This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
Gamification Strategies How to solve problems, motivate and engage people through Games!
1. Gamification
Strategies:
How to solve problems,
motivate and engage
people through Games!
Karl M. Kapp, Ed.D.,
Author: The Gamification of
Learning and Instruction
4. Why Games?
• Storyline
• Characters Games make
• Theme an emotional
connection.
• Realism
• Music
5. Google “Kapp Notes”
2012 New Book:
“The Gamification of Learning and Instruction”
September 2011 Training Quarterly Article
Improving Training: Thinking Like a Game Developer
July 2012 T&D Article
Games, Gamification and the Quest for Interactive Learning
7. Agenda
1 2
What is gamification and why does it
What are games and matter to marketing professionals?
gamification?
3
What elements from games can be
added to marketing efforts to maximize impact?
11. Games 2.0
What is the pattern
Should I shoot the
these aliens are
aliens on the end or in
following?
the middle or all the
bottom aliens first?
How long do I have
to shoot before an
alien shoots at me?
16. Games 4.0 What activities give
me the most return
for my efforts?
Can I trust this
person who wants
to team with me to
accomplish a goal?
17. Games 4.0
Flippy wants to
become friends with
you. Do you want to
add Flippy to your
friend’s list.
18.
19.
20. 10,000 hours
of
Game play
13 hours
of console
games a
week
87% of 8- to 17-
year olds
play video games
Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
US Department of Commerce
at home.
21. Almost 43% of the
gamers are female and
26% of those females
are over 18.
Females play 5 hours a week of console
games. They make up the majority of
PC gamers at 63%.
23. Gaming
(Serious ) Games Gamification
Simulations Course Hero
Whole Part
Toys Playful Design
Legos iPhone
Playing
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
30. 2 weeks after launching Courses (powered by gamification),
CourseHero received 350 suggested edits to existing courses and
122 requests for new courses.
Another 68 people offered to augment existing courses by creating
their own course to be hosted on coursehero.com.
31. Since the implementation of gamification elements, time
on site overall has increased around 5 percent.
32. For Gamified courses, the time on site for the Courses are
nearly three times as long as time onsite for all of
coursehero.com.
Social sharing of achievements increased nearly 400 percent
in three months.
33.
34. Some people think Gamification is only about
points, badges, rewards and progress bars…
PBL (Points, Badges, Leader Boards)…
35. … if it was, this would be the most engaging
game in the world.
http://progresswars.com/
37. Game Gamification
“A game is a system in “Gamification is using game‐
which players engage in an based mechanics, aesthetics
abstract challenge, defined and game thinking to engage
by rules, interactivity and people, motivate action,
feedback that results in a promote learning, and solve
quantifiable outcome often problems.”
eliciting an emotional
reaction.”
41. Researchers have found that the Yep, People tend to remember facts
human brain has a natural affinity more accurately if they encounter
for narrative construction. them in a story rather than in a list.
And they rate legal arguments as
more convincing when built into
narrative tales rather than on legal
precedent.
Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times.
Melanie Green http://www.unc.edu/~mcgreen/research.html
44. • Games can support brand awareness through
lifestyle association.
• Games can prominently feature a
product/service in game play. The product can
be central to the action of the game. If the
product is incidental to game play, the brand
will not be reinforced as much
• Games can be fully interactive, allowing the
consumer to experience the product within
the virtual confines of the gaming world.
49. Since it was launched in the fall of 2006, it has been
played over 80,000 hours.
It boasts an average game play time of over 30
minutes per game play session.
http://www.sebringsemantics.com/
60. Take-Away
1) Interactivity of games leads to higher interaction with customers
and potential customers..
2) Games provide a positive experience with a brand.
3) Games capture customer’s or potential customer’s' attention
longer than other marketing or advertising methods.
4) Games give customers a positive experience to associate with the
company/product or organization.
5) Games are a great lead-generation tool by enticing people to self-
identify, providing contact information for future marketing efforts.
6) Games encourage others to interact with your
organization/brand/product.
7) Games can influence people’s behavior. Use different game
designs for different types of marketing.
61. Questions
? Available at
Amazon.com
Twitter:@kkapp
kkapp@bloomu.edu