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TREND SUMMARY                                                    WHAT IS
                                                                 GAMIFICATION?
                                                                                               Yes
GAMIFICATION:                                                                                  Gamification is the process of

WHAT THEY’RE                                                                                   using game thinking and game
                                                                                               mechanics to engage.

   SAYING                                                                                      No
                                                                                               Gamification is NOT adding a
                                         Excerpts from
                                                                                               game to a website or portal.
                                       Gartner Research,

                                                                TYPICAL MECHANICS
                                   M2 Research, and USA Today

                                   Provided by Aimia Business
                                     Loyalty Strategy Team
                                                                           POINTS                            LEADERBOARDS
                                                                          BADGES                             PROGRESS BARS
                                                                           STATUS                            VIRTUAL GOODS
                                                                       NEWSFEEDS                                 LEVELS / tiers
WHY IS THE
GAMIFICATION
TREND IMPORTANT?                                                Three ways AIMIA is leading the
                                                                way in Gamified Loyalty
         10,000                     HOURS
                                                                  PROGRESS                             1. In October 2012, Aimia launched
         The average 21 year old in an                                                                 their four P’s of Gamified Loyalty
                                                                                                       evaluation methodology.
         industrialized country will have spent                   PLAYER CUSTOMIZATION
         10,000 hours gaming.                                                                          This process assesses client
                                                                  P L AT F O R M                       meetings or platforms using
         (That’s more than high school & middle
                                                                                                       four key categories that game
         school COMBINED)
                                                                                                       designers use to drive engagement.
         Source: Carnegie Mellon                                 PRIZE/AWARD STRATEGY



         Percent of Global 2000                                 2. A common misconception

 70%
                                                                                                              game player types
                                                                is to design games strictly           Socializers - Looking to Connect With Others
         companies that will have at                            for achievers. Knowing you                 80%
         least one gamified application                         are 1338th out of3824 isn’t           Achievers - Looking to Success / Win
                                                                likely movitaving.                         10%
         by 2014.
                                                                                                      Explorers - Looking for Discover Cool Things
         Source: Gartner Research                               Aimia’s design process
                                                                                                           10%
                                                                evaluates mechanics like
                                                                                                      Killers: Want to Win - Want You to Lose
                                                                newsfeeds and levels to
                                                                draw in the Socializers.                   Less Than 1%




        $2.8B
                                                                                                            Source: Bartle Test of Gamer Psychology




                                                                      $2.0                                 3. Aimia combines a strategy
         will be spent by companies on                                Billion Dollars                      of tangible awards with cutting
                                                                                                           edge virtual recognition..
         gamification initiatives by the                              Consumers Spent on virtual
                                                                      goods in 2011.
         year 2016.
                                                                Reward transactions tangibly along
         Source: M2 Research
                                                                with recognizing interactions virtually.

                                                                Source: USA Today 2 / 29/ 12




             FOR MORE information, CONTACT SAMANTHA.decker@AIMIA.COM

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Infographic -- Gamification Trends

  • 1. TREND SUMMARY WHAT IS GAMIFICATION? Yes GAMIFICATION: Gamification is the process of WHAT THEY’RE using game thinking and game mechanics to engage. SAYING No Gamification is NOT adding a Excerpts from game to a website or portal. Gartner Research, TYPICAL MECHANICS M2 Research, and USA Today Provided by Aimia Business Loyalty Strategy Team POINTS LEADERBOARDS BADGES PROGRESS BARS STATUS VIRTUAL GOODS NEWSFEEDS LEVELS / tiers WHY IS THE GAMIFICATION TREND IMPORTANT? Three ways AIMIA is leading the way in Gamified Loyalty 10,000 HOURS PROGRESS 1. In October 2012, Aimia launched The average 21 year old in an their four P’s of Gamified Loyalty evaluation methodology. industrialized country will have spent PLAYER CUSTOMIZATION 10,000 hours gaming. This process assesses client P L AT F O R M meetings or platforms using (That’s more than high school & middle four key categories that game school COMBINED) designers use to drive engagement. Source: Carnegie Mellon PRIZE/AWARD STRATEGY Percent of Global 2000 2. A common misconception 70% game player types is to design games strictly Socializers - Looking to Connect With Others companies that will have at for achievers. Knowing you 80% least one gamified application are 1338th out of3824 isn’t Achievers - Looking to Success / Win likely movitaving. 10% by 2014. Explorers - Looking for Discover Cool Things Source: Gartner Research Aimia’s design process 10% evaluates mechanics like Killers: Want to Win - Want You to Lose newsfeeds and levels to draw in the Socializers. Less Than 1% $2.8B Source: Bartle Test of Gamer Psychology $2.0 3. Aimia combines a strategy will be spent by companies on Billion Dollars of tangible awards with cutting edge virtual recognition.. gamification initiatives by the Consumers Spent on virtual goods in 2011. year 2016. Reward transactions tangibly along Source: M2 Research with recognizing interactions virtually. Source: USA Today 2 / 29/ 12 FOR MORE information, CONTACT SAMANTHA.decker@AIMIA.COM