Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Gamification right for business?
Ways to Gamify Your FB Marketing
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Gamification to get your message across
1. Gamification to get the message
across
Meeting @ Be-Connect.eu
@ogillin – 07/2012
2. Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Ways to Gamify Your FB Marketing
3. Gamification
“Marketing tactics within gamification are the incentives that
drive the audience to move towards your strategic goal,
which can be to create awareness, make sales or identify
new leads. The point is not to make a game but to
incorporate game mechanics into a marketing effort.”
Gartner’s 4 drivers of engagement via gamification
Accelerated feedback cycles
Clear goals and rules of play. (clear goals and well-defined rules of
play to ensure players feel empowered to achieve goals.)
A compelling narrative that engages to participate and achieve the
goals
Tasks that are challenging but achievable.
Gartner report, by 2015, more than 50% of organizations managing innovation will gamify their processes.
4. Gamification Theory
Human needs*
Reward, status, Achievement, Self Expression,
Competition, Altruism
Self-determination theory (SDT): Competence,
Autonomy, Relatedness
Game Mechanics*
Points, Levels, Challenges, Virtual Goods and spaces,
Leaderboards, Gifts and Charity
Overall Goal: Engagement
Gamification is a Tool to teach, persuade, motivate
people
See in Appendix summary of Dustin DiTommaso deck “Beyond Gamification”
5. Gamification right for business?
1. Consider Why You Want to Gamify
2. Identify your users
3. Frame goals and objectives
4. Identify Necessary Skills and Actions
5. Consider Various Lenses of Interest
6. Outline Desired Outcomes
7. Play and Polish (test)
EVOLUTION:
Games are motivation engines
Functional ->…-> Pleasurable -> Meaningful
Dustin DiTommaso (@DU5TB1N), 7 steps framework
6. Step 1: Why Gamify?
CRITICAL STAKEHOLDER QUESTIONS:
What is the main reason for Gamifying your product
/ service?
How does it benefit the user?
Will they enjoy it?
BUSINESS QUESTIONS:
What are the goals of the business?
How do you get the users to fulfill those goals
What actions do you want your players to take?
Dustin DiTommaso, @DU5TB1N
7. Examples of Gamification tactics
Foursquare—badges, rewards Nike—achievements, badges,
Xbox Live—achievements, leaderboards challenges, rewards
CheckPoints—virtual currency, rewards Buffalo Wild Wings—trivia,
ShopKick—virtual currency, rewards, contests challenges
Gowalla—badges, pins Microsoft—achievements, contests
GetGlue—rewards American Airlines—progress bar
LinkedIn—progress bar
SalesForce—leaderboard, achievements, Other Non-game contexts:
leveling Fitness: zombiesrungame.com
Mint—achievements, progress bar Finance: readyforzero.com
Hallmark—FB credits, virtual goods, gifting, Commerce: stickybits app
sharing Fundraising: kickstarter
Starbucks—leveling, rewards
8. Social & Casual Gaming in EU7*
31% of 175m Hrs/day, 16% of €16.5bn
100m players (18% social, 50% social & casual), 18m payers
Mobile: 70m (+15% YOY)
Demographics: 48% 21-35, 65% male
FR BE
Active Gamers 24m 4.2m
Mobile 13m (55%) 1.9m (48%)
Social network 11m (46%) 2.2m (63%)
Fun facts - 16% of time spent on social g. - 47k paying female mobile
- 940k multiplayer gamers gamers like sports
reached by M6 - Casual 63%, console 60%
Top Social Developers Telaxo, Kobojo, Ubisoft, IsCool E.
EU=UK,DE,FR,ES,IT,NL,BE - Newzoo Trend Report: Casual Social Games - February 2012
9. Marketing with Social Gaming
Online
75% gamers respond positively to in-game ads
25% of gamers click on in-game ads
Virtual branded goods
Offline using mobile
Check-ins (foursquare)
Entertainment check-ins (GetGlue, Miso, IntoNow)
10. Virtual branded goods
$12bn World Virtual Goods market
Key to Brand introduction
Provide the player with a benefit (comp. Adv)
Branded stadium in football game (more seats)
Fit and enhance the experience
Famous sheep character in a farm game
Benefits:
Increased monetization, people pay more for a branded goods
Increased engagement, because users spend more time in a game with brands
they recognise and feel attached to
Enhanced marketing value: including brands in your marketing can increase
customer acquisition by 30 to70 percent and provide access to significant new
markets
11. Ways to Gamify Your FB Marketing
Know Your Audience and Funnel
Run a contest/challenge
Scoring, Ranking, Progression levels
Design Gamified Challenges
Don’t build it yourself
14. Step 2: User Profile
• RESEARCH INSPIRES DESIGN
– Who are your players?
– What are their needs and goals?
– Why are they Playing?
– What’s holding them back from achieving their potential?
– Is it lack of volition or lack of faculty?
– What is their Primary Play Style? (Solo, Competitive,
Cooperative)
– Who are they Playing With?
– What Social Actions do they find enjoyable – and why?
– What Metrics do they care about?
Dustin DiTommaso, @DU5TB1N
15. Step 2: User Profile
• MOTIVATIONAL DRIVERS
– ACHIEVEMENT of goals <–OR–> ENJOYMENT of experience
– STRUCTURE and guidance <–OR–> FREEDOM to explore
– CONTROL of others <–OR–> CONNECT with others
– SELF-INTEREST in actions <–OR–> SOCIAL INTEREST in
actions
Dustin DiTommaso, @DU5TB1N
16. Step3: Goals and Objectives
• THE HERO’S QUEST...
– The Long Term Goal must be compelling & fairly difficult to
achieve.
Can be Mastery of New Skill, A New Habit, An Achievement, A
Title or any other pinnacle of personal growth.
• ONE STEP AT A TIME
– What must players accomplish in order to reach the ultimate
objective?
How can you break the journey up into discrete and satisfying
challenges that push your players and help them improve?
• DESIRE TO INSPIRE
– Figure out a way to make long-term and short-term goals as
exciting and aspirational as possible. Go for the Glory.
Dustin DiTommaso, @DU5TB1N
17. Step 4: Skills and Actions
MAKING LISTS IS A SKILL
Consider what abilities are necessary to succeed in the endeavor.
Make a skills list, of ALL the things you can think of that are relevant to your
game across the following categories:
– PHYSICAL SKILLS (walking, running, typing, using a chef's knife)
– MENTAL SKILLS (pattern recognition, memory, spatial logic, organization)
– SOCIAL SKILLS (presentation, conversation, meeting new people)
TRACK AND MEASURE
• Choose skills that have long learning curves and can be developed over
time.
• Break longer mastery arcs into smaller nested skill-chains
• Are the skills you are considering measurable? How might you make them
measurable? (monitoring/technology dependent?)
Dustin DiTommaso, @DU5TB1N
18. Step 5: Look through lenses of interest
(VIVA LA RESISTANCE! )
• COMPETITION TYPES: Player v Player, Player v System, Self-Directed
• TIME PRESSURE: Relaxed explorative play or brash tactics get things done
play.
• SCARCITY: Scarcity can add a level of challenge and strategic gameplay.
• PUZZLES: Problems that promise the existence of a solution.
• NOVELTY: Change presents a new set of challenges and patterns to
• Master LEVELS: Telegraph progress, ability and access & Provide Roadmap
of Progress
• SOCIAL PRESSURE/PROOF: The herd must be right
• TEAMWORK: Can also be resistance when we need to work with others
• CURRENCY: Anything that can be exchanged for something of value will be
sought
• RENEWALS & POWER-UPS: ‘Unstick’ player & redirect from dead-ends.
Dustin DiTommaso, @DU5TB1N
19. Step 6: Desired outcome
FEEBACK, REWARDS & RESULTS
Positives include both tangible and intangible rewards such as
moving up a level
Negative might be starting a challenge over.
Outcomes can be contingent or scheduled. Players can trigger an
outcome based on specific action they take or based on a time
frame within the game.
EPIC WIN!
The Ultimate Objective (Epic Win!) may take weeks, months, years
to achieve but along the way players need to see and feel
incremental successes and failures.
Dustin DiTommaso, @DU5TB1N
20. Step7: play-test & Polish
PLATFORMS ARE NEVER DONE
– What's working / What isn't?
– What have you not considered?
– Is the game personal enough for your players?
– Do they feel that it's tailored to their own unique
– personality and desires?
– Are you tapping into Player Experience needs of
Competence, Autonomy, & Relatedness?
– What is going to keep it interesting in 10 weeks time? In 8
months time?
– When player reach the Epic Win! it's time to go back to
the drawing board.
Dustin DiTommaso, @DU5TB1N
21. Step X: summary
• EVOLUTION
Games are motivation engines.
• Opportunities are ripe to evolve
“gamification” past shallow
extrinsic motivational tactics
and towards a more balanced
“gameful design”.
• Since video games are designed
with the primary purpose of
entertainment, shouldn’t they
be able to make other non-
game products more enjoyable
as well?
Goal is to go from functional to
enjoyable and meaningful
Dustin DiTommaso, @DU5TB1N
22. Social/Casual gaming
• Metrics
– Installed based: “monthly active users” or MAU
– % paying users
– Amount paid per user
• Business model:
– Freemium
– Charging to play at the outset (New)
– Gambling (New)
• Betable (UK) allow real-money gambling on games
• Marketing tactics
– Advertising (In-app ads)
• Honda CR-Z in Car Town
– Gamification
• Leaderboard style w/ points, rewards when sharing content
• Unlock new content (e.g. Rihanna UNLOCKED)
– Funding Charities
23. • Examples:
– Awareness > Century21 virtual goods in MyCity
– Image > custom-branded FB games w/ charitable
twist
– Engagement > USA Network’s Psych game of
sharing content to get virtual/real gifts
– Awareness > NYC Library mobile game: scan bar
code + answer questions like a quest
– Engagement/empowerment > Expedia Friendtrip
needs you to like + 5 friends to get a free trip
24. Misc.
• 5 Reasons Why Facebook Timeline Hurts
Brands
• Green Giant and Farmville: redeem branded
voucher online when purchased goods offline
• Gamification of call centers
• BBC timeline: Wimbledon, Olympic streaming
Hinweis der Redaktion
Social benefits: Games help problem solving and creative thought http://www.forbes.com/sites/insertcoin/2012/03/22/the-social-benefits-of-video-games/Gartner: 1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
Gamification for your brand: http://www.slideshare.net/TriangleAMA/gamification-for-your-brand
Yes, gamification is a sexy word. No, it isn’t right for every business.DiTommaso recommends that businesses looking to gamify their products or services ask themselves three critical questions before moving on:What is the reason for gamifying your product or service?How does it benefit the user?Will they enjoy it?If you can answer these questions with confidence, if gamification seems like a good fit for your business’ product or service and if the users enjoy it, then move on to exploring your business goals. DiTommaso recommends exploring the following three questions:What are your business goals?How do get the users to fulfill those business goals?What actions do you want users to take?If this exploratory phase yields positive feedback, your business is ready to move into user research.
15 brand examples of gamification - http://blogs.imediaconnection.com/blog/2011/08/03/15-brand-examples-of-gamification/
+ Mobile (regular+smartphone+t+iphone/iPod): http://www.slideshare.net/Newzoo/newzoo-trend-report-mobile-march-2012France : http://www.newzoo.com/ENG/1595-Infograph_FR.htmlBelgium: http://www.newzoo.com/ENG/1615-Infograph_BE.html
http://www.moxieinteractive.com/pulse/2012/01/26/why-social-gaming-can-benefit-beauty-brands/http://www.socialmediaexaminer.com/26-elements-of-a-gamification-marketing-strategy/US 62% Women, >40y, 1-4h/w, 18% paid to play
Notes:Know Your Audience and Funneltrack user’s engagement at each step simple to complex (dashboard)Run a contest/challenge limited or not skill-based prizes are disincentive Add Game mechanics: Scoring & Ranking Based on gamer profiles targeted (Achievers, Explorers, Socializers, Killers) Points for Social Actions: small then relative and visible Multiplayer optionDesign Gamified Challenges social actions -> short-term rewards -> prize eventually Progression through levelsDon’t build it yourself (Bunchball, BigDoor Media, Badgeville and Gigya) Design is key. Not technology if you must, use existing FB games/apps Source:Gabe Zichermann is the chair of the upcoming Gamification Summit (March 19-21, San Francisco), where engagement industry leaders will gather to share knowledge and insight. Zichermann is also a public speaker, designer and author of the books Game-Based Marketing and Gamification by Design.http://mashable.com/2012/06/20/gamification-facebook-marketing/http://thenextweb.com/insider/2012/04/01/gamification-adding-stickiness-to-your-campaigns/
It isn’t enough to understand your business goals when considering gamification — you also need to understand your users and what motivates them. Research your users before you begin designing your gamified product, focusing on how they use your software, what they want and what motivates them.DiTommaso laid out a number of questions to help businesses achieve research-inspired design:Who are your users?What are their needs and goals? Why are they playing?What’s holding them back from achieving their potential? Is it lack of volition (belief that completing the task at hand is valuable) or lack of faculty (ability to complete the task)?What is their primary playing style (solo, competitive, cooperative)?Who are they playing with?What social actions do they find enjoyable, and why?What metrics do they care about?Game designers must also understand what motivates users to play their games. There are a number of motivational drivers, but DiTommaso recommends simplifying to four key factors. Decide if your users are motivated by:Achievement of goals or enjoyment of experienceStructure and guidance or freedom to exploreControl of others or connecting with othersSelf-interest in actions or social interest in actionsKnowing these details about users and their motivations will assist game designers in determining how the game should be laid out, how much autonomy to allow, what the users’ goals should be and so on. Let’s explore exactly what comes next in the designing process.
The user’s path to mastery should entail “a journey up, with a quick little dip for relaxation — where you have either a break or a new challenge to master, like crossing a log — and then one, final, arduous climb to the top,” says DiTommaso.Once you understand your business goals and your users, you can begin to design goals and objectives while thinking about long-term and short-term user goals.DiTommaso advises, “Figure out a way to make long-term and short-term goals as exciting and aspirational as possible.” Users want to be heroes — design their gaming experience so that they can achieve that.The long-term goal must be compelling and fairly difficult to achieve, says DiTommaso. This can be framed as the mastery of a new skill or habit, or the acquisition of an achievement or title. In the end, though, it is important that the long-term goal signify a “pinnacle of personal growth,” says DiTommaso.Once you figure out a long-term mission for users, break it up into small milestones that take users along a path to success. These “discrete and satisfying challenges” should motivate users to continue on and help them improve along the way.
Make a list of all of the abilities that are necessary to win your game. DiTommaso breaks these skills into three categories for easy brainstorming:Physical Skills: walking typing, using a chef’s knifeMental Skills: pattern recognition, memory, spatial logicSocial Skills: presentation, conversation, meeting new peopleDiTommaso advises that game designers choose skills that take time to master, can be developed over time and can be broken into smaller “skill-chains.”It is important to determine if and how the skills you are considering can be measured, so that you can track a user’s advancement. Determine whether there is existing technology that can help you monitor and track progress of certain essential skills.
Metrics – Deloitte report (01/12): http://www.deloitte.com/view/en_GX/global/industries/technology-media-telecommunications/tmt-predictions-2012/media-2012/951d068df67a4310VgnVCM1000001a56f00aRCRD.htmhttp://mashable.com/2011/11/21/brands-facebook-social-gaming/Real-money gambling only possible where online gambling is legal (not US): http://technology.inquirer.net/13660/startup-to-bring-real-money-bets-to-social-games