Gamification Decks: Structure Gamification Projects with Design Thinking
When Mobility Met Gamification
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Transcript of When Mobility Met Gamification
Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011
1.1
1.4
5.0There are now twice as many mobile phones in the world as there are TV sets and PCs…
… put togetherand PCs…
So
urc
e: W
iki
An
swe
rs &
UN
–T
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rd
Mobility is already the most important driver of change in
our information society
During 3 years we have witnesseda dramatic ICT revolution(the ”Post PC” era is here!)
• Nokia/Symbian: From 47% to 16% market share
• Win Mobile: From 12% to 1% market share
• Apple/iOS: From 2% to 19% market share
• Google Android: From 0% to 48% market share (2y!)
Fierce positioning for the “5th IT wave”
Kilde: comScore Global 1/10
consumer environment
”A Whole New Ball Game” …
em
plo
ye
e e
nte
rprise
... where old diving lines are erased
consumer environment
em
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ye
e e
nte
rprise
The most profound technologies
are those that disappear.
They weave themselves into the They weave themselves into the
fabric of everyday life until they
are indistinguishable from it.
– Mark Weiser, Xerox PARC
Nin
ten
do
WII Microsoft XBOX 360 Kinect
Th
e A
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ien
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mb
rell
a
Yo
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ub
e–
Au
gm
en
ted
Re
ali
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http://www.youtube.com/watch?v=ps49T0iJwVg
Trondheim’s
ST.OLAV HOSPITAL -
Actively deploying
“Every-ware”
«In 2011, 2B people will be connected to the internet – as well as 1,000B things» Bob Sutor, IBM
Mobile internet opens for new opportunities
Source: John Batelle, Wired
Many mobile internet solutions
take advantage of user psychology
and context using well known
gaming gaming
techniques
Here Gowalla is used as an example:
See also Foursquare, Scvngr, Yelp etc.
SCVNGR CEO, Seth Priebatsch
defines ”gamification” as
applied psychology.
He sees this as a third web He sees this as a third web framework, where..
- v.1.0 links information,
- v.2.0 connects people &
- v.3.0 enables influencing
user behaviour
STATE CLEAR & MEANINGFUL GOALSSTATE CLEAR & MEANINGFUL GOALS
EMPOWERMENT FUN = LEARNING
ENCOURAGING DISCOVERY
TO SEE & TO SEE & BE SEEN
”levelling up”
GIVING TIME-LIMITED & EXCLUSIVE OFFERS
ACKNOWLEDGE THE RELATIONSHIP
WELL-KNOWN PSYCHOLOGY;
Feel engaged because of…– .. perceived control and progression
– .. achieving something and being valued– .. achieving something and being valued
– .. a strong relationship with peers – the need to collaborate to solve the big challenges and achieve “epic wins”
Reality is broken. We need to make it work more like a game. – Jane McGonigal
• A ”gamer” at 21yrs has spent 10,000h playing*
• Eq. from 5th grade to high school graduation…
• Their dedication, their collaborative skills and their targeted engagement are necessary skills to be able to solve real world challenges – this century’s huge issues; famine, climate change, peak oil, obesity and demography change
Re
sea
rch
fro
m C
arn
eg
ie M
ell
on
Un
ive
rsit
y (
20
10
)
"Play it – before you live it."
http://www.youtube.com/watch?v=ZRgeGIcYJbM
http://www.youtube.com/watch?v=kA8pbojDorI
http://www.youtube.com/watch?v=jzIBZQkj6SY
http://www.youtube.com/watch?v=XP5yySEZub8
Mission:
We bring information to lifecreating value for our customerscreating value for our customers
to the benefit of society