Intro to gamification

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GAMIFICATION BI 19.09.2012 Kent Barwin Director – OMG Digital Marketing OMG AS [email protected] twitter.com/kbarw www.linkedin.com/in/kbarw

description

Introduction to Gamification held for MSc Strategic Marketing Management students at Norwegian Business School

Transcript of Intro to gamification

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GAMIFICATION

BI 19.09.2012 Kent Barwin Director – OMG Digital Marketing

OMG AS [email protected]

twitter.com/kbarw www.linkedin.com/in/kbarw

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What work I have done I have done because it has been play. If it had been work I shouldn’t have done it.

Mark Twain

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GAMIFICATION ≠ NERD

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Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014

http://www.gartner.com/it/page.jsp?id=1844115

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MYSTERY WORLD

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THE KEY

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ADVANTAGES

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FLAUNT IT

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RULES

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THE DISCOVERY

Status is a greater motivator than financial gain

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THE MOVIE

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= Gamification old style

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THE WORLDS LARGEST GAME

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- POINTS - LEVELS - RANK

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REWARDS

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CASE: KOBO

Or, how to turn something boring and individual into something engaging and social?

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CASE: FITOCRACY

Fitness community with gamification

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GAMIFICATION

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The use of game mechanics to drive engagement Gamification = Best practice loyalty Does not have to involve actual games

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The word most frequently used to describe engagement, particularly in a marketing context, is loyalty.

Gamification by Design by Gabe Zichermann

IT’S ABOUT LOYALTY

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GAMIFICATION => SOCIAL CRM

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SOCIAL CRM – CREATES VALUE §  Loyalty §  Engagement §  Behavioral data §  Member get member §  Contact information §  Brand building

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HOW?

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STUDY EXAMPLES

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REMEMBER: NO SOCIETY IS EVER FLAT

Level  5  –  1  000  p  

Level  10  –  3  000  p  

Level  15  –  9  000  p  

Level  20  –  27  000  p  

Level  25  –  81  000  p  

Level  30  –  243  000  p  

Level  1  –  0  p  

King  

Lord  

Knight  

Appren;ce  

Commoner  

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START SIMPLE

§  For example with a simple engine connected to facebook and the web page

§  Simple badges §  Simple point system §  Build for expansion

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REMEMBER

§  Build something useful and/or entertaining for the client

§  Build to stimulate desired behaviour §  If you have to push them, you are probably

doing something wrong –  If they are pushing you, you are probably

doing something right

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DO NOT

§  Market the gamification §  Push the gamification §  Make gamification mandatory for the clients

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PLAY!

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QUESTIONS?

Kent Barwin Director – OMG Digital Marketing

OMG AS [email protected]

twitter.com/kbarw www.linkedin.com/in/kbarw