6. Gamification Industry
Statistics
• $242 million (2013)
$2.8 billion (2016)
$5.5 billion (2018)¹
• 70%+ of Global 2000
organizations - at least
one gamified application²
¹ M2Research (2013)
² Gartner Group (2011)
32. What
Gamification
For Behavior Change
For Learning
GAME-BASED LEARNING
•Educational Games
•Video Games
•Game Design Projects
•Sandbox Games
•Transmedia Games
•Gamification For Learning
Gamification – mainstream since around 2010 but concept has been around forever
http://www.youtube.com/watch?v=1AJpKt6UP08
Examples:
Walking home - not stepping on lines
Waiting in line – pick the fastest vs. some other person
Shaving – finish in 10 min
Jesse Schell, Carnegie Mellon University + videogame designer
http://www.youtube.com/watch?v=9NzFCfZMBkU