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Gamification
vs
Appification
Since the smart phone Technology blast onto the scene in 2007, organizations have invested a
considerable measure of time, cash and consideration creating applications that empower them to
captivate and interface with their clients.
Appification
Appification all about:
• Apps are typically simple or narrow in scope, often frequently centered around a certain errand or
set of very specific task.
• Apps are delivered over the Internet.
• Apps are often free or cheap, and increasingly
in-app purchases are used to drive revenue.
Appification
• There are no upgrade prices for apps. Either a new version is free or you pay the full price again.
• Create a seamless experience between their web app and the mobile app. This is not just colors and
branding, but interfaces with similar menus and controls.
• Encourage interaction between the web and mobile by sharing a user’s ongoing work, preferences,
and settings across the two platforms. Users are switch between devices, often web and mobile, to
complete a single task.
• Create flows which guide users from one platform to
the other based on where they will best be able to
complete their actions. This requires the ability to
track and analyze users actions.
Gamification is the use of game thinking and game mechanics in non-game contexts to
engage users in solving problems. Gamification has been studied and applied in several
domains, such as to improve user engagement, physical exercise, return on investment, data
quality, timeliness, and learning.
Gamification is the process of taking something that already exists – a website, an enterprise
application, an online community – and integrating game mechanics into it to motivate
participation, engagement, and loyalty.
Gamification takes the data-driven techniques that game designers use to engage players,
and applies them to non-game experiences to motivate actions that add value to your
business.
Gamification is adding game elements and mechanics to things that aren’t designed to be
games.
• Reward
• recognition
• motivation
Gamification
Appification Vs Web Usage
U.S. Mobile Apps vs. Web Consumption, Minutes Per Day
Sources: ComScore, Alexa, Flurry Analytics
Gamification Vs Web Usage
Sources: Aberdeen, Research Report 2013
Gamification is a hot trends that is expected to grow Significantly over the next few years as
companies seek to more fully engage their customer and ROI
Appification Activity Usage
Gamification Activity Usage
Sources: Gamification Early Adopters Best Practices- R Wang & Inside Associates
Gamification Industry Trend
Lufthansa and Tourism Ireland
User Engagement Growth
Increase usage of 62 million users
Education
Finance
Enterprise
Healthcare /Wellness
Consumer Goods
Retail
Media/Publisher
Entertainment
4%
1%
25%
4%
10%
18%
5%
1%
Gamification Statistics
1. The market for gamification will grow to $1.6 billion in 2015, from $100 million in 2011.
2. The average growth rate for gamification for the next two years is 150%.
3. More than a quarter of the online population now plays at least one GAME per month on a
social network and the industry is expected to hit the $1B mark this year.
4. A gamified service for consumer goods marketing and customer retention will become as
important as Facebook, eBay or Amazon and more than 70% of Global 2000 organizations will
have at least one gamified application, by 2014.
5. By 2015, more than 50% of organizations that manage innovation processes will gamify those
processes.
6. More than 70% of the world’s largest 2,000 companies are expected to have deployed at least
one gamified application by year-end 2014 (Gartner)
Gamification Statistics
10. More than 30% of employers intend to adopt a minimum of one health-focused gamified
strategy in the next year (BI Worldwide)
11. 47% of vendors say their clients are looking to increase user engagement in their
gamification applications
12. The enterprise industry vertical already accounts for 1/4th of all gamification vendor
revenues (M2 Research)
13. 63% of American adults agree that making everyday activities more like A GAME would make
them more fun and rewarding (JW Intelligence)
14. The overall market for gamification tools, services, and applications is projected to be $5.5
billion by 2018 .
Gamification vs Appification
Implementation:
Gamification :Wider- Enterprise Level
Appification : Narrow – Product level
Team/ Division Collaboration:
Gamification :Yes – Two or more team wok for Gamification implementation
Appification : Team Collaboration not required
On Failure:
Gamification : Encouraged
Appification : Loss on ROI
System Feedback:
Gamification : Constantly
Appification : Not Available
Gamification vs Appification
Goals / Milestones:
Gamification : Clear
Appification : Clear
Information:
Gamification : Right amount at the right Time
Appification : Not Available, Depend on Design Strategy
Narrative:
Gamification : Yes
Appification : Not Available, Depend on Design Strategy
User Engagement:
Gamification : Defined & applied very well
Appification : Limited
Appification
Tasks:
Gamification : Repetitive , Fun
Appification : Reparative , Dull
Rules:
Gamification : Clear, Transparent
Appification : Clear, Transparent
Engagement Speed:
Gamification : High – User guided by Extrinsic Motivation
Appification : Low – Support on Intrinsic motivation
Appification - Healthcare & Wellness
Appification -Healthcare & Wellness
Most Popular uses for Health & Wellness Apps
Appification - Healthcare & Wellness
Why we use Health & Wellness Apps
Gamification -Healthcare & Wellness
My Health
Gamification -Healthcare & Wellness
LEVEL 4 500 Point Activity
LEVEL 3 200 Point Gift Card
LEVEL 2 300 Social Cause
Points
Gamification -Healthcare & Wellness

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Appification vs gamification

  • 2. Since the smart phone Technology blast onto the scene in 2007, organizations have invested a considerable measure of time, cash and consideration creating applications that empower them to captivate and interface with their clients. Appification Appification all about: • Apps are typically simple or narrow in scope, often frequently centered around a certain errand or set of very specific task. • Apps are delivered over the Internet. • Apps are often free or cheap, and increasingly in-app purchases are used to drive revenue.
  • 3. Appification • There are no upgrade prices for apps. Either a new version is free or you pay the full price again. • Create a seamless experience between their web app and the mobile app. This is not just colors and branding, but interfaces with similar menus and controls. • Encourage interaction between the web and mobile by sharing a user’s ongoing work, preferences, and settings across the two platforms. Users are switch between devices, often web and mobile, to complete a single task. • Create flows which guide users from one platform to the other based on where they will best be able to complete their actions. This requires the ability to track and analyze users actions.
  • 4. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. Gamification has been studied and applied in several domains, such as to improve user engagement, physical exercise, return on investment, data quality, timeliness, and learning. Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your business. Gamification is adding game elements and mechanics to things that aren’t designed to be games. • Reward • recognition • motivation Gamification
  • 5. Appification Vs Web Usage U.S. Mobile Apps vs. Web Consumption, Minutes Per Day Sources: ComScore, Alexa, Flurry Analytics
  • 6. Gamification Vs Web Usage Sources: Aberdeen, Research Report 2013 Gamification is a hot trends that is expected to grow Significantly over the next few years as companies seek to more fully engage their customer and ROI
  • 8. Gamification Activity Usage Sources: Gamification Early Adopters Best Practices- R Wang & Inside Associates
  • 9. Gamification Industry Trend Lufthansa and Tourism Ireland User Engagement Growth Increase usage of 62 million users Education Finance Enterprise Healthcare /Wellness Consumer Goods Retail Media/Publisher Entertainment 4% 1% 25% 4% 10% 18% 5% 1%
  • 10. Gamification Statistics 1. The market for gamification will grow to $1.6 billion in 2015, from $100 million in 2011. 2. The average growth rate for gamification for the next two years is 150%. 3. More than a quarter of the online population now plays at least one GAME per month on a social network and the industry is expected to hit the $1B mark this year. 4. A gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon and more than 70% of Global 2000 organizations will have at least one gamified application, by 2014. 5. By 2015, more than 50% of organizations that manage innovation processes will gamify those processes. 6. More than 70% of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014 (Gartner)
  • 11. Gamification Statistics 10. More than 30% of employers intend to adopt a minimum of one health-focused gamified strategy in the next year (BI Worldwide) 11. 47% of vendors say their clients are looking to increase user engagement in their gamification applications 12. The enterprise industry vertical already accounts for 1/4th of all gamification vendor revenues (M2 Research) 13. 63% of American adults agree that making everyday activities more like A GAME would make them more fun and rewarding (JW Intelligence) 14. The overall market for gamification tools, services, and applications is projected to be $5.5 billion by 2018 .
  • 12. Gamification vs Appification Implementation: Gamification :Wider- Enterprise Level Appification : Narrow – Product level Team/ Division Collaboration: Gamification :Yes – Two or more team wok for Gamification implementation Appification : Team Collaboration not required On Failure: Gamification : Encouraged Appification : Loss on ROI System Feedback: Gamification : Constantly Appification : Not Available
  • 13. Gamification vs Appification Goals / Milestones: Gamification : Clear Appification : Clear Information: Gamification : Right amount at the right Time Appification : Not Available, Depend on Design Strategy Narrative: Gamification : Yes Appification : Not Available, Depend on Design Strategy User Engagement: Gamification : Defined & applied very well Appification : Limited
  • 14. Appification Tasks: Gamification : Repetitive , Fun Appification : Reparative , Dull Rules: Gamification : Clear, Transparent Appification : Clear, Transparent Engagement Speed: Gamification : High – User guided by Extrinsic Motivation Appification : Low – Support on Intrinsic motivation
  • 16. Appification -Healthcare & Wellness Most Popular uses for Health & Wellness Apps
  • 17. Appification - Healthcare & Wellness Why we use Health & Wellness Apps
  • 18. Gamification -Healthcare & Wellness My Health
  • 19. Gamification -Healthcare & Wellness LEVEL 4 500 Point Activity LEVEL 3 200 Point Gift Card LEVEL 2 300 Social Cause Points

Notes de l'éditeur

  1. Slide 5 is bouncer for me. Slide 6 should be ahead of 5. 7ahead of 5 Create gamification slides for 6 and 7, 8, 9, 10. Remove 11 onwards.