Gamification - LEVEL 1Presented at Gamification Summit by Wanda Meloni, January 20, 2011M2 Research
M2 Research OverviewCompany Overview  M2 Research Covers: Content Creation
 Games and Entertainment
 User/Consumer Segmentation: Profiles and Demographics
 Emerging Trends: Mobile, Microtransactions, Cloud
 Technology: Platforms, Tools, Production PipelinesOur Analysis Includes :  Market Reports, Newsletters, and Briefs
 Industry Surveys
 Customized Market Profiles and Analysis
 Assist Clients with Marketing, Competitive and Growth Strategies M2’sView of MarketsIndustrialConsumer
Consumer Engagement and LoyaltyCustomize products, collect points, spend on more productsSource: M2 Research
Gamification TodayDevhubHuffington PostEpicWinMint.comNissan LeafMaxMara
Gamification Survey – Level 1Survey FindingsSource: M2 Research
M2 Industry Study -VendorsBadgevilleBig Door MediaBunchballCynergyGamifySpectrumDNAReputelyLeapfrog BuildersiActionableSCVNGRManumatix
Gamification FeaturesWhat are your clients currently asking for with game mechanics?Source: M2 Research
Gamification Adoption CycleWhat is the current breakdown of your clients on the gamification adoption curve?Source: M2 Research
Gamification IndustriesHow does your client base currently break down by industry?Source: M2 Research

Tbe gamification summit 2011 M2 Research presentation

Editor's Notes

  • #3 Gaming in business models and daily interactionsUsing games as a template for engagement
  • #4 Digital media and content creation = All are digital imagesCar commercials are predominately digitally created
  • #5 NokiaNikeSeikoFord ExplorerHondaLouis Vuitton
  • #6 DevHub – increased website design from 10% to 80%Huffington Post – 23 million readers, 800k now part of Huffington Social News NetworkNissan Leaf – Health meter measures eco-friendly driversMaxMara – The company’s first iPhone app Decode the Cube -win a trip to MilanEpicWin – Levels up your life with choresMint.com – 1.5 million users, Intuit acquired them for $170m
  • #8 11 Gamification Companies ConsultantsAgencies
  • #9 User Engagement – 44%Brand Loyalty – 33%Brand Awareness – 22%
  • #10 Education - 35% Feature Definition - 20% Implementation - 30%Completed Project - 15%
  • #11 Entertainment – 42%Publishers –18%Consumer Goods – 15%Healthcare/Wellness – 10%Financial – 6%Retail – 5%Education – 3% Telecom – 1%= Reluctance in not seeing direct ROI. Look who is doing it in retail = Target.
  • #12 Subscription - 55%Fixed Fee – 24%Other – 14% - staged production, test and evaluatePercent of Revenue – 7%
  • #13 Gamification:2011 - $100m - 2016 - $2.8b2012 - $196m2013 – $434m2014 - $860m2015 - $1.6bSocial Media Marketing – over $2b in 2011, $9.2b by 2016 Social Media Enterprise Solutions – over $700m in 2011
  • #16 Is this taking us to Web 3.0Taking us beyond current design and interaction