2. DEFINITION
GAMIFICATION IS: the process of using game
thinking and game mechanics to solve
problems and engage users.
REALITY
WORST GAME EVER.
3. EXAMPLE #1
Avoiding a speeding ticket can be fun (and profitable)
• Almost 25,000 cars passed the “lottery” location over a three-day
period.
• The average speed at this location BEFORE was 32 kph
• During the 3-day period, the average speed dropped to 25 kph.
5. CALL CENTER
GAMIFICATION
LiveOps Inc runs virtual call centers
and uses gaming to help improve the
performance of its 20,000 call agents.
80% adoption rate in the very first
week.
Adopters outperformed non-users
by 23%, with an average +9% higher
rate of customer satisfaction.
Gamification reduced training from an
average of four weeks, to 14 hours.
6. GARTNER SAYS
by 2015, more than 50 percent of organizations that
manage innovation processes will gamify those
processes
7. THE DECADE OF
GAMES
SOCIAL LAYER
GAME LAYER
• Influence behaviour
• Engage users
• Under construction
12. GAMING IN GERMANY (DEMOGRAPHY)
Population: 80 million
Active gamers in Germany: 36.000.000
Average age: 37
Share of active gamers that spends
money on games: 66%
Time spent on games: 47.000.000 hours per
day
13. THE GAMIFICATION LOOP
SOCIAL NETWORKING
LEADERBOARDS
STATUS
POINT SYSTEM
BADGES CHALLENGES
WIN CONDITIONS
17. TRYM STENE
Game designer and developer, Lost Labs
Over 3000 users
Over 200.000 user actions
@trymstene 20 minutes visit duration
Very high user engagement