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2013: The Year Gamification is Serious Business Kat Mandelstein @katmandelstein www.pwc.com
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Gamification

Sep 19, 2014

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Page 1: Gamification

2013: The Year Gamification is Serious Business Kat Mandelstein @katmandelstein

www.pwc.com

Page 2: Gamification

PwC

All the World’s a Game, and Business Is a Player

2 Source: New York Times Technology Section, December 23, 2012

“Digital technologies like smartphones and cheap sensors have taken the phenomenon to a new level, especially among adults. Now, game concepts like points, badges and leader boards are so mainstream that they have become powerful motivators in many settings, even some incongruous ones. At a time when games are becoming ever more realistic, reality is becoming more gamelike…The adoption of games has found particular resonance in the workplace, where games are no longer just a way to goof off. ”

Page 3: Gamification

PwC 3

# Gamification Is it a fad?

“In some ways it is a fad - adding points and badges in tacky ways, looking at ‘gamification’ as an easy way to make boring

things seem interesting - that is a fad.

However, the idea of designing business processes so that those who engage in them find them more intrinsically rewarding -

that is a long term trend”.

~ Jesse Schell , CEO Schell Games

“In three years, we will talk about what is at the core of it - design for motivation - not

about the one strategy to get there: getting inspiration from games.”

~ Sebastian Deterding, researcher

Page 4: Gamification

PwC

Take Gartner’s Advice: Make Great Gamification

4 Source: Gartner Gamification 2020: What Is the Future of Gamification?

“By 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design.” “While game mechanics such as points and badges are the hallmarks of gamification, the real challenge is to design player-centric applications that focus on the motivations and rewards that truly engage players more fully.” “Virtually all areas of business could benefit from gamification as it can help to achieve three broad business objectives: 1. To change behavior 2.  To develop skills 3.  To enable innovation”

- Brian Burke @brian__burke

Page 5: Gamification

PwC

# Gamification For Who?

Trust Beta Game http://trust.danone.com 5

$ales Marketing to Customers

Research & Development

Human resources

Page 6: Gamification

PwC

What Game Mechanic Motivates What Behavior?

6 Source: Bunchball 2012

Page 7: Gamification

PwC 7

PwC Technology Forecast: Solving Business Problems with Game-based Design

Download the free @PwC_LLP Technology Forecast at http://www.pwc.com/us/technology-forecast

Page 8: Gamification

PwC

A True Game Design Hero…

8 Source: Reality is Broken by Jane McGonigal, http://janemcgonigal.com

“When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.” - Jane McGonigal @avantgame

Page 9: Gamification

Credits: This publication has been prepared for general guidance on matters of interest only, and does not constitute professional advice. You should not act upon the information contained in this publication without obtaining specific professional advice. No representation or warranty (express or implied) is given as to the accuracy or completeness of the information contained in this publication, and, to the extent permitted by law PwC Advisory, its members, employees and agents do not accept or assume any liability, responsibility or duty of care for any consequences of you or anyone else acting, or refraining to act, in reliance on the information contained in this publication or for any decision based on it. © 2013 PwC Advisory All rights reserved. In this document, “PwC” refers to PwC Advisory which is a member firm of PricewaterhouseCoopers International Limited, each member firm of which is a separate legal entity.

High Score : 2013