Gamification: trends
Manchester Metropolitan University
MSc Digital Marketing Communications
Holly Bearne, Chris Philpott, Ivelina
Ivanova and Ged Carroll
What is gamification?
“Gamification” describes the broad trend of
using play mechanics for non-game
applications in order to encourage people to
adopt applications or engage in desired
behaviours. The technique can encourage
people to perform chores that they ordinary
consider boring, such as completing surveys,
employee performance, training, remembering
to take medicine , shopping or social change. –
Davis Wright Tremaine LLC – An
Introduction to Gamification April 2011
How?*
 •   Status
 •   Access
 •   Power
 •   Stuff




Gabe Zichermann author of Gamification by Design: Implementing Game
Mechanics in Web and Mobile Apps
Trends
Search interest




Google Insights for Search
Measure of discussion in news
sources




             Sysomos MAP: global mentions (taken May 11, 2012)
Gamification interest
We looked at Amazon’s catalogue as a proxy for market interest
in gamification:
• Overall interest in gamification*
   – 16 new books on Amazon.com in last 90 days
   – 5 new books in last 30 days
   – Out of 51 books available for sale
• Marketing related interest*
   – 5 new books on Amazon.com in last 90 days
   – 1 new book in last 30 days
   – Out of 12 books available for sale
• By comparison digital marketing*
   – 1,992 new books in last 90 days
   – 567 new boosk in last 30 days
   – Out of 366,123 books available for sale


*Amazon.com search accessed May 11, 2012
In business
• By 2015, More Than 50 Percent of Organizations That
  Manage Innovation Processes Will Gamify Those
  Processes – Gartner Research – Gartner Enterprise
  Summit 2011
• Gamification of apps is the ultimate way to engage a
  new generation of audiences – Bing Gordon, partner
  KPCB (Top Mobile Internet Trends, Meeker &
  Murphy, KPCB
• In 2012, moves beyond entertainment to business
  performance, using intrinsic design, intrinsic
  motivation and the sense of accomplishment that
  comes from completing activities with clear and
  personal value Deloitte – Tech Trends 2012
Measuring success




M2 Research – Gamification in 2012
Social networks helps fuel
gamification
• 436 million users on Facebook gaming –
  M2 Research
  – Badgeville based on Facebook
  – Foursquare shares to Twitter and Facebook
  – Powerplantville shares to Facebook
Successes
• Savannah Morning News – 3 times loyalty
  increase score for gamified audiences
  (Business2Community.com)
• Allkpop.com – a hallyu culture site with 4
  million unique users (SEOMoz)
  – Using Badgeville: they experienced a 104%
    increase in shares, 36% rise in comments and
    24% more pages viewed
What we don’t know
• New area so a lot of gaps in knowledge, most
  information is anecdotal
  – When it started different sources talk about 2007 or
    2008
  – Not a lot of case studies available
  – Programme failure rates – no real data yet that we
    could find
  – Is social gaming gamification?
  – What about persuasion marketing?
  – Examples are of brand engagement, but what about
    conversion?
  – Will it become gamed out?
In conclusion
• New area
  – First conference in 2011
  – Not mentioned once in Econsultancy Smart Pack on
    Social Gaming published in January 2011
• Confusion over what gamification was and how to
  implement it
• Is it purely a digital thing? No
• Motivation / engagement could be in the game and
  not the product, wrong motivational direction –
  good game mechanic design / selection critical
• Social networks helpful in spreading kudos:
  Facebook, Twitter

Gamification

  • 1.
    Gamification: trends Manchester MetropolitanUniversity MSc Digital Marketing Communications Holly Bearne, Chris Philpott, Ivelina Ivanova and Ged Carroll
  • 2.
  • 4.
    “Gamification” describes thebroad trend of using play mechanics for non-game applications in order to encourage people to adopt applications or engage in desired behaviours. The technique can encourage people to perform chores that they ordinary consider boring, such as completing surveys, employee performance, training, remembering to take medicine , shopping or social change. – Davis Wright Tremaine LLC – An Introduction to Gamification April 2011
  • 5.
    How?* • Status • Access • Power • Stuff Gabe Zichermann author of Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
  • 7.
  • 8.
  • 9.
    Measure of discussionin news sources Sysomos MAP: global mentions (taken May 11, 2012)
  • 10.
    Gamification interest We lookedat Amazon’s catalogue as a proxy for market interest in gamification: • Overall interest in gamification* – 16 new books on Amazon.com in last 90 days – 5 new books in last 30 days – Out of 51 books available for sale • Marketing related interest* – 5 new books on Amazon.com in last 90 days – 1 new book in last 30 days – Out of 12 books available for sale • By comparison digital marketing* – 1,992 new books in last 90 days – 567 new boosk in last 30 days – Out of 366,123 books available for sale *Amazon.com search accessed May 11, 2012
  • 11.
    In business • By2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes – Gartner Research – Gartner Enterprise Summit 2011 • Gamification of apps is the ultimate way to engage a new generation of audiences – Bing Gordon, partner KPCB (Top Mobile Internet Trends, Meeker & Murphy, KPCB • In 2012, moves beyond entertainment to business performance, using intrinsic design, intrinsic motivation and the sense of accomplishment that comes from completing activities with clear and personal value Deloitte – Tech Trends 2012
  • 12.
    Measuring success M2 Research– Gamification in 2012
  • 13.
    Social networks helpsfuel gamification • 436 million users on Facebook gaming – M2 Research – Badgeville based on Facebook – Foursquare shares to Twitter and Facebook – Powerplantville shares to Facebook
  • 14.
    Successes • Savannah MorningNews – 3 times loyalty increase score for gamified audiences (Business2Community.com) • Allkpop.com – a hallyu culture site with 4 million unique users (SEOMoz) – Using Badgeville: they experienced a 104% increase in shares, 36% rise in comments and 24% more pages viewed
  • 15.
    What we don’tknow • New area so a lot of gaps in knowledge, most information is anecdotal – When it started different sources talk about 2007 or 2008 – Not a lot of case studies available – Programme failure rates – no real data yet that we could find – Is social gaming gamification? – What about persuasion marketing? – Examples are of brand engagement, but what about conversion? – Will it become gamed out?
  • 16.
    In conclusion • Newarea – First conference in 2011 – Not mentioned once in Econsultancy Smart Pack on Social Gaming published in January 2011 • Confusion over what gamification was and how to implement it • Is it purely a digital thing? No • Motivation / engagement could be in the game and not the product, wrong motivational direction – good game mechanic design / selection critical • Social networks helpful in spreading kudos: Facebook, Twitter