2. What was predicted up until
2015?
• 50% of companies will attempt gamification
• $1.65 billion industry globally
• Main market share coming from North
America
• 80% of projects will fail due to bad design
3. Predictions
• Growth of 48% by 2019
• Industry between $10-20 Billion globally
• Biggest potential from APAC
• Still growing in America and EMEA
• Technology continuously improving
• Enterprise platforms may buy smaller
gamification platforms
• Expansion of industries and applications
Editor's Notes
Points badges and leaderboards
Mini-games offline supported by campaigns online to grow subscriber lists
Online mini-games on social platforms for brand awareness to a younger target audience
Crowd sourced stories under a hashtag – crowd created and curated
Online treasure hunts with engagement across a multitude of brands with different target audiences
Car give-aways through a combination of geolocation, apps and multi-player physical treasure hunt
From smartwatches to fitbits and other trackers
A twitter dress
Check out a destination from a hotel to tourist hotspot without ever travelling anywhere
For most of us it will look like this
From bringing your drawings to life to experiencing where you sit, before you arrive in a location
Book reading will have a total different dimension and potentially holographic technology
Enterprise applications are not spared – virtual meets real – 2nd life is doing an enterprise come back
A self driving truck delivering beer…Uber Otto just a few days ago
Or send a hug via mobile to a hugshirt
Over the next few hours, you will hear and see examples spanning from customer to employee engagement from education to health,
You will hopefully gain inspiration, motivation and gather new insights and…all i hope for is that you help us make today ridiculously amazing!!