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A quick overview of one of my favorite topics, gamification.
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the assignment1 0 m i n u t e s o n a n y t o p i c
B r a n d s a r e i n a r a c e f o r a t t e n t i o n
attention!!
e n G a G ed e L i G H T
L O Y a L T Y & a d V O C a C Y
iT ’s 6-7 T imes mOre expens iVe TO Gain a new CusTOmer THan reTain an ex isT inG One Bain & company
s O , H O w d O w e G e n e r a T e L O Y a L T Y ?
with free will and fun *
* R e m e m B e R : w o R k i s n o t t h e o p p o s i t e o f f u n
using gam·i·fi·ca·tionto engage and to de l ight =)
n wHY iT wOrKs
n exampLes
activity loops
L e V e L s a n d p r O G r e s s
you have BRains in youR head. you have feet in youR shoes .you can steeR youRself any
d iRection you choose . dr. seuss
co
nf ines of the ga
me
free to make choices
meaningful choices
extrinsic rewardsPerform action > Reward
intrinsic rewards
Consume content > Show Expertise > Gain Reward
d i f f i c u l t y
rewards
Nearly 126 million people in the US will play a game on their mobile phone at
least once a month emarketer
and it’s not just kids.
the average age of a game player is 30.
gamification
(levels, points.. .
progress!)
gamification
(points,leaderboard)
club psych130 percent jump in page views and a 40 percent increase in return
visits to the psych website with the club psych
integrated social media mystery game called #hashtagkiller has driven more than 95 million page views from 300,000 unique users
f R o m e n t R e p R e n e u R . c o m
samsung nationwhere users earn badges for completing activities such as writing
reviews, watching videos and participating in forums
user behavior such as product reviews increasing “hundreds of percent per month,” according to Badgeville
f R o m e n t R e p R e n e u R . c o m
c o m p l e m e n t c o n t e n ta c c e l e R a t e e n g a g e m e n tB u i l d l o y a l t y
It’S Not alwayS thE aNSwER.
But it’s too powerful to be an afterthought.
questions?
why thank you.
nicole