5. Something New?
• Gaming culture has been considered a part of
life as early as 5000 years ago.
Voorhies, B. (2012). Games ancient people
played. Archaeology, 65(3), 48-51.
6. Generation “G”
“Games are the norm for people born after
1971”.
“Gamification is as important as social and
mobile”
http://en.wikipedia.org/wiki/Bing_Gordon
7. Photo used under Creative Commons from:
http://www.flickr.com/photos/seandreilinger/
9. Photo used under Creative Commons from:
http://www.flickr.com/photos/sapromo/
10. Game Stats
• 97% youth play games
• 40% gamers are women
• Average game player is 35 years old and has
been playing for 12 years
Entertainment Software Association’s annual study of game players
http://www.theesa.com/facts/gameplayer.asp
11. Gamification vs Video Games
Photo used under Creative Commons from:
http://www.flickr.com/photos/curiousexpeditions/
Photo used under Creative Commons from:
http://www.flickr.com/photos/dcmetroblogger/
13. Hallmarks
of
Gamification
• Badges
• On boarding
• Challenges and quests
• Social engagement
Game Mechanics defined by Gabe Zichermann in his book “Gamification by Design”
19. WORDS ASSOCIATED WITH GAMIFIED
MARKETING
1. Time spent with brand
2. Word of mouth
3. Persuasion
4. Content creation
5. Loyalty
6. Interaction
7. Involvement
8. Influence
9. Engagement
10. Social
23. Conditions of flow
• Clear goals
• Immediate feedback
• Skills match challenge
• Deep concentration
• Problems forgotten
Gregory, E. (2008). Understanding Video Gaming’s Engagement: Flow and Its Application to Interactive Media.
Media Psychology Review. Vol. 1(1)
• Control is possible
• Self-Consciousness
disappears
• Altered time
• Intrinsically rewarding
24. FOG MODEL
Triggers are easy.
Motivation can be over emphasized.
Ability is the low hanging fruit, make it easy for
users to respond.
Fogg, B. J. Persuasive technology,
using computers to change what we think and do.
San Francisco: Morgan Kaufmann, 2003. Print.
25. COMPETITION
According to psychologist John Houston
competition isn’t always best. Catering to
competitive people will alienate the cooperative
people.
Duggan, Kris, and Kate Shoup. Business gamification for dummies.
Hoboken, N.J.: Wiley ;, 2013. Print.
26. LEGAL CONSIDERATIONS
• Unfair or deceptive marketing practices
• FTC guidelines on endorsements
• Location based services
• Gambling and legal status of virtual goods
• COPPA
• Spamming
McHale Robert Navigating Social Media Legal Risks,
Que publishing, 2012.
35. GAMIFICATION ROADMAP
Who is your audience?
What’s your marketing objective?
What behaviors do you want to influence?
What’s the games objective?
What game mechanics will you use to influence behavior?
How will you reward players who exhibit desired behaviors?
What scoring mechanism will you use in order to determine rewards?
What are the rules of the game?
Do you need a Terms of Service Agreement?
36. Thank You!
Bryan Fendley
Director of Academic Computing
University of Arkansas at Monticello
fendley@uamont.edu
Blog: http://gamedlearning.com
Twitter: @gamedlearning