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GAMIFICATION
Silly fad or important trend for marketers?
@mikekujawski
photo credit: http://bit.ly/l4QOJk
500 Million
worldwide online gamers
 97% of kids 12-17 play
videogames
 Average gamer is 30 years
old (37% are older than 35)
 47% are women
 VGC’s represent 25% of
global computational power
3 Billion
hours per week spent playing online games
 Games industry is $66 billion
worldwide (dbl box office)
 Online sales to surpass retail
game sales in 2013
 44% of US/UK adults played
a mobile game this month
 $7.9 Billion dollar virtual
good economy this year
Today’s kids will spend
10,000 Hours gaming by 2021
5.39 Million Years
have been spent solving problems on WoW
Preditcted to be a
$2.8 Billion
market in 2016
Over 70%
of Forbes Global
2000 companies plan
to use gamification for
the purposes of
marketing and
customer retention
“Striving to make everyday
business tasks more engaging, a
growing number of firms…are
incorporating elements of
videogames into the workplace.”
- Wall St. Journal, Oct. 10, 2011
“Suddenly, gamification is the
hot new business concept,
with many of the world’s most
admired companies signing on.”
- Fortune, Oct. 17, 2011
Who is gamifying?
Designing video games
Creating a virtual world
Any use of games in business
Playing Solitaire at work
Any simulation
Game Theory
Points & Badges
A magic wand that will fix everything
The process of using
game mechanics and
game thinking in non-
gaming contexts to
engage users and to
solve problems
Game mechanics are constructs
of rules intended to produce
a game or gameplay
Game mechanics can include…
 Turns
 Action Points
 Auction or Bidding
 Cards
 Capture/Eliminate
 Catch-up
 Dice
 Movement
 Resource Management
 Risk and Reward
 Role Playing
 Tile Laying
 Game Modes
Engagement loop
Source: Amy Jo Kim, CEO, ShuffleBrain
Player journey
Source: Amy Jo Kim, CEO, ShuffleBrain
people play games because
they experience emotions that
are closely related to the main
factors of happiness
Source: Abraham Maslow: "A Theory of Human Motivation“ (1943)
Maslow’s Hierarchy
of Needs
 Acceptance
 Curiosity
 Eating
 Expedience
 Family
 Idealism
 Interdependance
 Order
 Physical Activity
 Power
 Romance
 Saving
 Social Contact
 Status
 Tranquility
 Vengeance
Source: Steven Reiss and Daniel H. Pink
16Human Desires
1. Achievement
2. Immersion
3. Competition
4. Cooperation
Source: Nick Yee, Research Scientis, UBIsoft
4Gaming Desires
Source: http://www.epicwinblog.net/2013/04/gamification-player-types-t-e-pyramid-ii.html
Physical world overlay
Milestones & progress markers
Status & success
Sense of scarcity
Using iconography
Points and rewards
Badges
Progress Bars
Points
Levels
Rewards
Status
External
-marketing
-sales
-customer engagement
Internal
-HR
-productivity enhancement
-crowdsourcing
-innovation
Behaviour change
-health and wellness
-environmental sustainability
-personal finance
Engagement
Health & Wellness
Environemental Sustainability
Innovation
HR
“Gamification is
the high fructose
corn syrop of
engagement”
-Kathy Sierra
 Real research is limited
 Potential for engagement decay
 Crowding out
 Addiction
 Bad gamification can cause serious problems
http://www.nicolelazzaro.com/gamification
Define Goals & Objectives
Set Target Behaviours
Understand your Players
Devise Activity Loops
Use Relevant Tools
Have Fun
gamification.co gamification.org
Thanks for your time!
“mike kujawski”
Subscribe to my FREE blog rants (www.mikekujawski.ca)
Browse our Centre’s FREE resources (cepsm.ca/resources)
Mike Kujawski
Phone: 613.230.6424 ext. 225
E-mail: mikekujawski@cepsm.ca
Blog: mikekujawski.ca
Twitter: @mikekujawski
Website: cepsm.ca
Google: “mike kujawski”
Connect with me
Questions?

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