Gamification: Fact or Fiction. Presentation delivered at the Content Strategy Forum 2011 in London to introduce Gamification and its relationship to Content Strategy/ists.
This is the full deck, I presented a subset at the conference. Agenda includes Description, Real World Use Cases, Market Overview, Strategy and Risks/Considerations.
Enjoy.
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Gamification Intro for Content Strategy
1. Gamification: Fact or fiction? Corinne Schmid | Twitter: itzCorinne Content Strategy Forum 2011
2. Gamification & Content StrategyOverview | Real world Cases| Market Analysis | Design Implications September 6, 2011
3. Gamification The use of game play thinking and mechanics to solve problems and engage audiences. Typically applied to non-game applications; particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. Related Terms Game Dynamics | Funware | Game Mechanics | Participation | Engagement | Leaderboard | Gameplay | Badges | Trophies | Currencies Source: Wikipedia
5. Gamification 101Game Mechanics & Dynamics Game Mechanicsare tactics commonly used in games to encourage gameplay. Badges, points, leader boards, levels, challenges, achievements and virtual sheep you can put on your virtual farm. Game Dynamicsare strategies commonly used in game design based on psychological motivations: Appointments: someone does something to gain a reward Avoidance: someone does something to avoid a punishment, Free Lunch: people feel they are getting something because of their behavior.
6. Gamification 101How it works: Zichermann’s Gamification Loop Source: Gabe Zichermann(Loop) and Gamificationofwork.com [Logo]
9. Case #1: OpenText use case for Social adoption & usageLeaderboard improved social business usage and adoption by 250%
10. Case #2: Buffalo Wild Wings Three Month CampaignGenerated 100+ million social impressions via Facebook & Twitter First three weeks 30,000 players. Three months 184,000 players Users completed 7 challenges 1 in 3 players returned to play again. Players spent 90 seconds per challenge Increased participation by 500%. Continuing to use Gamification for upcoming campaigns.
11. Case #3: Green Giant with Facebook/FarmvilleGamified Vegetables? Really?? Source: Farmvillefreak.com
12. Case #3: Green Giant with Facebook/FarmvilleGamified Vegetables Generated 420,000+ ‘Likes’ Source: Farmvillefreak.com
13. Case #4: Playboy illustrates that sex sells (even more!) when gamified.
16. December 2010 – March 2011, grew active user base by 80,000.Source: VentureBeat
17. Case #5: American Express NextpeditionFinding your ‘Travel sign’ racks up over 2 million ‘likes’
18. Case #6: Global Sales teams for annual Kick-off eventsSAP and Cisco reach global, distributed sales teams SAP “Lead-in-One” Since most Sales Managers dread the somewhat cumbersome task of assigning incoming sales leads to their account executives, SAP developed a golf-themed iPad application on top of the process. Golf balls are leads, and holes represent the sales reps. Cisco, The Hunt A geographically and culturally dispersed sales force raises challenges when it comes to introducing dozens of new products and technologies each year. Cisco wanted The Hunt to have global reach, to educate, to build collaboration, and to be fun. This demanded new ways of storytelling and new ways of thinking. The Hunt was quick and intense, unfolding in real time in just two weeks.
19. Gamification & Content StrategyOverview | Real world Cases| Market Analysis | Design Implications September 6, 2011
21. Analyst Predictions & PerspectiveIt’s here, it’s growing – and fast! BY 2014 Gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon (Gartner) More than 70% percent of Global 2000 organizations will have at least one gamified application. (Gartner) BY 2015: Gamification will grow to $1.6 billion in 2015 (M2 Research) from $100 million in 2011 More than 50% of organizations that manage innovation processes will gamify those processes (Gartner)
23. “Gamers tend to be more motivated than non-gamers to be connected to others, and they display a higher than average propensity to interact with brands on social networks...” Adam Kleinberg for Mashable
24. Gamify! My perspective: I’ve never met anyone who didn’t want to be a super hero…. Or want some form of super hero super power. So why not give your customers | consumers | employees | prospects that super hero feeling? Create a win/win experience!
25. Gamification Strategy from Bunchball Map your goals with your user’s interests. Prioritize the actions you want your users to take. Develop a point scale system based on the value of the action. Use levels to keep users coming back. Make visually appealing badges and trophies that impress. Add rewards and prevent users from gaming the system for them. Use real-time feedback on progress. Leverage groups and teams so folks collaborate and push one another. Post leaderboards. Integrate social media. Mobilize the effort.. Source: http://www.bunchball.com/