Download - Games as a Platform for Innovation - Financial Times Global Investment Series

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Page 1: Games as a Platform for Innovation - Financial Times Global Investment Series

1 Billion Gamers

187

35

110

105 31180

142

16

17

38

10

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3rd in the world for videogame development

1st in per capita employment

* Entertainment Software Association, 2011 report http://theesa.ca

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16,000 game developers

8 of the top 10 game companies

20% of North America’s bestselling games

* http://theesa.ca

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$1.7 billion USD industry

+ 11% growth for past 2 years

+17% forecast for next 2 years

* http://theesa.ca

Page 5: 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

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500 million downloads

1 billion players

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200,000 years

300 million

minutes a day

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$400 million in 24 hours

$1 billion in 2 weeks

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170 hours a year per player…

Or 1 month of full-time work every year

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100 million hours

3 weeks of Angry Birds

play

7 days of Call of Duty

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What if we could bring these powerful positive

emotions…

to our real lives?

to our workplaces?

to the world’s toughest challenges?

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GAMIFICATION

Inventing new kinds of work and business

practices that engage and empower employees,

customers, and consumers as effectively as a good

game

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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

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Economic Forecasts

2011: $100 million in gamification development *

2015: $1.6 billion *

2016: $2.8 billion **

* Bloomberg Business Week** M2 Research

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• FFoursquare

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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

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Industry Forecasts

 2016: Nearly 70% of Global 2000

organizations will have at least one gamified application. *

* Gartner Research & Analysis

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Top Gamification Movers

SAPOracle

IBMCisco

AutodeskOpen Text

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SAP’s Moon Shot:“Gamification

is the path to 1 billion users by 2015.”

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 In the U.S., 99% of boys under 18 & 94% of girls play regularly – 13 and 8 hours a

week

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92% of two-year olds play games!

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“It’s inevitable: soon, we will ALL be gamers.”

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1 Billion Gamers

187

35

110

105 31180

142

16

17

38

10

18

Page 43: Games as a Platform for Innovation - Financial Times Global Investment Series

Get the slides! slides@

avantgame.com

@avantgame