what is gamification?

Post on 07-Dec-2014

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We've been working in the gamification space for a number of years now and still we are constantly asked about what exactly it is, so this short presentation is designed to answer that basic question. Please let us know if you'd like to understand more.

TRANSCRIPT

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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