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