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TSVETAKALEYNSKA


   GAMIFICATION
             By Tsveta M.Kaleynska
AGENDA

• Definition of Gamification
• Why Gamify?
• Countries that like to Game It Up
• Benefits to Marketers
• Successful Examples
• Who is Gamifying?
• What to Know About Customers Before Gamifying
• Future of Gamification
• Conclusion
• Q&A




                                           By Tsveta M.Kaleynska
GAMIFICATION IS…AN ADDICTIVE LOYALTY PROGRAM




                                By Tsveta M.Kaleynska
USING GAME TECHNIQUES TO SELL PRODUCTS & SERVICES




                                   By Tsveta M.Kaleynska
USING LEVELS, REWARDS, AND UNLOCKS TO DRIVE CERTAIN
                                   HUMAN BEHAVIOR




                                    By Tsveta M.Kaleynska
TURNING REAL-WORLD ACTIVITIES INTO GAMES




                           By Tsveta M.Kaleynska
GAMIFICATION DEFINITION




   Or else said:



  Game Thinking
+ Game Mechanics

  Engage Users
     Make $




                           By Tsveta M.Kaleynska
GAMIFICATION: Why Gamify?

• People at all ages are prone to gamifying
  because of a physical and psychological
  need to do so

• Gamification subconsciously reinforces a
  positive brand-consumer identity

• Increase customer engagement

• Increase customer loyalty

• Influence customer’s decisions towards
  making a purchase

• Could generate more accurate detailed
  statistical data on consumers




                                                      By Tsveta M.Kaleynska
GAMIFICATION: Why Gamify?




• Searches for ‘gamification’ have increased 250% since the beginning
  of 2011
• Market size $242 million


                                                            Source: Google Trends

                                                          By Tsveta M.Kaleynska
GAMIFICATION: Countries that like to Game It Up


                                      1. United States
                                      2. Australia
                                      3. Canada
                                      4. India
                                      5. United Kingdom
                                      6. France
                                      7. Germany
                                      8. Italy
                                      9. Spain
                                      10. Japan
              Source: Google Trends




                                                     By Tsveta M.Kaleynska
GAMIFICATION: Benefits to Marketers

Gamification creates new advertising opportunities. It does so by providing a platform for
legitimate interruptive messaging and users are happy to be surprised with rewards. Three
ways in which advertisers can profit are:




                                                                      By Tsveta M.Kaleynska
GAMIFICATION Vendor Survey 2011: Vertical Market Segments




                                              Source: Gartner

                                         By Tsveta M.Kaleynska
GAMIFICATION Vendor Survey 2011: Client Implementation

In terms of client implementation, 47% of all companies are looking to
increase user engagement. Engagement weighs-in significantly more than
brand loyalty or brand awareness as motivating factors for implementation.




                                                      Source: Gartner



                                                             By Tsveta M.Kaleynska
GAMIFICATION ENGAGEMENT METRICS

• Unique visitors
• Page views per visitor
•   Time spent on site
•   Total time spent per user
• Frequency of visits
•   Depth of visit
• Participation Conversions




                                By Tsveta M.Kaleynska
GAMIFICATION: Successful Examples

Collecting Badges in Foursquare
(Game Mechanic: Collection, Achievement)

•   Foursquare is both a way to collect and record
    locations that you’ve visited, but has layered on
    mayorship and badge collection.


•   Why is Foursquare successful?
     o Core activity has the intrinsic motivation of fun
     o Progress mechanics light the way
     o Social actions are aligned with the social needs of
       the users


•   Market objectives of this gamification practice:
          o Augmentation of the number of possible
            advertisers by diversification of user
            consumption
          o Cost-free user-to-user promotion
                                                             By Tsveta M.Kaleynska
GAMIFICATION: Successful Examples

LinkedIn Game Mechanics: Progress Bar
•   The profile completeness bar on LinkedIn can be seen as an example of
    game mechanics. Completing a task, such as profile completeness, is an
    extrinsic motivator.
•   Market objectives of this gamification practice:
         o Assure detailed user information for targeting purposes




                                                             By Tsveta M.Kaleynska
GAMIFICATION: Successful Examples


United Airlines Game Mechanics: Frequent Flyer Miles
• Accumulating Frequent Flyer Miles with United
  Airlines is an example of real life gamification
  method. Acquired miles can be redeemed for free
  air travel, for other goods or services, or for
  increased benefits, such as: travel class
  upgrades, airport lounge access, or priority
  bookings.
• Market objectives of this gamification practice:
         o Value added to the service
         o Stimulation of recurring purchases
         o Ease of new product/services introduction




                                                       By Tsveta M.Kaleynska
GAMIFICATION: Who is Gamifying?




                     And many more…




                By Tsveta M.Kaleynska
GAMIFICATION: What to Know About Customers Before Gamifying




         What are their needs and goals? Why are they playing?

          What’s holding them back from achieving their potential?
Is it lack of volition (belief that completing the task at hand is valuable) or
                  lack of faculty (ability to complete the task)

                    What is their primary playing style?
                     (solo, competitive, cooperative)


                        Who are they playing with?



          What social actions do they find enjoyable, and why?



                     What metrics do they care about?




                                                                   By Tsveta M.Kaleynska
GAMIFICATION: Future




                                                Source: Gartner


•   By 2016 more than 50% of organizations that manage innovation will
    "gamify" those processes and that will be worth at $2.8 billion.
•   By the same year, more than 70% of Global 2000 organizations will have at
    least one gamified application.
                                                                  By Tsveta M.Kaleynska
GAMIFICATION: Conclusion


Gamification is a powerful tool to boost business results – either by
incorporating it in a company’s marketing and/or product, or by using it
to motivate your staff.


         The quality of execution determines the success!
Questions & Answers
REFERENCES


•   http://en.wikipedia.org/wiki/Gamification
•   http://gamification.org/
•   http://www.gamification.co/
•   http://www.codinghorror.com/blog/2011/10/the-gamification.html
•   http://gamification.org/wiki/Gamification_Benefits
•   http://gamingbusinessreview.com/wp-
    content/uploads/2012/05/Gamification-in-2012-M2R3.pdf
•   http://webdesign.tutsplus.com/articles/general/the-benefits-and-pitfalls-
    of-gamification/
•   http://gamify.com/business
•   http://venturebeat.com/2011/01/21/gamification-is-the-new-black-
    reaching-beyond-loyalty-programs-to-engagement/
•   http://www.informationweek.com/thebrainyard/slideshows/view/23290148
    9/7-examples-put-gamification-to-work
•   http://www.forbes.com/sites/gyro/2012/07/16/gamification-comes-of-age/
•   http://blog.kissmetrics.com/gamification-for-better-results/
THANK YOU!

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Gamification by Tsveta Kaleynska

  • 1. TSVETAKALEYNSKA GAMIFICATION By Tsveta M.Kaleynska
  • 2. AGENDA • Definition of Gamification • Why Gamify? • Countries that like to Game It Up • Benefits to Marketers • Successful Examples • Who is Gamifying? • What to Know About Customers Before Gamifying • Future of Gamification • Conclusion • Q&A By Tsveta M.Kaleynska
  • 3. GAMIFICATION IS…AN ADDICTIVE LOYALTY PROGRAM By Tsveta M.Kaleynska
  • 4. USING GAME TECHNIQUES TO SELL PRODUCTS & SERVICES By Tsveta M.Kaleynska
  • 5. USING LEVELS, REWARDS, AND UNLOCKS TO DRIVE CERTAIN HUMAN BEHAVIOR By Tsveta M.Kaleynska
  • 6. TURNING REAL-WORLD ACTIVITIES INTO GAMES By Tsveta M.Kaleynska
  • 7. GAMIFICATION DEFINITION Or else said: Game Thinking + Game Mechanics Engage Users Make $ By Tsveta M.Kaleynska
  • 8. GAMIFICATION: Why Gamify? • People at all ages are prone to gamifying because of a physical and psychological need to do so • Gamification subconsciously reinforces a positive brand-consumer identity • Increase customer engagement • Increase customer loyalty • Influence customer’s decisions towards making a purchase • Could generate more accurate detailed statistical data on consumers By Tsveta M.Kaleynska
  • 9. GAMIFICATION: Why Gamify? • Searches for ‘gamification’ have increased 250% since the beginning of 2011 • Market size $242 million Source: Google Trends By Tsveta M.Kaleynska
  • 10. GAMIFICATION: Countries that like to Game It Up 1. United States 2. Australia 3. Canada 4. India 5. United Kingdom 6. France 7. Germany 8. Italy 9. Spain 10. Japan Source: Google Trends By Tsveta M.Kaleynska
  • 11. GAMIFICATION: Benefits to Marketers Gamification creates new advertising opportunities. It does so by providing a platform for legitimate interruptive messaging and users are happy to be surprised with rewards. Three ways in which advertisers can profit are: By Tsveta M.Kaleynska
  • 12. GAMIFICATION Vendor Survey 2011: Vertical Market Segments Source: Gartner By Tsveta M.Kaleynska
  • 13. GAMIFICATION Vendor Survey 2011: Client Implementation In terms of client implementation, 47% of all companies are looking to increase user engagement. Engagement weighs-in significantly more than brand loyalty or brand awareness as motivating factors for implementation. Source: Gartner By Tsveta M.Kaleynska
  • 14. GAMIFICATION ENGAGEMENT METRICS • Unique visitors • Page views per visitor • Time spent on site • Total time spent per user • Frequency of visits • Depth of visit • Participation Conversions By Tsveta M.Kaleynska
  • 15. GAMIFICATION: Successful Examples Collecting Badges in Foursquare (Game Mechanic: Collection, Achievement) • Foursquare is both a way to collect and record locations that you’ve visited, but has layered on mayorship and badge collection. • Why is Foursquare successful? o Core activity has the intrinsic motivation of fun o Progress mechanics light the way o Social actions are aligned with the social needs of the users • Market objectives of this gamification practice: o Augmentation of the number of possible advertisers by diversification of user consumption o Cost-free user-to-user promotion By Tsveta M.Kaleynska
  • 16. GAMIFICATION: Successful Examples LinkedIn Game Mechanics: Progress Bar • The profile completeness bar on LinkedIn can be seen as an example of game mechanics. Completing a task, such as profile completeness, is an extrinsic motivator. • Market objectives of this gamification practice: o Assure detailed user information for targeting purposes By Tsveta M.Kaleynska
  • 17. GAMIFICATION: Successful Examples United Airlines Game Mechanics: Frequent Flyer Miles • Accumulating Frequent Flyer Miles with United Airlines is an example of real life gamification method. Acquired miles can be redeemed for free air travel, for other goods or services, or for increased benefits, such as: travel class upgrades, airport lounge access, or priority bookings. • Market objectives of this gamification practice: o Value added to the service o Stimulation of recurring purchases o Ease of new product/services introduction By Tsveta M.Kaleynska
  • 18. GAMIFICATION: Who is Gamifying? And many more… By Tsveta M.Kaleynska
  • 19. GAMIFICATION: What to Know About Customers Before Gamifying What are their needs and goals? Why are they playing? What’s holding them back from achieving their potential? Is it lack of volition (belief that completing the task at hand is valuable) or lack of faculty (ability to complete the task) What is their primary playing style? (solo, competitive, cooperative) Who are they playing with? What social actions do they find enjoyable, and why? What metrics do they care about? By Tsveta M.Kaleynska
  • 20. GAMIFICATION: Future Source: Gartner • By 2016 more than 50% of organizations that manage innovation will "gamify" those processes and that will be worth at $2.8 billion. • By the same year, more than 70% of Global 2000 organizations will have at least one gamified application. By Tsveta M.Kaleynska
  • 21. GAMIFICATION: Conclusion Gamification is a powerful tool to boost business results – either by incorporating it in a company’s marketing and/or product, or by using it to motivate your staff. The quality of execution determines the success!
  • 23. REFERENCES • http://en.wikipedia.org/wiki/Gamification • http://gamification.org/ • http://www.gamification.co/ • http://www.codinghorror.com/blog/2011/10/the-gamification.html • http://gamification.org/wiki/Gamification_Benefits • http://gamingbusinessreview.com/wp- content/uploads/2012/05/Gamification-in-2012-M2R3.pdf • http://webdesign.tutsplus.com/articles/general/the-benefits-and-pitfalls- of-gamification/ • http://gamify.com/business • http://venturebeat.com/2011/01/21/gamification-is-the-new-black- reaching-beyond-loyalty-programs-to-engagement/ • http://www.informationweek.com/thebrainyard/slideshows/view/23290148 9/7-examples-put-gamification-to-work • http://www.forbes.com/sites/gyro/2012/07/16/gamification-comes-of-age/ • http://blog.kissmetrics.com/gamification-for-better-results/