Gamification incorporates aspects of video game design into social media platforms and daily life to motivate and engage users. Brands use rewards systems to gamify experiences online and offline through activities tracked on apps and sites. While still new, gamification is shown to boost user engagement with content and drive word-of-mouth promotion as life itself becomes a game to play and share through social networks. As technology and connectivity advance, gamification will likely become a more integrated part of daily interactions and experiences.
2. Traditionally when the term
“gaming” is brought up, what is the
first thing that comes to mind?
VIDEO GAMES!
Br3nda
via
flickr
3. Brands take social media
platforms and intertwine them with
aspects of video game design
to become an increasingly
incorporated factor in our
digitally connected lives.
Jason
A.
Howie
via
flickr
4. Social gaming started with in-
browser apps like
Farmville on Facebook.
But since then it has moved out of the web
browser and has become detached from
a mouse and keyboard.
Where you would
PLAY then SHARE
results.
idlepines
via
flickr
5. LIFE ITSELFbecomes a game that you can play…
The definition of social gaming has morphed.
Ka<e
Harris
via
flickr
6. day to day activities become…
SOMETHING MORE!
Joe
Lanman
via
flickr
10. >> More and more
examples of day to
day gaming are
arising; fueled by the
intrinsic human desire
for rewards and
gratification.
Kreg
Steppe
via
flickr
11. By taking the video game
principle of motivation -
the key ingredient to the
success of gamifying
online social media is to
reward badges and
provide achievements.
David
Biesack
via
flickr
Judd Antin, Elizabeth Churchill –
Badges in Social Media: A Social
Psychological Perspective
12. - Aleena Chia.
“it is the carrot and the
stick - it is putting more
LIFEinto your
LIFE
.”
Tom
Blackwell
via
flickr
Aleena Chia– More Lively Than Our
Life is the Motto: Better Living
Through Gamification
13. “One way to get people
BUZZING about your brand
over social media is to gamify the
experience and engage the users
in fun ways”
Gabe
Zichermann
(Chair Gsummit)
David
Biesack
via
flickr
Gabe Zichermann – How Gamification
Can Create Social Media Buzz
14. >>Studies have shown that
gamification boosts:
Commenting – 13%.
Social sharing to Facebook, Twitter,
and [other] networks – 22%.
New content Discovery – 68%.
- John Koetsier
Chirag
Galundia
via
flickr
John Koestier – Billions of user
actions say gamification increases
site engagement 29%.
16. // Gamification of life through
social media is a HOLY GRAIL for
marketing.
A win-win solution providing both
exposure and advertisement for
the brand, all while actively
engaging the customer - providing
tangible rewards and goals to
strive towards,
further eliciting participation.
Vancity
Allie
via
flickr
18. NO!
>> Successful gamification
provides motivation to
desperately perform the
behavior the ability to easily
carry out the behavior and a
trigger to cue to behavior.
-‐Michael
Wu,
Ph.D.
Ro_buk
via
flickr
Michael Wu– Gamification 101: The
Psychology of Motivation
19. In the 2012 joint study
conducted by the PEW and ELON
University; a THOUSAND internet
experts were surveyed. The
results showed:
predicting gamification
will be implemented in
most digital activities of
most people
predicting the significant
adoption and use of
gamification in daily life
N
i
c
o
l
a
via
flickr
Sebastian Deterding – Experts Split,
Hold various Opinions: Gamification
Research Network
20. “Gamification may be the most
important social and commercial
development of the next fifty
years… Socially, gamified
technology will evolve and
humanize many of the artificial
interactions we currently endure
– check-in’s, like’, shares, and
their kin will all ‘just work’ and
drive new waves of innovation in
our technology.”
Ross Rader"
(general manager at Hover, board member of
the Canadian Internet Registration Authority)"
Bre
PeWs
via
flickr
PEW Research Group Press Release
2012– The Future of Gamification
21. because the principle of
gamification through
social media outlets is still
a relatively fresh concept,
it does possess an Achilles
heel.
the fact that it’s
not always social.
fluffisch
via
flickr
22. “While it’s often thought to
be social inherently, it’s not
– there’s a difference
between getting a badge,
and getting a badge and
sharing it. One is social and
one is not.”
-Victor White
(Gigya Marketing)
Niklas
Wikstrom
via
flickr
Jennifer Beese –Can Gamification
Boost Engagement? Customer
Actions are Saying Yes.
23. “The most important stage of a gamified life cycle will be
to turn users into product evangelists, who spread the
word of mouth online through their social networks and
reach to potential users.”
Mark Russell.
(Ph Creative)
mallix
via
flickr
Mark Russell – The Gamification Life
Cycle
24. Gamifica<on
is
currently
in
its
infancy,
and
as
we
move
towards
web
3.0
and
a
more
socially
connected
world;
more
and
more
adopters
will
arrive,
and
gamifica<on
will
take
a
higher
precedence
in
daily
life.
Gamification is still in its
infancy and constantly
growing. As we move
towards web3.0 and a more
socially connected
generation of web users;
the reward system of video
game design will be
incorporated in motivating
actions.
Di
Bedard
via
flickr
25. Gamification will be intertwined with social media for an intuitive
experience in which life becomes a game that you can PLAY, and
more importantly, life becomes a game that you can SHARE.
Brian
Talbot
via
flickr