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Mobile Social Gamification & Gamification Y: My talk at http://www.gamified.in/
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Mobile Social Gamification & Gamification YKabir AhmadMarket Research & Consultancy
Expert Areas:• Digital Gaming• Gamification • Gambling• 3G/4G Business Modeling • OTT Social Application• Mobile Social TV• Wearable Markets • Digital Currency• CIVIC Economy
Professional Attachment:
• Directing Analyst at (Heading GamingDivision)
• Steering Committee Member at
PROBLEM VS. OPPORTUNITY …
© Farnam Street & widely used by Warren Buffett
Gaming: Define Environment
Gamification: Define Sustainable Engagement
Social Gamer …
• 1.25 bln Social Gamer by 2018
• 54% are Female • 46% on Mobile (725 mln)• 35% CAGR on Mobile
Platform
© Mind Commerce
© Mashable
Connected Smartphone …
© Facebook & IDC
A Game Decade …
© Trym Stene
Gamification
• $3.6 bln Market Spending by 2017
• 80% Global 2000 Organisation
• 70% Enterprise Process• Mobile Gamification 90%• 35% Gaming VC deal in
2013 (Middleware sector including Gamification)
• B2B SaaS / GaaS Model
© Mind Commerce
© Rajat Paharia
Underlying Reality …
Industry Impact …
© Yu-Kai Chou
Connecting Real World Purpose …
• Build a virtual village & Donate the items for a real village in Uganda
• 300 thousands register gamers are playing
Community Awareness …
• Make society aware & habituated with day-to-day waste management system
• 4 million registered player• 75% increase of recycling program since partnering with them.
Fold.it: Solving Problem …
• Cracked the structure of protein-sniping enzyme that reproduce AIDS virus in only 3 weeks
SuperBetter: Self Improvement …
• Achieve goals or recover from a setback• Relies on the principles of positive psychology
Performance Improvement …
Brand Engagement …
• Vending interface as game board • Unlock badges, share, play with friend etc.
Retail Activation and Product Engagement …
• Redeemable virtual currency
What About Gen Y …
Digitally Native Generation …• 43% play social games• Nearly 100% are digitally connected• Outcome driven, not process • Multitasking extraordinaires• Extrinsic life goals (money, fame, image) and less
concerned for others• Overly self-confident, entitlement, and self-absorbed• Will overtake the majority representation of the
workforce by 2015 • Bring-your-own-device (BYOD) empowered • Next corporate revolution will be power to the peons
Source: Pew Research, Computer World & U.S. Census Bureau
“Run that Town” by Australian Bureau of Statistics
• Meaningful vision – It should show users that their actions are for a greater good and can build upon itself to initiate long-term change
• Contexts for civic learning – Actions and feedback should represent that of the community the user is in
• Focused participation – Actions should be focused on one common goal for the most meaningful responses and feedback
• Community responses – a community network should exist to support all those involved and should build upon itself over-time to scale
• Fast Results – Systems need to be able to quickly show user actions have an effect to keep users engaged
• Value – Using the program needs to be a low-risk proposition with high-reward potential
http://www.gamification.co/2013/08/02/the-future-of-gamification-lies-in-civic-engagement/
Tactical Gamification Approach …
Gamification Y ……. in 2014 !!!
• CIVIC Engagement is the Future Gamification• CIVIC Economy is the future Gamification platform
Kabir AhmadEmail:
[email protected]: kabirahmad2008
Linkedin: http://www.linkedin.com/in/ka
birahmad