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
PETE’S CURRENTTITLES
© 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 forWorthing & Adur and Brighton & Hove
Chambers of Commerce
Gamification refers to the use of game mechanics in
non-gaming contexts
The process of making activities more game-like
http://www.thefuntheory.com/speed-camera-lottery-0
“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/publ
ication/274963363_How_enterpris
es_play_Towards_a_taxonomy_fo
r_enterprise_gamification
“Games give us unnecessary obstacles that we
volunteer to tackle” Bernard Suits
“UX design is about
removing problems
from the user. Game
design is about giving
problems to the user”
Raph Koster
Gamification keynote - Dossier Forum
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
How much did Destiny make in sales on the first
day?
A. £50,000,000
B. £500,000,000
C. £900,000,000
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
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
What percentage of video game players in
the UK are female?
A. 27%
B. 41%
C. 52%
Gamification keynote - Dossier Forum
Dopamine
Oxytocin
Serotonin
Endorphins
Maslow’s Hierarchy
of Needs
Three basic needs
Competence
Autonomy
Relatedness
Self-DeterminationTheory
18
Three key drivers
Mastery
Purpose
Autonomy
Daniel Pink - Drive
Marczewski’sThree Layers
of Motivation
HARD FUN
PLAYINGTO SEE HOW GOOD I REALLY AM
PLAYINGTO BEATTHE GAME
HAVING MULTIPLE OBJECTIVES
REQUIRING STRATEGY RATHERTHAN LUCK
EASY FUN
EXPLORING NEW WORLDS
EXCITEMENT AND ADVENTURE
WANTINGTO FIGURE IT OUT
SEEING WHAT HAPPENS INTHE STORY
LIKINGTHE SOUND OF CARDS SHUFFLING
PEOPLE FUN
IT’STHE PEOPLETHAT ARE ADDICTIVE NOTTHE GAME
I WANT AN EXCUSETO INVITE MY FRIENDS OVER
http://i.huffpost.com/gen/2080692/images/o-KIDS-PLAYING-VIDEO-GAMES-facebook.jpg
I DON’T LIKE GAMES BUT IT’S A FUN WAYTO SPEND
TIME WITH MY FRIENDS
I DON’T PLAY BUT IT’S FUNTO WATCH
SERIOUS FUN
THE BIG PICTURE
PERSONAL GOALS
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
http://www.maersk.com/en/hardware/quest-for-oil
15% increase in buy
clicks
54% increase in trial
usage
Virtuoso
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
Gamification keynote - Dossier Forum
Gamification keynote - Dossier Forum
Gamification keynote - Dossier Forum
Thank you and see in you in our
playful session after lunch.
Questions?
pete.jenkins@gamificationplus.uk
http://gamificationplus.uk
@gamifiplus @petejenkins

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Gamification keynote - Dossier Forum

Editor's Notes

  • #2: Picture by Pete Jenkins
  • #4: Picture by Pete Jenkins, Link from Zelda.
  • #9: Youtube video.
  • #12: http://www.businesswire.com/news/home/20161103006688/en/Activision-Blizzard-Announces-Better-Than-Expected-Record-Quarter-2016
  • #13: Global games market worth $99.6bn in 2016 (mobile is $36.9bn), source Newzoo, Apr 2016
  • #14: Background picture from Freepik
  • #20: http://www.gamified.uk/2014/01/13/layers-motivation/
  • #21: Picture by Freepik
  • #22: Tetris. World championship – Ecstasy of Order – The Tetris Masters, 2010
  • #23: Mario
  • #24: Civilization 3.
  • #25: Chess
  • #26: Picture by Pete Jenkins
  • #27: No Man’s Sky
  • #28: Elder Scrolls - Skyrim
  • #29: Uncharted 4
  • #30: D&D
  • #31: Magic the Gathering
  • #33: Social game.
  • #36: Super Meat Boy
  • #37: Picture by Freepik
  • #38: Picture by Freepik
  • #39: Picture by Freepik
  • #43: Virtuoso from GraviTalent
  • #44: Compettia - retaME
  • #45: Compettia - retaME
  • #46: Bounden.