Mobile Gamification
    MobileMondayMelbourne
           15 October 2012
Gamification: game elements that drive
engagement and interaction in non-game
contexts


Gamification: is a process not a set of
features



Design is everything
Common game mechanics
for mobile apps

• Leaderboards

• Badges

• Contests

• Challenges

• Achievements

• Social graph

• Location-based

• Reputation
The brain on digital games
(Re-Mission Game: Stanford University & Hope Labs 2006-2012)




1

2

3


 1. Learning & memory system; feedback processing; emotion
 2. Sensory & motor signals; regulate consciousness & alertness
 3. Spatial navigation; consolidate short term memory to long term
The business of
mobile gamification
• Engagement

• Call to action

• User retention

• Data driven

• M-commerce

• Advertising

• Sponsored rewards

• Branded virtual items

• Loyalty cards
Empower your users to do great things.

             Kathy Sierra
Empower through engagement


  Activity
    with     +     Building
                              +   Social
                                           = 46% higher
                    skills        graph
  purpose                                    retention



    Fun          = 16% higher retention


25% increase in-game expenditure
in real/virtual goods and services
Average human attention span in gameplay


     2000                      2012




    12 minutes
Implications for mobile apps?


     2000                         2012




    12 minutes                  5 seconds
Creating passionate users Kathy Sierra
Example 1:
                   1
 Starbucks

                              2
Customer experience


1. Onboarding
2. Rewards
                          5       3
3. Levels
                                      5
4. Customisation
5. Gifting

                      4
                                      1
Example 2: McDonalds channel to market


Play an imbedded word
scramble game to:


* engage
* raise awareness
* try product
Example 3: Mint



1. Missions

2. Progress bars

3. Customisation

4. Achievement
Example 4: Zombies RUN!

1. Missions

2. Story / Narrative

3. Progress bars

4. Achievement

5. Collection

6. Geo-location
Example 5: The gamification of sex




Novelty          Achievement                 Social media integration
                 (Rhythm, Sound, Duration)
Fun                                          Real world reinforcement
                 Social graph
The G-Spot for mobile

• Empower users


• Solve a problem


• Match to your business model


• Tailored for your market


• Integrated strategy


• Testing and iteration
Is your mobile business ready for gamification?
Thank you!




Marigo Raftopoulos | marigo@strategicgameslab.com | www.strategicgameslab.com

           Twitter: @marigo | blog: http://talesfromthecasbah.blogspot.com

Mobile gamification

  • 1.
    Mobile Gamification MobileMondayMelbourne 15 October 2012
  • 2.
    Gamification: game elementsthat drive engagement and interaction in non-game contexts Gamification: is a process not a set of features Design is everything
  • 3.
    Common game mechanics formobile apps • Leaderboards • Badges • Contests • Challenges • Achievements • Social graph • Location-based • Reputation
  • 4.
    The brain ondigital games (Re-Mission Game: Stanford University & Hope Labs 2006-2012) 1 2 3 1. Learning & memory system; feedback processing; emotion 2. Sensory & motor signals; regulate consciousness & alertness 3. Spatial navigation; consolidate short term memory to long term
  • 5.
    The business of mobilegamification • Engagement • Call to action • User retention • Data driven • M-commerce • Advertising • Sponsored rewards • Branded virtual items • Loyalty cards
  • 6.
    Empower your usersto do great things. Kathy Sierra
  • 7.
    Empower through engagement Activity with + Building + Social = 46% higher skills graph purpose retention Fun = 16% higher retention 25% increase in-game expenditure in real/virtual goods and services
  • 8.
    Average human attentionspan in gameplay 2000 2012 12 minutes
  • 9.
    Implications for mobileapps? 2000 2012 12 minutes 5 seconds
  • 10.
  • 11.
    Example 1: 1 Starbucks 2 Customer experience 1. Onboarding 2. Rewards 5 3 3. Levels 5 4. Customisation 5. Gifting 4 1
  • 12.
    Example 2: McDonaldschannel to market Play an imbedded word scramble game to: * engage * raise awareness * try product
  • 13.
    Example 3: Mint 1.Missions 2. Progress bars 3. Customisation 4. Achievement
  • 14.
    Example 4: ZombiesRUN! 1. Missions 2. Story / Narrative 3. Progress bars 4. Achievement 5. Collection 6. Geo-location
  • 15.
    Example 5: Thegamification of sex Novelty Achievement Social media integration (Rhythm, Sound, Duration) Fun Real world reinforcement Social graph
  • 16.
    The G-Spot formobile • Empower users • Solve a problem • Match to your business model • Tailored for your market • Integrated strategy • Testing and iteration
  • 17.
    Is your mobilebusiness ready for gamification?
  • 18.
    Thank you! Marigo Raftopoulos| marigo@strategicgameslab.com | www.strategicgameslab.com Twitter: @marigo | blog: http://talesfromthecasbah.blogspot.com