GAMIFICATION
Are you ready to play?



     COLIN CARDWELL,
                CEO



                         GAMIFICATION
GAMIFICATION
GAMIFICATION
Are you ready to play?



     COLIN CARDWELL,
                CEO



                         GAMIFICATION
TODAY

• What is gamification and how can it be used?
• Why now?
• How is it done?
• Some of the challenges
• What are the business benefits?
• Gamification examples
• Questions


                                                 GAMIFICATION
PLAY ALONG

Hidden in some of the slides in this presentation
                is this image



                might be more than one per slide


  If you can tell me at the end exactly how many times this
image has been shown during the presentation (including this
                   one), you will win a prize

                                                   GAMIFICATION
WHAT IS GAMIFICATION?


                        GAMIFICATION
GAMIFICATION IS…



    Making non-game activities
         more game-like




                             GAMIFICATION
GAMIFICATION IS…

Making things more:
• Fun and Playful
• Rewarding and Engaging
• Exciting and Challenging
• Competitive and Collaborative
• Social and Sharable




                                  GAMIFICATION
GAMIFICATION IS…

• Motivating people to do the things you want them to do
• Using the methods that game designers use
• Tracking that activity
• So that we can feedback and continue to motivate




                                               GAMIFICATION
CONGRATULATIONS!

          You’ve just won an award!




    You have just won the Bronze Paying Attention Trophy for
           paying attention during this presentation


               Well Done You!
        Keep paying attention to win the Silver Trophy


                                                          GAMIFICATION
BROAD RANGE OF APPLICATIONS

• Education, to motivate learners
• Motivate and reward staff
• Change in behaviour at a society level
• Increase customer loyalty and therefore increase sales
  and profits




                                               GAMIFICATION
IN SMALL WAYS




                GAMIFICATION
IN BIG WAYS




              GAMIFICATION
GAMIFICATION
CHANGES IN CONSUMER BEHAVIOUR

• The economy has reduced
  confidence
• Tending to save more and spend
  less
• Tending to buy during ‘sales’
• Growth in buying online, offshore
• Growth in purchase through ‘Daily
  Deal’ sites and services
• More propensity to shop around
                                      GAMIFICATION
Ad News, April 2011
          GAMIFICATION
THE BUSINESS RESPONSE

• More sales to tempt the consumer
• Reliance on ‘Daily Deal’ and other promotions


Which has:
• Increased customer acquisition costs
• Increased customer retention costs
• Reduced profit margins


                                                  GAMIFICATION
MEANWHILE…




 …there has been revolution in
     the games industry
                          GAMIFICATION
Before the revolution we knew where we stood…




  Gamers were young adult males who were anti-social, ate
  Pizza, drank Coke by the BIG bottle and had no life. Or maybe…
                                                       GAMIFICATION
Kids!




        And then this happened…
                         GAMIFICATION
GAMIFICATION
GAMIFICATION
WHY DOES EVERYONE PLAY?

• Play is part of our make up as human beings
• People were playing long before computers were invented
• Computer games have been around so long that most have
  grown up with them


We don't stop playing because we grow old; we grow old
because we stop playing.
                                       George Bernard Shaw


                                                  GAMIFICATION
SOME NUMBERS

• Over 300 new games are uploaded to iTunes every day
• Around half of all apps downloaded are games
• 20 million Facebook Apps are installed by users every
  day, more than half of those are games
• More than half of Facebook active users play Facebook
  games at least once per week
• There are over 250 million people playing Zynga games
  each month


                                               GAMIFICATION
WHY MIGHT GAMIFICATION WORK?

• Play is for everyone, not just for kids and young adult
  males
• In most situations, fun is better than not fun
• The value in a reward can be much greater than the
  value of the reward itself
• People are social and what their friends/family think
  matters to them
• Often enough, the difference between choosing one
  action/product over another can be tiny
                                                   GAMIFICATION
GAMIFICATION
THE PEOPLE ARE ASKING

When it comes to all the boring things in the world (and for
many, buying things is one of them), the people are
asking…




Why can’t this be fun?

                                                 GAMIFICATION
HOW IS IT DONE?


                  GAMIFICATION
THE SECRET GAME DESIGNERS
TOOLBOX




                            GAMIFICATION
THE TOOLS

•   Points              •   Levels and Progression
•   Leader boards       •   Badges and Trophies
•   Virtual Currency    •   Social Media Integration
•   Virtual Items       •   Fun
•   Virtual Economies




                                          GAMIFICATION
Points




         Feedback is important
                       GAMIFICATION
Leader boards



 How do we compare to others?
                      GAMIFICATION
Virtual Currency




 Making points worth something
                        GAMIFICATION
Virtual Shops & Items




   Adding value to the currency
                        GAMIFICATION
YOUR VIRTUAL CURRENCY

 Must be of value to the players.
      They have to want it.




                              GAMIFICATION
PAYING FOR ACTIONS WITH A VC

Typical Actions                          PAY THEM
Sign up to a newsletter                     V$20
Visit a website                             V$50
Watch a video                              V$100
Take a survey                              V$250
Tell a friend about a product              V$500
Tweet/post to Facebook about a product     V$750
Visit a Store                             V$1000
Sample the product (test drive)           V$5000
Purchase a product                        V$20000
Purchase lots of products                V$ No Limit



                                                GAMIFICATION
FLEXIBILITY OF A VC

Typical Actions                          PAY THEM
Sign up to a newsletter                    V$100
Visit a website                             V$50
Watch a video                              V$100
Take a survey                              V$250
Tell a friend about a product              V$500
Tweet/post to Facebook about a product     V$750
Visit a Store                             V$1000
Sample the product (test drive)           V$5000
Purchase a product                        V$20000
Purchase lots of products                V$ No Limit



                                                GAMIFICATION
Levels and Progression




            The sense of purpose
                         GAMIFICATION
Awards and Trophies




            Goals and Objectives
                        GAMIFICATION
Social Media Integration




               Spreading the word
                           GAMIFICATION
FUN

  CHALLENGING FUN                              EASY FUN
       Objectives, Rewards,                  Surprise, Adventure,
   Accomplishment, Frustration,               Discovery, Mystery,
        Addiction, Focus                    Imagination, Curiosity
 Goals, Strategy, Obstacles, Levels   Content, Experiences, Exploration

              4 TYPES OF FUN
      PEOPLE FUN         CREATIVE FUN
 Generosity, Co-operation, Niche           Creativity, Expression,
     Interests, Networking              Individuality, Personalisation
   Collaboration, Competition,         Avatars, Customisation, Choice
           Community


                                                                  GAMIFICATION
GAMIFICATION
CONGRATULATIONS AGAIN!

     You’ve just won a better award!




     You have won the Silver Paying Attention Trophy for
     continuing to pay attention during this presentation


              Well Done You!
            Who wants to win the GOLD trophy?
                                                            GAMIFICATION
WHAT ARE THE
CHALLENGES?

               GAMIFICATION
SOME OF THE CHALLENGES

• Game design and build is more art than science. And so
  Gamification programmes need to be crafted.
• Game Developers Vs Consultants – who can actually do
  this for you?
• Tendency to start too big or just struggle with where to
  start
• It takes a bit of a leap of faith



                                                 GAMIFICATION
WHAT ARE BUSINESS BENEFITS?


                      GAMIFICATION
THE BENEFITS

• More engagement in brand
• Better feelings towards the brand
• Increased loyalty
• Lower propensity to shop around


But what is the biggest business benefit of a traditional
loyalty programme?
• Data. Behavioural data.
                                                  GAMIFICATION
BEHAVIOURAL DATA




   Pre-Sales
   Behaviour       Post Sales
                   Behaviour
                     (data)

     (data)

                   GAMIFICATION
IMAGINE…

being able to track all of the
behaviours and activities that lead to
a sale


Do I get points for trying this on?


Yes you do, because then we’ll start
to understand how many times
people try on before they buy.
                                         GAMIFICATION
AND FINALLY…

• It is far less expensive to implement than a
  traditional loyalty programme
• And far less expensive to run (no toasters)
And that opens it up to organisations that
couldn’t previously consider a traditional
loyalty programme, like:
• TV Shows and Channels
• Charities
• Low margin businesses

                                                 GAMIFICATION
SOME EXAMPLES?


                 GAMIFICATION
ABC READING EGGS




                   GAMIFICATION
ABC READING EGGS
• Targetting 3-6 year olds
• Over 2000 reading based
  activities which progressively
  unlock
• Kids earn Golden Eggs every time
  they complete one. Other rewards
  too.
• Kids spend them on their house,
  their avatar and to play games
  (over 30 games to choose from)
• Progress reports for teachers and
  parents
                                      GAMIFICATION
RSPCA RESCUE SHELTER




                       GAMIFICATION
RSPCA RESCUE SHELTER

• Rich Social game on Facebook
• Players build and grow their own
  Rescue Shelter
• Equip it and customise it from a
  range of virtual shops
• Employ staff, build buildings and
  landscape
• Top up their currency by making
  real donations
• Vouchers are used to drive other
  actions.
                                      GAMIFICATION
CONGRATULATIONS!
   You’ve just won the biggest award!




     You have won the Gold Paying Attention Trophy for
    continuing to pay attention during this presentation


        BIG Well Done You!
                                                           GAMIFICATION
QUESTIONS?




Thank you
             GAMIFICATION
THE CORRECT ANSWER IS…




        20               GAMIFICATION

Gamification - are you ready to play?

  • 1.
    GAMIFICATION Are you readyto play? COLIN CARDWELL, CEO GAMIFICATION
  • 2.
  • 3.
    GAMIFICATION Are you readyto play? COLIN CARDWELL, CEO GAMIFICATION
  • 4.
    TODAY • What isgamification and how can it be used? • Why now? • How is it done? • Some of the challenges • What are the business benefits? • Gamification examples • Questions GAMIFICATION
  • 5.
    PLAY ALONG Hidden insome of the slides in this presentation is this image might be more than one per slide If you can tell me at the end exactly how many times this image has been shown during the presentation (including this one), you will win a prize GAMIFICATION
  • 6.
  • 7.
    GAMIFICATION IS… Making non-game activities more game-like GAMIFICATION
  • 8.
    GAMIFICATION IS… Making thingsmore: • Fun and Playful • Rewarding and Engaging • Exciting and Challenging • Competitive and Collaborative • Social and Sharable GAMIFICATION
  • 9.
    GAMIFICATION IS… • Motivatingpeople to do the things you want them to do • Using the methods that game designers use • Tracking that activity • So that we can feedback and continue to motivate GAMIFICATION
  • 10.
    CONGRATULATIONS! You’ve just won an award! You have just won the Bronze Paying Attention Trophy for paying attention during this presentation Well Done You! Keep paying attention to win the Silver Trophy GAMIFICATION
  • 11.
    BROAD RANGE OFAPPLICATIONS • Education, to motivate learners • Motivate and reward staff • Change in behaviour at a society level • Increase customer loyalty and therefore increase sales and profits GAMIFICATION
  • 12.
    IN SMALL WAYS GAMIFICATION
  • 13.
    IN BIG WAYS GAMIFICATION
  • 14.
  • 15.
    CHANGES IN CONSUMERBEHAVIOUR • The economy has reduced confidence • Tending to save more and spend less • Tending to buy during ‘sales’ • Growth in buying online, offshore • Growth in purchase through ‘Daily Deal’ sites and services • More propensity to shop around GAMIFICATION
  • 16.
    Ad News, April2011 GAMIFICATION
  • 17.
    THE BUSINESS RESPONSE •More sales to tempt the consumer • Reliance on ‘Daily Deal’ and other promotions Which has: • Increased customer acquisition costs • Increased customer retention costs • Reduced profit margins GAMIFICATION
  • 18.
    MEANWHILE… …there hasbeen revolution in the games industry GAMIFICATION
  • 19.
    Before the revolutionwe knew where we stood… Gamers were young adult males who were anti-social, ate Pizza, drank Coke by the BIG bottle and had no life. Or maybe… GAMIFICATION
  • 20.
    Kids! And then this happened… GAMIFICATION
  • 21.
  • 22.
  • 23.
    WHY DOES EVERYONEPLAY? • Play is part of our make up as human beings • People were playing long before computers were invented • Computer games have been around so long that most have grown up with them We don't stop playing because we grow old; we grow old because we stop playing. George Bernard Shaw GAMIFICATION
  • 24.
    SOME NUMBERS • Over300 new games are uploaded to iTunes every day • Around half of all apps downloaded are games • 20 million Facebook Apps are installed by users every day, more than half of those are games • More than half of Facebook active users play Facebook games at least once per week • There are over 250 million people playing Zynga games each month GAMIFICATION
  • 25.
    WHY MIGHT GAMIFICATIONWORK? • Play is for everyone, not just for kids and young adult males • In most situations, fun is better than not fun • The value in a reward can be much greater than the value of the reward itself • People are social and what their friends/family think matters to them • Often enough, the difference between choosing one action/product over another can be tiny GAMIFICATION
  • 26.
  • 27.
    THE PEOPLE AREASKING When it comes to all the boring things in the world (and for many, buying things is one of them), the people are asking… Why can’t this be fun? GAMIFICATION
  • 28.
    HOW IS ITDONE? GAMIFICATION
  • 29.
    THE SECRET GAMEDESIGNERS TOOLBOX GAMIFICATION
  • 30.
    THE TOOLS • Points • Levels and Progression • Leader boards • Badges and Trophies • Virtual Currency • Social Media Integration • Virtual Items • Fun • Virtual Economies GAMIFICATION
  • 31.
    Points Feedback is important GAMIFICATION
  • 32.
    Leader boards Howdo we compare to others? GAMIFICATION
  • 33.
    Virtual Currency Makingpoints worth something GAMIFICATION
  • 34.
    Virtual Shops &Items Adding value to the currency GAMIFICATION
  • 35.
    YOUR VIRTUAL CURRENCY Must be of value to the players. They have to want it. GAMIFICATION
  • 36.
    PAYING FOR ACTIONSWITH A VC Typical Actions PAY THEM Sign up to a newsletter V$20 Visit a website V$50 Watch a video V$100 Take a survey V$250 Tell a friend about a product V$500 Tweet/post to Facebook about a product V$750 Visit a Store V$1000 Sample the product (test drive) V$5000 Purchase a product V$20000 Purchase lots of products V$ No Limit GAMIFICATION
  • 37.
    FLEXIBILITY OF AVC Typical Actions PAY THEM Sign up to a newsletter V$100 Visit a website V$50 Watch a video V$100 Take a survey V$250 Tell a friend about a product V$500 Tweet/post to Facebook about a product V$750 Visit a Store V$1000 Sample the product (test drive) V$5000 Purchase a product V$20000 Purchase lots of products V$ No Limit GAMIFICATION
  • 38.
    Levels and Progression The sense of purpose GAMIFICATION
  • 39.
    Awards and Trophies Goals and Objectives GAMIFICATION
  • 40.
    Social Media Integration Spreading the word GAMIFICATION
  • 41.
    FUN CHALLENGINGFUN EASY FUN Objectives, Rewards, Surprise, Adventure, Accomplishment, Frustration, Discovery, Mystery, Addiction, Focus Imagination, Curiosity Goals, Strategy, Obstacles, Levels Content, Experiences, Exploration 4 TYPES OF FUN PEOPLE FUN CREATIVE FUN Generosity, Co-operation, Niche Creativity, Expression, Interests, Networking Individuality, Personalisation Collaboration, Competition, Avatars, Customisation, Choice Community GAMIFICATION
  • 42.
  • 43.
    CONGRATULATIONS AGAIN! You’ve just won a better award! You have won the Silver Paying Attention Trophy for continuing to pay attention during this presentation Well Done You! Who wants to win the GOLD trophy? GAMIFICATION
  • 44.
  • 45.
    SOME OF THECHALLENGES • Game design and build is more art than science. And so Gamification programmes need to be crafted. • Game Developers Vs Consultants – who can actually do this for you? • Tendency to start too big or just struggle with where to start • It takes a bit of a leap of faith GAMIFICATION
  • 46.
    WHAT ARE BUSINESSBENEFITS? GAMIFICATION
  • 47.
    THE BENEFITS • Moreengagement in brand • Better feelings towards the brand • Increased loyalty • Lower propensity to shop around But what is the biggest business benefit of a traditional loyalty programme? • Data. Behavioural data. GAMIFICATION
  • 48.
    BEHAVIOURAL DATA Pre-Sales Behaviour Post Sales Behaviour (data) (data) GAMIFICATION
  • 49.
    IMAGINE… being able totrack all of the behaviours and activities that lead to a sale Do I get points for trying this on? Yes you do, because then we’ll start to understand how many times people try on before they buy. GAMIFICATION
  • 50.
    AND FINALLY… • Itis far less expensive to implement than a traditional loyalty programme • And far less expensive to run (no toasters) And that opens it up to organisations that couldn’t previously consider a traditional loyalty programme, like: • TV Shows and Channels • Charities • Low margin businesses GAMIFICATION
  • 51.
    SOME EXAMPLES? GAMIFICATION
  • 52.
    ABC READING EGGS GAMIFICATION
  • 53.
    ABC READING EGGS •Targetting 3-6 year olds • Over 2000 reading based activities which progressively unlock • Kids earn Golden Eggs every time they complete one. Other rewards too. • Kids spend them on their house, their avatar and to play games (over 30 games to choose from) • Progress reports for teachers and parents GAMIFICATION
  • 54.
  • 55.
    RSPCA RESCUE SHELTER •Rich Social game on Facebook • Players build and grow their own Rescue Shelter • Equip it and customise it from a range of virtual shops • Employ staff, build buildings and landscape • Top up their currency by making real donations • Vouchers are used to drive other actions. GAMIFICATION
  • 56.
    CONGRATULATIONS! You’ve just won the biggest award! You have won the Gold Paying Attention Trophy for continuing to pay attention during this presentation BIG Well Done You! GAMIFICATION
  • 57.
  • 58.
    THE CORRECT ANSWERIS… 20 GAMIFICATION