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WHAT IS GAMIFICATION?
GAMIFICATION IS…




Making non-game activities
      more game-like
GAMIFICATION IS…



Making things more:
   Fun and Playful
   Rewarding and Engaging
   Exciting and Challenging
   Competitive and Collaborative
   Social and Sharable
FROM A BUSINESS PERSPECTIVE



Motivating people to do the things you want them to do
   Customers
   Potential customers
   Staff

Using the methodologies that game designers use
By spending less than other motivational approaches
Collecting the behavioural data
Feeding back to people
Continually motivating by using a feedback loop
BROAD RANGE OF APPLICATIONS



Education, to motivate people to learn
Motivate and reward staff
Change behaviour at a society level
Increase customer loyalty and therefore
increase sales and profits
Make your products and how people interact
with them more engaging and fun
EXAMPLES
A SMALL EXAMPLE – LINKED IN




                    By giving users feedback and setting
                    a goal, Linked In motivate their users
                    to complete their profile
A BIGGER EXAMPLE - MINT



                          MINT have gamified
                          personal financial
                          management. By setting
                          goals, providing rewards
                          through ‘Achievemints’
                          and generally making
                          money management
                          fun, their users do a
                          better job of managing
                          their money.
THE NIKE CASE STUDY



Nike sell running shoes (amongst other things)
How do they sell more running shoes?
More importantly, how do they achieve more sales without:
      reducing prices (reduces margins)
      using promotions and sales (expensive and reduces
      margins)
      Offering tangible rewards (such as a traditional loyalty
      programme might - expensive to operate and
      fulfill, reducing margins)
THE NIKE CASE STUDY



•   With Nike+, Nike have gamified the act of using their
    product. They have gamified running.

•   A small device (which runners pay for) is placed in their
    shoe and tracks every step they take.

•   It syncs back to their iPhone/iPod and a central web site
THE NIKE CASE STUDY



The data allows runners to:
     •   Track their performance over time
     •   Map their runs and compare different runs
     •   Compete with themselves
     •   Compete with others
     •   Find people of a similar ability and race with them
     •   Compete with their friends on Facebook
     •   Set goals (and be set goals to improve)
     •   Progress through a series of levels based on activity and
         performance
In fact, all the kinds of things you might do in a game
THE NIKE CASE STUDY
THE NIKE CASE STUDY



The result is...
    • People run more ( a lot more)
    • There shoes wear out more often
    • They have to buy Nike running shoes to stick with
      the programme
    • So Nike sells more shoes ( a lot more)
    • And once the system is built, the running costs
      (excuse the pun) are minimal, because all rewards
      are virtual.
INTERESTED?
YOU SHOULD BE!



As we see more and more examples of
gamification, people are starting to realise that
boring things can be fun.
Make sure you don’t get left behind, start
thinking about it now.
YOUR NEXT STEPS



Talk to us about what you want to achieve
We’ll help identify if Gamification is right for you
If it is, we’ll work with you to develop a strategy
which is:
   On Brand
   On Budget
   Going meet your objectives
LET’S START A CONVERSATION…



As one of Australia’s leaders in Gamification, we’re a great place to
start.




                  02 89 231 200

                  commercial@3rdsense.com

                  www.3rdsense.com

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GAMIFY TO MOTIVATE

  • 2. GAMIFICATION IS… Making non-game activities more game-like
  • 3. GAMIFICATION IS… Making things more: Fun and Playful Rewarding and Engaging Exciting and Challenging Competitive and Collaborative Social and Sharable
  • 4. FROM A BUSINESS PERSPECTIVE Motivating people to do the things you want them to do Customers Potential customers Staff Using the methodologies that game designers use By spending less than other motivational approaches Collecting the behavioural data Feeding back to people Continually motivating by using a feedback loop
  • 5. BROAD RANGE OF APPLICATIONS Education, to motivate people to learn Motivate and reward staff Change behaviour at a society level Increase customer loyalty and therefore increase sales and profits Make your products and how people interact with them more engaging and fun
  • 7. A SMALL EXAMPLE – LINKED IN By giving users feedback and setting a goal, Linked In motivate their users to complete their profile
  • 8. A BIGGER EXAMPLE - MINT MINT have gamified personal financial management. By setting goals, providing rewards through ‘Achievemints’ and generally making money management fun, their users do a better job of managing their money.
  • 9. THE NIKE CASE STUDY Nike sell running shoes (amongst other things) How do they sell more running shoes? More importantly, how do they achieve more sales without: reducing prices (reduces margins) using promotions and sales (expensive and reduces margins) Offering tangible rewards (such as a traditional loyalty programme might - expensive to operate and fulfill, reducing margins)
  • 10. THE NIKE CASE STUDY • With Nike+, Nike have gamified the act of using their product. They have gamified running. • A small device (which runners pay for) is placed in their shoe and tracks every step they take. • It syncs back to their iPhone/iPod and a central web site
  • 11. THE NIKE CASE STUDY The data allows runners to: • Track their performance over time • Map their runs and compare different runs • Compete with themselves • Compete with others • Find people of a similar ability and race with them • Compete with their friends on Facebook • Set goals (and be set goals to improve) • Progress through a series of levels based on activity and performance In fact, all the kinds of things you might do in a game
  • 12. THE NIKE CASE STUDY
  • 13. THE NIKE CASE STUDY The result is... • People run more ( a lot more) • There shoes wear out more often • They have to buy Nike running shoes to stick with the programme • So Nike sells more shoes ( a lot more) • And once the system is built, the running costs (excuse the pun) are minimal, because all rewards are virtual.
  • 15. YOU SHOULD BE! As we see more and more examples of gamification, people are starting to realise that boring things can be fun. Make sure you don’t get left behind, start thinking about it now.
  • 16. YOUR NEXT STEPS Talk to us about what you want to achieve We’ll help identify if Gamification is right for you If it is, we’ll work with you to develop a strategy which is: On Brand On Budget Going meet your objectives
  • 17. LET’S START A CONVERSATION… As one of Australia’s leaders in Gamification, we’re a great place to start. 02 89 231 200 commercial@3rdsense.com www.3rdsense.com