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ANDRE CAVERO
@elnomaiden
Everybody loves to play
“Playing is productive. It produces a positive
emotion stronger than the social relations, a
feeling to achieve a goal, and for the players that
are part of a community, the chance to reach clear
goals”
Jane McGonigal, Institute of the Future
(IFTF) Director of Game Research &
Development
70%
Of the top
executives
makes a
recess
everyday so
they can
play
In fact… 72%
Of the
households
play in a video
games console
or with a
computer
Source: Entertainment Software Association | 2011
Sales, Demographic and Usage Data, 2011 PSFK
l The Future of Gaming, 2011
Jane McGonigal l Reality is Broken, 2011
53%
Of the players
have between
18 and 49
years old
18%
Of the players
have less than
18 years
29
%
Of the
players
have more
than 50
years.
58%42%
65%
Are social
players
55
%
Play on a
mobile
device
19%
Pays for
playing online
games
Source: Entertainment Software Association | 2011
Sales, Demographic and Usage Data, 2011 PSFK
l The Future of Gaming, 2011
Jane McGonigal l Reality is Broken, 2011
But how can we use
something related to
games, in our everyday
tasks, to get more people
interested in our products?
The answer is…
GAMIFICATION
The process of using game
thinking and game elements to
solve problems and engage
users
And by that I mean that our
mobile apps can be as fun
and engaging as a game.
That’s
Right!!
But is it profitable to be “game-like”?
If you watch the audience that a
game can reach, I think the
answer it’s pretty obvious.
Dec 2012
+
+
-
-
Challenge
Skills
Anxiety “Flow”
BoredomApathy
But that is easy for games… Can this
also apply to the mobile businesses?
Gamification is not just a bunch of
badges or a leaderboard on your
mobile business development, it
involves all the strategy behind to
achieve specific goals and finally
engage your customers
YES!
So which are the main elements in this
Gamification world?
Constrains
Emotions
Narrative
Progression
Relationships
Dynamics
Mechanics
Components
Dynamics
Big-picture aspects
So which are the main elements in this
Gamification world?
Dynamics
Mechanics
Components
Mechanics
Challenges
Chance
Competition
Cooperation
Feedback
Resource Acquisition
Rewards
Transactions
Turns
Win states
Processes that drive
action forward
So which are the main elements in this
Gamification world?
Dynamics
Mechanics
ComponentsComponents
Achievements
Avatars
Badges
Boss Fights
Collections
Combat
Content unlocking
Gifting
Leaderboards
Levels
Points
Quests
Social Graph
Teams
Virtual Goods
Specific instantiations
of mechanics and
dynamics
Reward Status Achiviment
Self
Expression Competition Altruism
Points
Levels
Challenges
Virtual Goods
Leaderboards
Gifting &
Charity
Human
Desires
Game
Mechanics
Some of this elements can fill some
human desires and complete them.
We are all players…
AMBITIOUS
DEFINED AS
Focus in win,
status and
competition
as equals.
RETAINS THEM
WITH
Classifications,
Categories.
WINNERS
DEFINED AS
Focus in status and
achieve objectives
quickly.
RETAINS THEM
WITH
Achievements.
SOCIABLES
DEFINED AS
Focus
socialize, desire for
contacts and
friends.
RETAINS THEM
WITH
News feed, friend
list and chat.
EXPLORERS
DEFINED AS
Focus on explore
and discover the
unknown.
RETAINS THEM
WITH
Complex
achievements.
Richard Bartle
Now let see some examples
of what the world it’s been
doing in the Gamification
scenario lately.
Happy Foursquare Day!
04/16
The best way to
discover and
share interesting
places with your
friends
Mobile payment while engaging
users with promotions, discounts
and prizes.
Allow anyone [or
anything] connected to
the internet to move
money quickly, safely &
at the lowest cost
possible.
+ Spots + Proxi
You can
pay to:
One of the best examples on
using Gamification to motivate
users on doing certain tasks on
private site.
There’s always a…
More Fun way
More Engaging way
More Motivating way
More Meaningful way
Any Question?
Thank You
@elnomaiden
acavero@e-llama.com

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Innovation Through Gamification: New Ways to Masiffy the Mobile Payments

  • 2. Everybody loves to play “Playing is productive. It produces a positive emotion stronger than the social relations, a feeling to achieve a goal, and for the players that are part of a community, the chance to reach clear goals” Jane McGonigal, Institute of the Future (IFTF) Director of Game Research & Development
  • 3. 70% Of the top executives makes a recess everyday so they can play In fact… 72% Of the households play in a video games console or with a computer Source: Entertainment Software Association | 2011 Sales, Demographic and Usage Data, 2011 PSFK l The Future of Gaming, 2011 Jane McGonigal l Reality is Broken, 2011
  • 4. 53% Of the players have between 18 and 49 years old 18% Of the players have less than 18 years 29 % Of the players have more than 50 years. 58%42% 65% Are social players 55 % Play on a mobile device 19% Pays for playing online games Source: Entertainment Software Association | 2011 Sales, Demographic and Usage Data, 2011 PSFK l The Future of Gaming, 2011 Jane McGonigal l Reality is Broken, 2011
  • 5. But how can we use something related to games, in our everyday tasks, to get more people interested in our products?
  • 6. The answer is… GAMIFICATION The process of using game thinking and game elements to solve problems and engage users
  • 7. And by that I mean that our mobile apps can be as fun and engaging as a game. That’s Right!!
  • 8. But is it profitable to be “game-like”? If you watch the audience that a game can reach, I think the answer it’s pretty obvious. Dec 2012
  • 9. + + - - Challenge Skills Anxiety “Flow” BoredomApathy But that is easy for games… Can this also apply to the mobile businesses? Gamification is not just a bunch of badges or a leaderboard on your mobile business development, it involves all the strategy behind to achieve specific goals and finally engage your customers YES!
  • 10. So which are the main elements in this Gamification world? Constrains Emotions Narrative Progression Relationships Dynamics Mechanics Components Dynamics Big-picture aspects
  • 11. So which are the main elements in this Gamification world? Dynamics Mechanics Components Mechanics Challenges Chance Competition Cooperation Feedback Resource Acquisition Rewards Transactions Turns Win states Processes that drive action forward
  • 12. So which are the main elements in this Gamification world? Dynamics Mechanics ComponentsComponents Achievements Avatars Badges Boss Fights Collections Combat Content unlocking Gifting Leaderboards Levels Points Quests Social Graph Teams Virtual Goods Specific instantiations of mechanics and dynamics
  • 13. Reward Status Achiviment Self Expression Competition Altruism Points Levels Challenges Virtual Goods Leaderboards Gifting & Charity Human Desires Game Mechanics Some of this elements can fill some human desires and complete them.
  • 14. We are all players… AMBITIOUS DEFINED AS Focus in win, status and competition as equals. RETAINS THEM WITH Classifications, Categories. WINNERS DEFINED AS Focus in status and achieve objectives quickly. RETAINS THEM WITH Achievements. SOCIABLES DEFINED AS Focus socialize, desire for contacts and friends. RETAINS THEM WITH News feed, friend list and chat. EXPLORERS DEFINED AS Focus on explore and discover the unknown. RETAINS THEM WITH Complex achievements. Richard Bartle
  • 15. Now let see some examples of what the world it’s been doing in the Gamification scenario lately.
  • 16. Happy Foursquare Day! 04/16 The best way to discover and share interesting places with your friends
  • 17. Mobile payment while engaging users with promotions, discounts and prizes.
  • 18.
  • 19. Allow anyone [or anything] connected to the internet to move money quickly, safely & at the lowest cost possible. + Spots + Proxi You can pay to:
  • 20.
  • 21. One of the best examples on using Gamification to motivate users on doing certain tasks on private site.
  • 22. There’s always a… More Fun way More Engaging way More Motivating way More Meaningful way