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Gamification...should you gamify your business ??

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Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.

It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.

So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.

Published in: Business, Technology
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Gamification...should you gamify your business ??

  1. 1. Divya Sangwan| Business Manager 1
  2. 2. Gamification –The application of and toactivities 2
  3. 3. M2 Research market spend estimates onGamification solutions, applying game mechanicsand behavioral analytics in non‐traditionalapplications 3
  4. 4. By 2015,70%of Global 2000organizations willhave at leastone Gamified application 50% of organizations that manage Innovation processes will Gamify those processes *Source: Gartner Press Release 4
  5. 5. Deloitte, cited Gamification as one of the Technology Trends for 2012… 5
  6. 6. Searches for Gamification…Summer 2010500 Results Today: 6.9 Million Results 6
  7. 7. How Gamification Works ? 7
  8. 8. The Psychology Of Game Mechanics FRUSTRATING Too hard/confusing Difficulty BORING Too easy Time Spent Playing 8
  9. 9. The Psychology Of Game Mechanics1Uses positive feedbacks to build up users’ motivation 2 Increases the perceived ability by making difficult jobs simpler and more manageable 3 Places triggers in the path of motivated users 9
  10. 10. Reasons You Should Gamify 10
  11. 11. Consumers Want It 40% of US online adults are looking for new ways to entertain themselvesof consumers play a video game online in 60% a typical week 11
  12. 12. Social Media Enhances ItOn an average, 50% of people online between the ages of 18-44 play socialgames on a daily basis 53% of Smartphone users play daily 66% of Tablet users 46 % play daily 54 % play daily play daily 12
  13. 13. Social Media Enhances It 13
  14. 14. Early Starters Have Proven It EngagementInvolvement Interaction Intimacy Influence 14
  15. 15. Some Great Implementations 15
  16. 16. 1 Fold.It Gamification Discovery of the mystery of how a key protein may help cure HIV Crowdsourcing 16
  17. 17. 17
  18. 18. 2 Salesforce Performance Management Application Gamification 18
  19. 19. 19
  20. 20. 3 Aldo A is for ALDO ( Gamification Facebook Instagram ) 21
  21. 21. 22
  22. 22. 23
  23. 23. 4 Mindbloom Life Mindmap 13 Million Actions Gamification 24
  24. 24. 25
  25. 25. Inspirations Dashboard 26
  26. 26. Actions Dashboard 27
  27. 27. Leveling Up 28
  28. 28. Where Do You ? 29
  29. 29. Pick Your Target Know Your Audience 30
  30. 30. Social Mobile Ride The Wave 31
  31. 31. The Bottom Line Continuously Mobile, Social and Need to improve businessgrowing base of Cloud technologies process execution and Games and across business performance through Tech-savy users technology 32
  32. 32. Thank You 33

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