
give us our ‘second wind’ that helps us push through.
Overcoming the challenges in games can stimulate the
release of endorphins.
Gamification for marketing and creativity
Three basic needs
Competence
Autonomy
Relatedness
Self-Determination Theory
Three key drivers
Mastery
Purpose
Autonomy
Daniel Pink - Drive
PURPOSE
http://freerice.com
Gamification for marketing and creativity
Csikszentmihalyi (1997)
Image from https://en.wikipedia.org/wiki/Flow_(psychology)
Gamification for marketing and creativity
30
Photo by Gustavo Nudo (Guslight) - Creative Commons Attribution-NonCommercial License https://www.flickr.com/photos/87913697@N00 Created with Haiku Deck
Photo by Phillie Casablanca - Creative Commons Attribution License https://www.flickr.com/photos/19451080@N00 Created with Haiku Deck
Game space
https://www.youtube.com/watch?v=-_JPCWacP7Y
54% increase in
trial usage
15% increase in
buy clicks
Maersk
http://www.maersk.com/en/hardware/quest-for-oil
connect
http://ldd.lego.com/en-gb
Create
create
Gamification for marketing and creativity
Points
Resources
Boss fights
Game components
Content unlocking
Badges
Levels
Progression
Collections
Achievements
Social graph
Leaderboards
Teams
Combat Virtual goods
Quests
Virtual currency
Avatars
Gifting
https://www.youtube.com/watch?v=_7vyrudcgOQ
PlayGen Gamification Cards
43
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
http://www.gamified.uk/user-types/
https://gamified.uk
http://www.gamified.uk/user-types/
https://gamified.uk/UserTypeTest2016/user-type-test.php
HEXAD Player Type Results
2,172 responses
27
24
18
14
14
3
Free Spirit
Philanthropist
Achiever
Socialiser
Player
Disruptor
0 5 10 15 20 25 30
%
Source: gamified.uk 01/02/2017
https://gamified.uk
Co-Operative Play - Gender
Source: http://quanticfoundry.com/2016/07/21/social-gaming/
Source: http://www.polygon.com/2014/8/7/5979575/two-board-games-you-should-play-right-now-
pandemic-risk-legacy
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification for marketing and creativity
Gamification+ Success Framework
64
https://gamificationplus.uk/game/
Gamification for marketing and creativity
Gamification for marketing and creativity
https://www.superbetter.com
Please attempt:
• Bad Guys –
• The Sticky Chair
• Power Ups -
• Hug Yourself
• Human Tag
Thank you for playing
pete.jenkins@gamificationplus.uk
https://gamificationplus.uk
@gamifiplus @petejenkins
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