gamification keynote - dossier forum
TRANSCRIPT
Subtle engagement and outright fun: Using gamification to improve the effectiveness of your international
marketing
British Council SIEM ConferenceDecember 2015 – Pete Jenkins
Photo by John-Morgan - Creative Commons Attribution License https://www.flickr.com/photos/24742305@N00
Dossier ForumGAMIFY LEARNING & DEVELOPMENT
Pete Jenkins – January 2017
PETE’S CURRENT TITLES
© GAMIFICATION+ LTD 2015 2
Founder – GAMIFICATION+ LTD
Entrepreneur in Residence at University of Brighton
Chair – International Gamification Confederation (GamFed)
Researcher in Gamification in HR at CROME (Centre for Research on Management & Employment)
Organiser of Brighton Gamification Meetup
Ambassador for Worthing & Adur and Brighton & Hove Chambers of Commerce
Gamification refers to the use of game mechanics in non-gaming contexts
The process of making activities more game-like
http://www.thefuntheory.com/speed-camera-lottery-0
“Gamification is becoming a catch all word that encompasses not just gamification but also serious
games, simulations, game based learning and playful experiences” Raftopoulos (2015)
Marigo Raftopoulos
http://www.researchgate.net/publication/274963363_How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification
“UX design is about removing problems from the user. Game design is about giving problems to the user” Raph Koster
Activision spent 6 years and how much money developing and launching the game Destiny?
A. £31,000,000
B. £105,000,000
C. £310,000,000
Activision Blizzard’s players racked up how many hours of play time in 3rd Quarter 2016?
A. 100 million
B. 1 billion
C. 10 billion
According to Newzoo (April, 2016) the global games market in 2016 is worth?
A. $99.6 billion
B. $86.8 billion
C. $61.1 billion
I WANT AN EXCUSE TO INVITE MY FRIENDS OVER
http://i.huffpost.com/gen/2080692/images/o-KIDS-PLAYING-VIDEO-GAMES-facebook.jpg
Points
Resources
Boss fights
Game components
Content unlocking
Badges
Levels
Progression
Collections
Achievements
Social graph
Leaderboards
Teams
Combat Virtual goods
Quests
Virtual currency
Avatars
Gifting
Compettia - Atrivity
Average knowledge increase in players over a 5 day period is 30%
80% of players end up playing it outside of work hours
Most questions answered by a player in 5 days is 10,521 questions
Average player will answer 800 questions during a 5 day period
Most commonly play between 11pm and 1am
Thank you and see in you in our playful session after lunch.
Questions?
[email protected]://gamificationplus.uk
@gamifiplus @petejenkins