Subtle engagement and outright fun: using gamification to improve the effectiveness of your international marketing
In this session Pete Jenkins will help you discover what gamification is and how it can be used to positively influence students’ and parents’ decision making processes. We will examine how game mechanics are already being used to engage customers and how you can apply them to broaden the reach of your marketing, engage with the best students, and help students feel part of your institution, course or location. We’ll also examine how games and fun work for different cultures and demographics, and what common motivators there are cross-culturally. Lastly, we will explore how game techniques can be used to motivate your own staff and encourage better decision making and sales. Join us at the start of your conference journey for an inspiring vision of the gamified future of international educational marketing.
1. Subtle engagement and outright fun:
Using gamification to improve the
effectiveness of your international
marketing
British Council SIEM Conference
December 2015 – Pete Jenkins
6. “Gamification is the
use of design
techniques from
games in a business
context or some
other non-game
contexts.”
Werbach and
Hunter
7. “Gamification is
becoming a catch all
word that
encompasses not
just gamification but
also serious games,
simulations, game
based learning and
playful experiences”
Raftopoulos (2015)
8. Activision spent 6 years and how much
money developing and launching the game
Destiny?
A. £31,000,000
B. £105,000,000
C. £310,000,000
9. How much did Destiny make in sales on the
first day?
A. £50,000,000
B. £500,000,000
C. £900,000,000
10. What percentage of video game players in
the UK are female?
A. 27%
B. 41%
C. 52%
11. In 2014 there were how many video game
players worldwide?
A. 1.78 billion
B. 2.55 billion
C. 2.98 billion
12. “Games give us unnecessary obstacles that
we volunteer to tackle” Jane McGonigal