GAMIFICATION IN A DIGITAL WORLD was held at the Digital Age Summit in Istanbul on the 3rd May 2017. And deals with us as human beings, digital transformation, and our motivation.
GAMIFICATION IN A BOX | Workshop | IstanbulJasmin Karatas
GAMIFICATION IN A BOX was held at the Digital Age Summit in Istanbul on the 3rd May 2017. It is a workshop format, which combines Design Thinking and Gamification in a practical method, which the participants will experiment while the workshop. The key is cards which are designed by myself.
Here you find the slides for the "Gamification in a box" workshop and the description of the cards and method I created. If you have any questions, you will find my E-Mail ob the last slide.
Gamification involves using game mechanics and elements in non-game contexts to motivate and engage users. It works by appealing to human psychological tendencies. Companies are increasingly using gamification across industries to build loyalty and encourage customer engagement. Successful gamification requires understanding what makes games fun and developing systems with rules, milestones, and feedback to immerse users. Current trends include social and status elements, virtual rewards, and blending gaming with media. Implementing gamification well can boost metrics like retention, revenues and time spent. However, some question if gamification can overly manipulate human behavior.
Gamification in HR and change managementPetr Pouchlý
Basics about playful design and gamification in companies. Focused on change management and HR.
Used in many private presentations in Czech republic, 2017.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The document discusses gamification and its applications. Gamification is defined as using game mechanics and elements to motivate and engage people. It can be used in education, healthcare, enterprise, and other domains to make activities more fun and encourage behaviors. The document provides several examples of how gamification has been successfully applied, such as to incentivize cooperation at McDonald's and make workplaces more engaging.
This document discusses graphic design elements and principles that are important for game design. It explains the basic elements of design like line, shape, texture, space, size, value and color that can be used to build aesthetics and interfaces for user interaction. It also discusses design principles such as balance, rhythm, emphasis and unity. The document then covers different design considerations for games targeted towards children, teenagers and adults and provides examples of visual elements and content for different types of games.
GAMIFICATION IN A BOX | Workshop | IstanbulJasmin Karatas
GAMIFICATION IN A BOX was held at the Digital Age Summit in Istanbul on the 3rd May 2017. It is a workshop format, which combines Design Thinking and Gamification in a practical method, which the participants will experiment while the workshop. The key is cards which are designed by myself.
Here you find the slides for the "Gamification in a box" workshop and the description of the cards and method I created. If you have any questions, you will find my E-Mail ob the last slide.
Gamification involves using game mechanics and elements in non-game contexts to motivate and engage users. It works by appealing to human psychological tendencies. Companies are increasingly using gamification across industries to build loyalty and encourage customer engagement. Successful gamification requires understanding what makes games fun and developing systems with rules, milestones, and feedback to immerse users. Current trends include social and status elements, virtual rewards, and blending gaming with media. Implementing gamification well can boost metrics like retention, revenues and time spent. However, some question if gamification can overly manipulate human behavior.
Gamification in HR and change managementPetr Pouchlý
Basics about playful design and gamification in companies. Focused on change management and HR.
Used in many private presentations in Czech republic, 2017.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The document discusses gamification and its applications. Gamification is defined as using game mechanics and elements to motivate and engage people. It can be used in education, healthcare, enterprise, and other domains to make activities more fun and encourage behaviors. The document provides several examples of how gamification has been successfully applied, such as to incentivize cooperation at McDonald's and make workplaces more engaging.
This document discusses graphic design elements and principles that are important for game design. It explains the basic elements of design like line, shape, texture, space, size, value and color that can be used to build aesthetics and interfaces for user interaction. It also discusses design principles such as balance, rhythm, emphasis and unity. The document then covers different design considerations for games targeted towards children, teenagers and adults and provides examples of visual elements and content for different types of games.
Simple game mechanics like challenges, rewards, and feedback can improve engagement with websites and apps by motivating and guiding users. While gamification isn't about creating full video games, it uses game-like incentives to encourage completion of tasks and a sense of accomplishment. Effective gamification strategies recognize human motivations for reward, achievement, and social interaction.
This document discusses how promotional video games can be used by tourist attractions, theme parks, resorts, and other destinations to attract more visitors. It outlines how games can encourage people to visit websites for longer, provide incentives to visit in person, and help destinations connect with customers through social media sharing of gaming experiences. The document provides examples of possible game ideas and describes Fast Motion Games' process for developing customized promotional video games and 3D tours for their clients.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
10 minute presentation for an AMA Digital Marketing webinar series - I was asked for focus on gaming, and with my limited time, I chose to dispel a few commonly held misbeliefs about gaming and virtual worlds.
1) Gamification uses elements of game design like points, badges, and leaderboards to motivate people to learn and complete tasks.
2) Gamification can increase learning completion rates and engagement by tapping into people's intrinsic motivations through fun and social elements.
3) For gamification of learning to be effective, it is important to focus on the user experience, allow exploration and failure, provide feedback, and encourage both social interaction and competition.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
This document provides an introduction to gamification for marketing purposes. It defines gamification as using game design thinking and mechanics to engage users and solve problems. The document outlines some key categories and theories of gamification including self-determination theory. It discusses why gamification can be useful for marketing and provides examples from companies that have used gamification in their marketing campaigns. The document also covers gamification design frameworks, tools, and considerations for implementing gamification strategies.
This document discusses gamification and game design. It notes that gamification is being applied in many fields like education, fitness, and human resources. However, some critics argue that gamification is just a marketing tactic to exploit games for business purposes. The document also discusses how game design can be a way of thinking that encourages collaboration and positive emotions. It suggests game design could be used to create engaging knowledge media by activating emotions, immersing users, and allowing collaboration.
The document discusses using gamification and social games as marketing strategies for brands. It outlines objectives like engaging audiences, building awareness and loyalty. Three key game strategies are described: building games on websites/apps, adding rewards/recognition, and creating immersive experiences. Examples are provided for an insurance campaign and running event. Considerations for integrating games include selecting the right platform, creating meaningful stories, understanding customers, and taking an iterative approach through community management.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
JWEF Singapore - Building a company for fun, by Keith Ng, GametizeKeith Ng (@keizng)
Gave a snappy light talk on my views on entrepreneurship and what it means to be a startup in SG.
*Disclaimer: Similar slides to Ideas Inc talk I gave last year :)*
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
Lightning Talk on Gamification 2014-05-23Leo Abdala
This was the deck used during the 15-min Lightning Talk on Gamification delivered by Leo Abdala on May 23rd 2014 to his fellow colleagues at CI&T.
The presentation consists of studies, examples and cases from experts such as G. Zichermann, J. McGonigal, K. Werbach, R. Bartle, M. Csikszentmihalyi, M. Wu, K. Richardson, P. Lawrence and N. Nohria.
The document discusses how game designers have mastered the art of making things fun and how UX designers can apply game design principles and elements like status, points, leaderboards, and achievements to make user experiences more engaging. It addresses some of the conflicts between usability principles and game mechanics, arguing that building skills through challenges can be fun and uncertainty does not have to impact the core user process. The presentation provides resources for learning more about gamification and hiring game designers to help apply these concepts.
The document discusses Autography, a playful persuasive mobile application that allows people to draw digital graffiti at locations in Florence, Italy. It aims to influence behavior and encourage participation in a positive way. There was initially an idea for an app to remove real graffiti, but the creators realized graffiti can be a form of positive expression. So they developed Autography to make creating graffiti easier digitally. It has been successful, with about 100 drawings made per day. The document then discusses principles of applied games and the process for creating them to address complex topics.
Jane McGonigal is a game designer who believes that playing video games can solve real-world problems. She thinks that games help players develop skills in problem-solving, cooperation, creativity, determination and teamwork that can then be applied to challenges in the real world. McGonigal argues that multiplayer online games especially allow people to work together toward common goals, as they would in reality.
Data Science Salon: The Age of Co-creationFormulatedby
Ann Greenberg gave a presentation on co-creation and the future of entertainment at a data science conference. She discussed how the current entertainment business model is broken and how moving from consumption to creation through tools like democratic cinema and growing stories rather than just telling them can help create new forms of storytelling. She also talked about how abundant data, smart algorithms, and powerful computing are enabling new possibilities and how entertainment AI can bridge human and machine creativity.
Simple game mechanics like challenges, rewards, and feedback can improve engagement with websites and apps by motivating and guiding users. While gamification isn't about creating full video games, it uses game-like incentives to encourage completion of tasks and a sense of accomplishment. Effective gamification strategies recognize human motivations for reward, achievement, and social interaction.
This document discusses how promotional video games can be used by tourist attractions, theme parks, resorts, and other destinations to attract more visitors. It outlines how games can encourage people to visit websites for longer, provide incentives to visit in person, and help destinations connect with customers through social media sharing of gaming experiences. The document provides examples of possible game ideas and describes Fast Motion Games' process for developing customized promotional video games and 3D tours for their clients.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
10 minute presentation for an AMA Digital Marketing webinar series - I was asked for focus on gaming, and with my limited time, I chose to dispel a few commonly held misbeliefs about gaming and virtual worlds.
1) Gamification uses elements of game design like points, badges, and leaderboards to motivate people to learn and complete tasks.
2) Gamification can increase learning completion rates and engagement by tapping into people's intrinsic motivations through fun and social elements.
3) For gamification of learning to be effective, it is important to focus on the user experience, allow exploration and failure, provide feedback, and encourage both social interaction and competition.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
This document provides an introduction to gamification for marketing purposes. It defines gamification as using game design thinking and mechanics to engage users and solve problems. The document outlines some key categories and theories of gamification including self-determination theory. It discusses why gamification can be useful for marketing and provides examples from companies that have used gamification in their marketing campaigns. The document also covers gamification design frameworks, tools, and considerations for implementing gamification strategies.
This document discusses gamification and game design. It notes that gamification is being applied in many fields like education, fitness, and human resources. However, some critics argue that gamification is just a marketing tactic to exploit games for business purposes. The document also discusses how game design can be a way of thinking that encourages collaboration and positive emotions. It suggests game design could be used to create engaging knowledge media by activating emotions, immersing users, and allowing collaboration.
The document discusses using gamification and social games as marketing strategies for brands. It outlines objectives like engaging audiences, building awareness and loyalty. Three key game strategies are described: building games on websites/apps, adding rewards/recognition, and creating immersive experiences. Examples are provided for an insurance campaign and running event. Considerations for integrating games include selecting the right platform, creating meaningful stories, understanding customers, and taking an iterative approach through community management.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
JWEF Singapore - Building a company for fun, by Keith Ng, GametizeKeith Ng (@keizng)
Gave a snappy light talk on my views on entrepreneurship and what it means to be a startup in SG.
*Disclaimer: Similar slides to Ideas Inc talk I gave last year :)*
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
Lightning Talk on Gamification 2014-05-23Leo Abdala
This was the deck used during the 15-min Lightning Talk on Gamification delivered by Leo Abdala on May 23rd 2014 to his fellow colleagues at CI&T.
The presentation consists of studies, examples and cases from experts such as G. Zichermann, J. McGonigal, K. Werbach, R. Bartle, M. Csikszentmihalyi, M. Wu, K. Richardson, P. Lawrence and N. Nohria.
The document discusses how game designers have mastered the art of making things fun and how UX designers can apply game design principles and elements like status, points, leaderboards, and achievements to make user experiences more engaging. It addresses some of the conflicts between usability principles and game mechanics, arguing that building skills through challenges can be fun and uncertainty does not have to impact the core user process. The presentation provides resources for learning more about gamification and hiring game designers to help apply these concepts.
The document discusses Autography, a playful persuasive mobile application that allows people to draw digital graffiti at locations in Florence, Italy. It aims to influence behavior and encourage participation in a positive way. There was initially an idea for an app to remove real graffiti, but the creators realized graffiti can be a form of positive expression. So they developed Autography to make creating graffiti easier digitally. It has been successful, with about 100 drawings made per day. The document then discusses principles of applied games and the process for creating them to address complex topics.
Jane McGonigal is a game designer who believes that playing video games can solve real-world problems. She thinks that games help players develop skills in problem-solving, cooperation, creativity, determination and teamwork that can then be applied to challenges in the real world. McGonigal argues that multiplayer online games especially allow people to work together toward common goals, as they would in reality.
Data Science Salon: The Age of Co-creationFormulatedby
Ann Greenberg gave a presentation on co-creation and the future of entertainment at a data science conference. She discussed how the current entertainment business model is broken and how moving from consumption to creation through tools like democratic cinema and growing stories rather than just telling them can help create new forms of storytelling. She also talked about how abundant data, smart algorithms, and powerful computing are enabling new possibilities and how entertainment AI can bridge human and machine creativity.
This document discusses mission-based games and provides examples of how they can be used. It describes mission-based games as blending various media like print, web, mobile, and live events to engage players. Examples are provided of mission-based games used by organizations like the Smithsonian and Colonial Williamsburg to educate families and groups. The document also discusses how sponsored missions can promote brands and how mission-based games can be used for education, training, and teaching various subjects and skills to students.
Badges hier, Punkte sammeln da, die gesamte Onlinewelt wird "spielifiziert".
Ist das mal wieder nur so eine billige Marketingmasche um User mit Psychotricks zu überlisten noch mehr Produkte zu kaufen die sie gar nicht haben wollen, oder bringt das Hype Thema auch Positives mit sich?
Meine Session auf dem Barcamp Hamburg 2011 handelte von Sinn und Unsinn von Gamification
Gamification leverages game mechanics and thinking to improve business processes and goals. It aims to drive delight into products by fostering creativity. As gaming culture influences employees and consumers, organizations will need to adapt by making applications more fun and rewarding to use. True gamification requires an environment that nurtures creativity and vulnerability, which are essential for innovation but difficult for most companies. Leaders should consider gamification to evolve how they develop products and deliver experiences in a more competitive landscape.
Here is the file for my 30-min talk for marketing association to introduce gamification as a powerful toolbox. I went from why to what in this talk to make it more understandable.
The Future of Advertising: How brands can embrace miraculous new technologies...Leo Burnett
Leo Burnett Worldwide and Contagious Magazine present Wildfire, a look 60 months into the future to offer a head-start on the most significant technological innovations that they believe will redefine how brands connect with people.
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17. PRODUCT
GAMIFICATION
WORK [PLACE]
GAMIFICATION
MARKETING
GAMIFICATION
LIFE [STYLE]
GAMIFICATION
Loyalty through
communication
Development through
motivation
Innovation through
collaboration
Usage through
enjoyment
Making products more
engaging and fun
e.g. ebay (bet & win)
Inspire and motivate
employees towards work
e.g. 20% rule of Google
Unique experience
designed for a product
e.g. apple
Customizable and
measurable experience
e.g. Nike+
IN BUSINESS CONTEXT
GAMIFICATION
I am now with Accenture Interactive for more than two years.
Accenture Interactive
world’s biggest and fastest growing digital agency (according to latest Ad Age Agency Report).
new breed of agency –
part creative agency
part business consultancy
part technology powerhouse
Our connected offerings, which span
Design
Marketing
content
Commercehelp brands transform their customer experiences.
Ohhh Gamification is not a game – because than it would be a game Yes it is in its name GAMEification and yes it is interlinked. However Gamification is a BUZZWORD
And with related to Games a lot of people thinks using or implementing Gamification in Business is just a waste of time
Or by using it people have a loss of reality.
Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
GNCTRKCLL
Turkcell’s originally asked
help grow loyalty with their audience through gifting
Our research uncovered that young people want
control of their finances
in touch with their friends
have fun
And it was this element of fun that we made the central pillar of our strategy
Strategy = go beyond the standard one-way marketing channel create a living platform = mobile App + filled with dynamic content + inspired by the principles of gamification
not fun for fun’s sake, it was fun with a function to help users get the most from their mobile phone provider + increase loyalty + shape their mobile behavior + learn even more about this audience + what they love to do.