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Subtle engagement and outright fun: Using gamification to improve the effectiveness of your international marketing British Council SIEM Conference December 2015 – Pete Jenkins Photo by John-Morgan - Creative Commons Attribution License https://www.flickr.com/photos/24742305@N00 Dossier Forum GAMIFY LEARNING & DEVELOPMENT Pete Jenkins – January 2017
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Gamification keynote - Dossier Forum

Jan 22, 2018

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Page 1: Gamification keynote - Dossier Forum

Subtle engagement and outright fun: Using gamification to improve the effectiveness of your international

marketing

British Council SIEM ConferenceDecember 2015 – Pete Jenkins

Photo by John-Morgan - Creative Commons Attribution License https://www.flickr.com/photos/24742305@N00

Dossier ForumGAMIFY LEARNING & DEVELOPMENT

Pete Jenkins – January 2017

Page 2: Gamification keynote - Dossier Forum

PETE’S CURRENT TITLES

© GAMIFICATION+ LTD 2015 2

Founder – GAMIFICATION+ LTD

Entrepreneur in Residence at University of Brighton

Chair – International Gamification Confederation (GamFed)

Researcher in Gamification in HR at CROME (Centre for Research on Management & Employment)

Organiser of Brighton Gamification Meetup

Ambassador for Worthing & Adur and Brighton & Hove Chambers of Commerce

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Gamification refers to the use of game mechanics in non-gaming contexts

The process of making activities more game-like

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http://www.thefuntheory.com/speed-camera-lottery-0

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“Gamification is becoming a catch all word that encompasses not just gamification but also serious

games, simulations, game based learning and playful experiences” Raftopoulos (2015)

Marigo Raftopoulos

http://www.researchgate.net/publication/274963363_How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification

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“Games give us unnecessary obstacles that we volunteer to tackle” Bernard Suits

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“UX design is about removing problems from the user. Game design is about giving problems to the user” Raph Koster

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Activision spent 6 years and how much money developing and launching the game Destiny?

A. £31,000,000

B. £105,000,000

C. £310,000,000

Page 10: Gamification keynote - Dossier Forum

How much did Destiny make in sales on the first day?

A. £50,000,000

B. £500,000,000

C. £900,000,000

Page 11: Gamification keynote - Dossier Forum

Activision Blizzard’s players racked up how many hours of play time in 3rd Quarter 2016?

A. 100 million

B. 1 billion

C. 10 billion

Page 12: Gamification keynote - Dossier Forum

According to Newzoo (April, 2016) the global games market in 2016 is worth?

A. $99.6 billion

B. $86.8 billion

C. $61.1 billion

Page 13: Gamification keynote - Dossier Forum

What percentage of video game players in the UK are female?

A. 27%

B. 41%

C. 52%

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Dopamine

Oxytocin

Serotonin

Endorphins

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Maslow’s Hierarchyof Needs

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Three basic needs

Competence

Autonomy

Relatedness

Self-Determination Theory

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Three key drivers

Mastery

Purpose

Autonomy

Daniel Pink - Drive

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Marczewski’s Three Layers of Motivation

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HARD FUN

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PLAYING TO SEE HOW GOOD I REALLY AM

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PLAYING TO BEAT THE GAME

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HAVING MULTIPLE OBJECTIVES

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REQUIRING STRATEGY RATHER THAN LUCK

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EASY FUN

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EXPLORING NEW WORLDS

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EXCITEMENT AND ADVENTURE

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WANTING TO FIGURE IT OUT

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SEEING WHAT HAPPENS IN THE STORY

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LIKING THE SOUND OF CARDS SHUFFLING

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PEOPLE FUN

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IT’S THE PEOPLE THAT ARE ADDICTIVE NOT THE GAME

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I WANT AN EXCUSE TO INVITE MY FRIENDS OVER

http://i.huffpost.com/gen/2080692/images/o-KIDS-PLAYING-VIDEO-GAMES-facebook.jpg

Page 34: Gamification keynote - Dossier Forum

I DON’T LIKE GAMES BUT IT’S A FUN WAY TO SPEND TIME WITH MY FRIENDS

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I DON’T PLAY BUT IT’S FUN TO WATCH

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SERIOUS FUN

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THE BIG PICTURE

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PERSONAL GOALS

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Points

Resources

Boss fights

Game components

Content unlocking

Badges

Levels

Progression

Collections

Achievements

Social graph

Leaderboards

Teams

Combat Virtual goods

Quests

Virtual currency

Avatars

Gifting

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http://www.maersk.com/en/hardware/quest-for-oil

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15% increase in buy clicks

54% increase in trial usage

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Virtuoso

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Compettia - Atrivity

Average knowledge increase in players over a 5 day period is 30%

80% of players end up playing it outside of work hours

Most questions answered by a player in 5 days is 10,521 questions

Average player will answer 800 questions during a 5 day period

Most commonly play between 11pm and 1am

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Thank you and see in you in our playful session after lunch.

Questions?

[email protected]://gamificationplus.uk

@gamifiplus @petejenkins