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Gamification
Creating Value for an activity
    INSIGHT/THINK / CONCEPT
    SAM CREATIVE GROUP INDONESIA
    Giant
    Managing Director &
    Chief Innovation Officer
gamification is the use of game element
                    in non game context
character gamer




 achiever
  killer
 explorer
socializer
internal
                                         acting




                           killers                 achiever



people          player                                        world   environment



                           socializer              explorer




                                     interacting
Bartles player type 1996

                                        external
internal
                                acting


                                          win, compare,
                                          challenge, showoff,
                                          create
                  killers                 achiever



people   player                                           world   environment



                  socializer              explorer




                            interacting

                               external
#1
achiever (point)   Sales impact case study
#1
achiever (point)   Sales impact case study
internal
                                           acting




                             killers                 achiever



people   player                                                 world   environment



                             socializer              explorer
               help, like,
         comment, give,
         share, greeting,
                 express
                                       interacting

                                          external
#4
socializer   Sales impact case study
internal
                                acting




                  killers                 achiever



people   player                                            world   environment



                  socializer              explorer

                                          explore, vote, view,
                                          review, rate, curate


                            interacting

                               external
#3
explorer (place)   Sales impact case study
internal
                                       acting



             hack, cheat, harass,
                     tease, taunt
                          killers                 achiever



people   player                                              world   environment



                         socializer               explorer




                                    interacting

                                      external
#2
killer (competition)
             Sales impact case study
#2
killer (competition)
                   Sales impact case study




   midnight Sale
internal
                                                     acting


                                                                 win, compare,
                           hack, cheat, harass,                  challenge, showoff,
                                   tease, taunt                  create
                                        killers                  achiever



people          player                                                            world   environment



                                       socializer                explorer
                                     help, like,                 explore, vote, view,
                               comment, give,                    review, rate, curate
                               share, greeting,
                                       express
                                                   interacting
Bartles player type 1996

                                                    external
gamification design process




functional       usable       aesthetic   pleasurable   meaningful
gamification design process

midnight Sale

                                                          value

                                              fun

                              packaging

                reachable

  Sales

functional       usable       aesthetic   pleasurable   meaningful
gamification App




        achiever
gamification App




        explorer
Unique
indonesia
Consumer
Behavior
community driven
WOM power




       5-15
community driven
WOM power
110%                mobile penetration




61 juta internet user
58 juta from mobile
2012
Rise of Power Bank
community driven
WOM power
short term   context oriented
             price conscious
memory       impulsive buyer
short term memory case study (stuck)
short term memory case study (euphoria)




                                          senayan city

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Gamification Creating Value for an activity