Games as a Platform for Innovation - Financial Times Global Investment Series
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Transcript of Games as a Platform for Innovation - Financial Times Global Investment Series
1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
3rd in the world for videogame development
1st in per capita employment
* Entertainment Software Association, 2011 report http://theesa.ca
16,000 game developers
8 of the top 10 game companies
20% of North America’s bestselling games
* http://theesa.ca
$1.7 billion USD industry
+ 11% growth for past 2 years
+17% forecast for next 2 years
* http://theesa.ca
1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
500 million downloads
1 billion players
200,000 years
300 million
minutes a day
$400 million in 24 hours
$1 billion in 2 weeks
170 hours a year per player…
Or 1 month of full-time work every year
100 million hours
3 weeks of Angry Birds
play
7 days of Call of Duty
What if we could bring these powerful positive
emotions…
to our real lives?
to our workplaces?
to the world’s toughest challenges?
GAMIFICATION
Inventing new kinds of work and business
practices that engage and empower employees,
customers, and consumers as effectively as a good
game
In the last 12 months…• $10+ million in seed capital for a
series of disruptive, gamification startups *
• $25+ million capital to traditional businesses betting big on gamification as a core customer strategy *
• a new $100 million fund dedicated to gamification *
* Venture Beat
Economic Forecasts
2011: $100 million in gamification development *
2015: $1.6 billion *
2016: $2.8 billion **
* Bloomberg Business Week** M2 Research
• FFoursquare
Industry Forecasts
2014: A primary gamification platform will become as important as Facebook, eBay or Amazon *
2015: More than 50% of organizations that manage innovation processes will gamify them *
* Gartner Research & Analysis
Industry Forecasts
2016: Nearly 70% of Global 2000
organizations will have at least one gamified application. *
* Gartner Research & Analysis
Top Gamification Movers
SAPOracle
IBMCisco
AutodeskOpen Text
SAP’s Moon Shot:“Gamification
is the path to 1 billion users by 2015.”
In the U.S., 99% of boys under 18 & 94% of girls play regularly – 13 and 8 hours a
week
92% of two-year olds play games!
“It’s inevitable: soon, we will ALL be gamers.”
1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
Get the slides! slides@
avantgame.com
@avantgame