2. Who am I? @leosorge
NordEst Digitale, Scientific Member
Gamification.org/it, Italian Partner
RepRap/Maker Day, Organizer
SeeWeb CloudSeed, Organizer
3. We are talking about software
We are not talking
about a new overall strategy
We can reengineer (mind) processes
(tactically, one by one)
Gamification is a moving target
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5. The process of using
game thinking + game mechanics
to engage audiences
and solve problems.
According to Wikipedia
and Gabe Zichermann
A definition of Gamification/1
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6. The applied use
of elements found in gaming
for non-game consumer
applications, products and other
related services.
According to Margaret Wallace
A definition of Gamification/2
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7. Applying game-design thinking
to non-game applications
to make them
more fun and engaging.
According to the Gamification Wiki
A definition of Gamification/3
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8. The use of game-derived mechanics
to increase use and engagement
by synchronising events
leveraging on the natural competition
of (almost) all human beings.
According to Leo Sorge
A definition of Gamification/4 7
10. ● M2 Research pegs the current gamification
market at $100 million in 2011
● Client implementations in 2011 focus on:
○ user engagement, 47%
○ brand loyalty 22%
○ brand awareness 15%
● The market is estimated to grow
to $2.8 billion by 2016
Gamification on the front-side burner
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12. Attaching a measure to anything
Turns it into a game
How do we get people to fall in love with our app?
How do we get people to stay in love with our app?
● By motivating consumer behavior
Mechanics to Psychology
● Move beyond points & badge mechanics
● Time tracking
● Social proof (my sister uses it), stories behind
According to Stephen Anderson
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13. ● The Gamification Wiki lists 24
different game mechanics (as of Nov. 7, 2011)
● SCVNGR's 47 unique game
mechanics (as of Nov. 7, 2011)*
Both of these lists can be used to brainstorm on adding
new features and elements to any website or community
The 24 and the 47
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16. The 5 key points of Engagement
● recency (When was his last visit?)
● frequency (How often does he visit?)
● duration (How long does he stay on the sight when he visits?)
● virality (How often does he share content on the site?) (How much
is his sharing amplified through their network?)
● ratings (how often does he rate content on the site?)
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17. To whom gamification may concern
● off-line activities
● consumer applications & websites
● company software
● education, updating
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18. To whom gamification may concern
● off-line activities
point collection, miles, happy hour... flash mobs?
● consumer applications & websites
Foursquare, Facebook, eBay, Linkedin...
● company software
Sap, Microsoft W7 translate...
● education, updating 17
19. Single Players (consumer)
Richard Bartles studied MUD player types
in the late 1990′s and came up with 4 types of players:
● killers
● achievers
● socializers
● explorers 18
23. The use of synchronized loops
to increase use, engagement,
skills, and knowledges,
leveraging on the natural
competition of all human beings.
According to Leo Sorge
A definition of Gamification/5 22
24. Shall you have a social software
(that breaks down the corporate pyramid)
ruled by its social metrics
(that gives you step-by-step control),
analyzing your audiences
you can gamify skill + knowledge
(breaking down the educational pyramid)
The Results of Gamification 23
26. Free Additional Resources
● Gamification Wiki
● Gamification Blog
● Digest of Gamification
● Gamification Research Network
● Gamification 101
● Gamification in real time from Twitter
● What is Gamification Really?
● The Gamification Backlash
● Gamification Research Network
● Gamasutra
● Semantic Foundry Survey of Gamification...
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