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on Gamification Version 2 April 2012 skive.co.uk @helloskive [email protected] © Skive Group 2012

Skive on Gamification (update)

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‘Gamification’ the trend that keeps on powering up, it’s been around for a while now but we thought it was about time we scoured the web again and updated our quick overview of gamification with some latest case studies that we really like.

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Page 1: Skive on Gamification (update)

on

Gamification Version 2

April 2012

skive.co.uk

@helloskive

[email protected] © Skive Group 2012

Page 2: Skive on Gamification (update)

“By 2014…more than 70% of

Global 2000 organizations will

have at least one gamified

application” Gartner

© Skive Group 2012

Gartner Newsroom

Page 3: Skive on Gamification (update)

© Skive Group 2012

Gamification is

The use of game play

mechanics and thinking to

entice participation in real

world situations

Page 4: Skive on Gamification (update)

“Gamification was born from

the notion that gaming

behaviours like achieving

goals, collecting &

cooperating appeal to

everyone – not just gamers.”

E-Consultancy. Gamification: is everything a game? June 2011

© Skive Group 2012

Page 5: Skive on Gamification (update)

© Skive Group 2012

After all we’ve all been gathering points and rewards for years...

Page 6: Skive on Gamification (update)

“Gamification helps extend

the longevity of marketing

engagement strategies by

making them much more

addictive and more fun.”

E-Consultancy. Gamification: is everything a game? June 2011 © Skive Group 2012

Page 7: Skive on Gamification (update)

© Skive Group 2012

It’s different to pure gaming...

Page 8: Skive on Gamification (update)

“Pure gaming was about

escaping reality it was about

fantasy worlds and putting

yourself into fantasy

situations.”

E-Consultancy. Gamification: is everything a game? June 2011 © Skive Group 2012

Page 9: Skive on Gamification (update)

https://www.zombiesrungame.com/

Zombie’s, Run! encourages you to run by

immersing you in a fantasy world where

you are incentivised to run by the zombies

literally breathing down your neck

The more you run the more you can help

other ‘survivors’ by collecting ammo,

medicine etc. and discover more about the

mysteries in that world

Zombie’s, Run! Is soon planning to

integrate with Run Keeper when we

imagine it will really take off

© Skive Group 2012

But games are blurring the real and fantasy world...

Page 10: Skive on Gamification (update)

© Skive Group 2012

My Town 2 is a location based

game. By checking into local

places, you can ‘own’ them in

your town.

However, as demand grows for

your favourite cafe the pricier it

will be...

Checking into places you don’t

own or being the first to do so

can also earns you points

http://itunes.apple.com/gb/app/my-town-2/id442345455?mt=8

Real world actions = virtual rewards

Page 11: Skive on Gamification (update)

“Marketing loves gaming

because we are about

changing and enforcing

behaviours.”

E-Consultancy. Gamification: is everything a game? June 2011 © Skive Group 2012

Page 12: Skive on Gamification (update)

© Skive Group 2012

Such as:

Trial/ Adoption

Engagement

Loyalty

Interaction/Sharing

Purchase

Page 13: Skive on Gamification (update)

© Skive Group 2012

Here are some of the tools of Gamification...

Page 14: Skive on Gamification (update)

© Skive Group 2012

Experience / Levels

Page 15: Skive on Gamification (update)

© Skive Group 2012

Skill Points / Ratings

Page 16: Skive on Gamification (update)

© Skive Group 2012

Leaderboards

Page 17: Skive on Gamification (update)

© Skive Group 2012

Achievements

Page 18: Skive on Gamification (update)

Progression

© Skive Group 2012

Progression

Page 19: Skive on Gamification (update)

© Skive Group 2012

Narrative

Page 20: Skive on Gamification (update)

Those are the mechanics but we have to apply

them with thought and care or Gamification

becomes a bolt on

© Skive Group 2012

Page 21: Skive on Gamification (update)

© Skive Group 2012

Using Gamification to create

engagement & loyalty

Trial/ Adoption

Engagement

Loyalty

Interaction/Sharing

Purase

Solve real life problems

Make it meaningful

Keep it interesting

Make it fun!

Reward behaviour

Page 22: Skive on Gamification (update)

Solve Real Life Problems

1

© Skive Group 2012

Page 23: Skive on Gamification (update)

Fitness - Fitocracy

Takes something mundane like fitness, but beneficial and makes it fun by

allowing you to track your progress, schedule activities, frame you against your

friends and rewards you for your progress

© Skive Group 2012

http://www.fitocracy.com

Page 24: Skive on Gamification (update)

Finance - Mint.com

The Gamification of debt reduction

© Skive Group 2012

Page 25: Skive on Gamification (update)

© Skive Group 2012

GPS - Waze

Waze is a navigation app that uses crowdsourcing, gamification and location

based technology to give a real time picture of our roads.

Drivers are encouraged to cover roads that need mapping, report on

conditions through points and leaderboard mechanics

http://world.waze.com/

Page 26: Skive on Gamification (update)

© Skive Group 2012

Politics - MTV Power of 12

http://powerof12.org/

Part of MTV’s Power of 12 campaign - Fantasy Election launches in the summer. It’s

designed to help engage 18-29 year olds with the Presidential election by allowing

them to pick their candidates and similarly to fantasy football be awarded points for

those that exhibit ‘good’ behaviours and penalized for ‘bad/undemocratic’ behaviour.

Points can also be earned for registering to vote, checking in to debates and events

and engaging friends with issues.

Page 27: Skive on Gamification (update)

The environment - Recyclebank

© Skive Group 2012

Earn points for adopting earth friendly behaviour such as using fewer

resources or making greener purchases. Users can spend their

reward points on deals and discounts with Recyclebank partners

www.recyclebank.com/

Page 28: Skive on Gamification (update)

Work - DueProps

© Skive Group 2012

Gamification is even creeping

into the office environment

turning motivation of workers

into a fun and engaging

game.

DueProps users take turns

“giving each other props” for

everything from a job well

done to recognition of

leadership and having each

other’s backs. The game

rhythm encourages positive

feedback loops to emerge

organically

Page 29: Skive on Gamification (update)

Make it meaningful

2.

© Skive Group 2012

Make it meaningful

2

© Skive Group 2012

Page 30: Skive on Gamification (update)

The Guardian

The expenses scandal experiment shows unpaid work can be fun and

meaningful – The Guardian crowd-sourced readers to help them with the MP’s

expenses scandal report

© Skive Group 2012

Page 31: Skive on Gamification (update)

Using the Framing effect allows users to draw their own conclusions based on

how data is presented

© Skive Group 2012

Making something personally relevant helps make it

meaningful

Page 32: Skive on Gamification (update)

Opower

Opower aims to make energy use meaningful by making it personally relevant -

allowing you to compare how you fare against others

© Skive Group 2012 https://social.opower.com

Page 33: Skive on Gamification (update)

Keep it interesting

3.

© Skive Group 2012

Keep it interesting

3

© Skive Group 2012

Page 34: Skive on Gamification (update)

Motivation/

Challenge

Ability

Low

Low

High

High

Anxiety

Boredom

Mihaly Csikszentmihalyi,,

"Flow: The Psychology of Optimal Experience’ © Skive Group 2012

You need to be challenged in relation to your skill,

otherwise tasks could become boring

Page 35: Skive on Gamification (update)

Make it fun

4.

© Skive Group 2012

Make it fun

4

© Skive Group 2012

Page 36: Skive on Gamification (update)

It shouldn’t feel like hard work - Turntable.fm

© Skive Group 2012

Socialising and gamifying music

Page 37: Skive on Gamification (update)

Reward Behaviour

5.

© Skive Group 2012

Reward behaviour

5

© Skive Group 2012

Page 38: Skive on Gamification (update)

Its not just about points but tangible rewards

© Skive Group 2012

RedCritter Tracker is the only project management service with badges, rewards,

leaderboards and real-time Twitter-style feeds. However, you don’t just earn kudos

for a job well done you can spend your reward points in your company store

www.redcrittertracker.com/

Page 39: Skive on Gamification (update)

Honda Ketai Traveler

Young people in Japan don’t drive cars, the prefer to buy new

technology and stay at home. Honda developed a game that

rewards people the further that they get from home

© Skive Group 2012 http://www.welovead.com/en/works/details/675zmsvE

Page 40: Skive on Gamification (update)

© Skive Group 2012

In summary

Trial/ Adoption

Engagement

Loyalty

Interaction/Sharing

Purase

Solve real life problems

Make it meaningful

Keep it interesting

Make it fun!

Reward behaviour

Page 41: Skive on Gamification (update)

Liz Faber – Head of Planning

[email protected]

Alex Hobhouse – New Business

[email protected]

26/04/2012 © 2012 SKIVE Group 41

Thank you