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The Gamification of… Everything? Margaret Wallace, CEO margaret@playmatics.com Twitter: @MargaretWallace
About Twitter: @MargaretWallace
About Playmatics A company that creates highly engaging games, media, user experiences and applications on the Internet, as part of social media networks, and on a variety of connected platforms.
What is Gamification?
Gamification The use of game play mechanics for non-game consumer applications, products and other related services. “Gamification works by making a technology, product or service more engaging by taking advantage of humans‘ psychological predisposition to engage in gaming.” Source: Wikipedia
Gamification Framework for addressing emotions, motivations and consumer behavior in a proactive way to positively impact a consumer’s relationship to a product, technology or service.
Across Multiple Sectors
A Growing Market “Companies across multiple industries are beginning to realize that establishing some form of game mechanics goes a long way in maintaining loyal, engaged and more well-informed customers.” Wanda Meloni, M2 Research
What are Games? “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” - Eric Zimmerman, Katie Salen: “Rules of Play”
Rules Rules provide the internal structure for games. Rules are… Unambiguous tenets that guide and also inform behavior.
Moment-By-Moment Interaction Games are concerned with moment-by-moment interaction: What is the pacing of the game? What are the major milestones of the game?
Game Mechanics Underlying interlocking systems that form the “engine” of an experience in order to communicate a sense of context, meaning and overall progression.  Can include: Levels Points Missions Badges Rankings Trophies
Farmville Moving Player from Novice to…. Farmville, by Zynga
Farmville A Power User! Scheduled Tasks Incentives to Return Daily Hourly Interaction Farmville, by Zynga
Games Are Inherently Social
Lusory Attitude Being “in the zone” – disposition needed to engage in the play of a game. Players buy into limitations imposed by the rules because of the benefits a game affords. A successful game requires players to take part in this lusory attitude.
Lusory Attitude in Action Why not?
Gamification Trends
Gamification Trends It’s All Social: Leveraging the Social Aspects of Gaming
Shopping is Social By Nature Communicates Status  & Identity Fulfills Needs & Desires
Social Shopping: Groupon Sources: Venturebeat & Groupon
Gamification Trends The “Game” of Life: Turning Real-Life Experiences into Game Events
Gamification Trends Milestones & Markers: Using Game Techniques to Show Progression
Social City, by Playdom
Gamification Trends Status & Success: Appealing to People’s Need to Achieve
Twitter: Personal Brand-Building
Gamification Trends User-Generated Content (UGC): Incorporating user-created content into experience to play off social context and to  foster engagement
Facebook Home Page
Gamification Trends Points, Currency & Rewards: Creating a Virtual Currency to Increase Engagement
JetBlue & American Express  Rewards
Gamification Trends Creating Scarcity: Using Scarcity to Force Choices & Create Demand
Gamification Trends Visual Design: Using Game-Like Iconography in Non-Gaming Products
UPS “Logistics” Campaign
Gamification Trends Merging of Media & Gaming Elements:  Making Media Properties More Game-Like
Disney Parks on Gowalla
Bravo Television on Foursquare
Avatar
World of Warcraft
Avatar
World of Warcraft
Meaning and Engagement “If your team can’t tie back every decision they are making to the emotion you want people to feel when they are using your social product, then your reason for existence isn’t strong enough to serve its role, which is to guide your team and the product decisions you are making.” Gina Bianchini, TechCrunch Co-Founder, Former CEO of Ning
Meaning & Engagement Leverage existing key elements of your product or service to integrate  gamification features.
Best Practices – Nike+
Best Practices – DevHub Improvements in: Retention Revenues Engagement 80% of users finish building sites (up from 10%). Source: Dean Takahashi, Venturebeat http://venturebeat.com/2010/08/25/devhub-scores-engagement-increase-by-gamifying-its-web-site-creation-tools/
Is this working?
Gamification & Its Detractors Much-Needed  Debate & Scrutiny
Rendering The Intangible Tangible Boy Scout Badges = Status Chess = War Games Maps = National Boundaries Paper & Metal Currency = Value
Questions? Margaret Wallace, CEO margaret@playmatics.com Twitter: @MargaretWallace

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The Gamification of...Everything?

Notes de l'éditeur

  1. Conflict and Context are Key
  2. What’s it really all about?