Professional Documents
Culture Documents
Gamification
The Business of Fun
Getting into the Flow The Fun Way to Engage Gaming Gamification Global Snapshots
contents
Facts & Figures: We Love to Play.......................................4 Getting into the Flow........................................................................8 The Fun Way to Engage.............................................................12 Gaming Gamification....................................................................22 The Promise and the Fine Print...................................26 Global Snapshots...............................................................................32 BBVA & The Gamification........................................................37 Innovation Forecast...................................................................... 40 In Depth.......................................................................................................44 Sections........................................................................................................48 Technology Trends..................................................................48 Trending Issues..............................................................................52 Gamification & Banking event..........................................59 Innovation at BBVA........................................................................60 Credits............................................................................................................62
02
Innovation Edge
18% 53%
Ver video
70%
of senior level executives take breaks to play games everyday
72%
29%
58%
of gamers are men
4
42%
are women
September 2012 | GAMIFICATION 5
65%
of gamers play games socially
47%
play Puzzle, Trivial, Board Games and Card Games
55%
of gamers play on mobile devices
21%
play Action, Strategy, Sports and Role Playing
13%
33%
play Downloadable Games
of gamers say that games is their favorite entertainment activity
11%
play Persistent Multi-Player Universe
19%
of gamers pay to play online
8%
Other types
Sources: Entertainment Software Association | 2011 Sales, Demographic and Usage Data, 2011 PSFK l The Future of Gaming, 2011 Jane McGonigal l Reality is Broken, 2011
Getting into
the Flow
The experience of flow is often described as a spontaneous joy while performing a task. This concept of flow as the gateway to happiness is also the basis of video games. The video game industry understands flow and has accumulated much experience, should we learn from this experience?
ihaly Csikszentmihalyi, one of the leading researcher on the topic of happiness, describes flow as being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and youre using your skills to the utmost. There are 8 major components components of flow:
The experience of flow is often described as a spontaneous joy while performing a task. In the context of sports, athletes sometimes talk about being in the zone; a state where the body and mind are in perfect harmony, and movement becomes effortless.
Sources: Wired |has shown Go with the flow, 1996 http://www.wired.com/wired/archive/4.09/czik_pr.html Gartner | Maverick Investigacin: Motivation, Momentum and Meaning: How Gamification Can Inspire Engagement. October 2011.
A A
challenging activity requiring skill. merging of action and awareness. Clear goals. Direct, immediate feedback. Concentration on the task at hand. A sense of control. A loss of self-consciousness. An altered sense of time.
According to Psychologist Mihaly Csikszentmihalyi, people feel best when they are at the perfect level of their skills: neither underchallenged (boredrom) nor overchallenged (anxiety and frustration). And, as people learn with time and repetition, challenges have to increase to keep up with growing skills.
Source: Google Tech Talk I Sebastian Deterding, 2011.
Difficulty
Skill/Time
8 September 2012 | GAMIFICATION 9
with video games, one can go from zero to flow in 30 seconds. The video game industry understands the concept of flow and has accumulated much experience and knowledge harnessing the power of flow.
Source: Jane McGonigal | Reality is Broken.
Health. Computer and video games serve as useful tools to preserve well-being, heal the injured and train the professionals who respond to medical emergencies.
Social Issues. Nonprofit organizations and issue advocates now view video games as an effective medium for communicating ideas and generating support among young tech-savvy consumers. Workplace. As the generation that grew up with video games enters and assumes leadership positions in the workplace, computer and video games increasingly play a role in business operations.
Source: Entertainment Software Association | Games: Improving What Matters
As the generation who grew up with video games enters and assumes leadership positions in the workplace, computer and video games increasingly play a role in business operations.
Flow Everywhere
Early versions of team based ballgames were played; such as Episkyros (in Greece) and Harpastum (Rome), which later gave rise to Shrovetide Football during the Medieval ages (the forerunner to modern day soccer).
In about 40 years, video games have transformed from a diversion for the few into a mass medium, helping people learn, work, and of course play. According to the Entertainment Software Association, video games can be applied to:
Family Life.
Future of Flow
Research has discovered that superstars (high achieving individuals) are found to have spent more than 10,000 hours of practice before the age of twenty in their respective fields; and top performers (successful, but not superstars) have spent about 8,000 hours. Thanks to video games, Digital Natives are expert problem solvers and collaborators by the age of 21 years (or at least in the virtual world). Typically, they would have amassed well over 10,000 hours of experience of resolving issues as a group. When they enter into the workforce, they enter as experts in collaborative problem solving. All they need is flow! v
Source: Jane McGonigal | Reality is Broken
Games in the family entertainment category are one of the most popular segments of the video game market. Galleries now feature game artwork in a number of exhibits; and entertainment software serves as a new medium for emerging artists. The video game industry is one of the fastest growing sectors in the U.S. economy, continuing to provide jobs to state and local economies across the nation.
Art.
Economy.
In Egypt, a early board game played with dice was found as part of a Backgammon set, dating back to 3,100 BC.
Education. Entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages.
September 2012 | GAMIFICATION 11
10
Fun Way
to Engage
12
The
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the companys business model. Enterprise architects must be ready to manage a variety of player types (achievers, socializers, explorers and killers) and deployment scenarios.
Novelty
and hype are driving the current success of gamification. doesnt come easy. During four decades of video game development, many games have failed despite their developers having the best intentions.
Success
s is the case for an emerging concept, defining the term correctly is both challenging and elusive as it depends on who you talk to: platform providers, game designers, practitioners, industry observers, etc. Below, a Google Trends snapshot taken on April 2012 shows the historical evolution of Gamification as a search term. According to Gartner, gamification has emerged as a recognizable trend. Rarely does an emerging trend impact so many areas of business/ society.
is positioned to become a significant trend over the next few years. are increasingly turning to gamification to motivate changed behaviors, and engage internal and external stakeholders.
Organizations
Sources: Gartner | Gamification Primer: Life Becomes a Game, enero 2011. Gartner | Maverick Research: Motivation, Momentum and Meaning: How Gamification Can Inspire Engagement, October 2011. Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement, December 2011
When used in a business context, gamification is the process of integrating game dynamics (and game mechanics) into a website, business service, online community, content portal, or marketing campaign in order to drive participation and engagement.
Source: Bunchball | Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior, October 2010
100 80 60 40 20 0
Oct 10
Jan 11
Apr 11
Jul 11
Oct 11
Jan 12
Apr 12
MENU
Industry Observer
Gamification uses game mechanics, such as challenges, rules, chance, rewards and levels, to transform daily tasks into playful activities.
Source: Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement, December 2011
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MINT
Mint is a free service which can aggregate all financial accounts into one place. Users can set a budget, track goals and more.
Ver video
Hype Cycle
MINDBLOOM
Mindbloom is a Life Game which improves the quality of life of the players in a simple and effective way.
Ver video
Less than 2 years 2-5 years 5-10 years more than 10 years
Private Cloud computing Augmented Reality Cloud computing & Media tablets Virtual Assistants In-memory Database Management Systems Gesture recognition Machine-to-Machine Communication services Mesh Networks: Sensor Speech recognition Biometric Authentication Methods Mobile Application Stores Idea management QR/color code Consumerization Virtual worlds E-book readers Location-Aware Applications
Gamification
3D printing Imagen, recognition... Mobile robots Big Data
Expectations
Social TV Video Analytics for customer service Computer-Brain interface Quantum computing Human Augmentation 3D bioprinting
NIKE
Nike + FuelBand tracks users progress throughout the day, providing real-time feedback visually.
Ver video
Technology Trigger
Slope of Enlightenment
Plateau of Productivity
Source: Gartner
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The Core Issue of Gamification: a Closer Look at Game Mechanics and Intrinsic Motivation
The current discussion of gamification hinges on a lively debate between two sides: one camp focuses on game mechanics, such as points, badges, leaderboards, and Incentives; and the other camp focuses internal motivation, such as Game Thinking and
motivational design. For businesses, the arguments proposed by game mechanics are stirring up excitement as the platform providers are backing up their talk with great early results. Gamification is initially proving that its engaging people.
Human desires
Reward Points Levels Status Archievement SelfExpression Competition Altruism
linked to human desires: reward, status, achievement, self-expression, competition, and altruism. Although the early results are positive, Gartner warns that gamification is currently driven by novelty and hype. The technology research firm suggests that the Plateau of Productivity wont be reached for another 5 to 10 years. Businesses need to figure out how best apply gamification in their business models. Towards that end, considering the inputs from game thinkers or motivational designers may be beneficial.
Meaning. Gamified applications have to connect to something that is already meaningful to the user - or to wrap themselves in a story that makes them meaningful. The general lesson is that to be successful a gamified application must provide something that is already meaningful to the user in its own right. The experience of being competent, of achieving something... Video games dont just present goals. They ensure that a structured flow of nested goals pulls you through, from the longterm goal (save world, rescue princess), to medium-term (kill level boss-monster) and short-term goals (collect five level coins). Wherever you are in and whenever you return to a good game, there will always be one next goal that is just within reach.
Mastery.
Games mechanics
Autonomy. A free space to play in and something to play with; providing space for exploration and expression.
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The specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game.The goal provides player with a sense of purpose.
The limitations on how players can achieve the goal. By removing or limiting the obvious ways of getting to the goal, the rules push players to explore previously uncharted possibilities spaces. They unleash creativity and foster strategic thinking.
Feedback
system. The feedback system tells players how close they are to achieving the goal Real-time feedback serves as a promise to the players that the goal is achievable, and it provides motivation to keep playing. participation. Everyone who is playing the game knowingly and willingly accepts the
goal, the rules, and the feedback. Knowingness establishes common ground for multiple people to play together.
Source: Jane McGonigal | Reality is Broken, 2011
Rules.
Voluntary
In addition, understanding player types and deployment scenarios can help organizations to think strategically about gamification and explore the best application for the companys business model. v
Deployment Scenarios
(Brian Burke - Gartner)
Player Types
(Richard Bartle - Designing Virtual Worlds)
Gamification designers need to consider the desired results and behaviors when gamifying Key Processes for the organization.
The Player Types are four terms describing generalized behavior in a Multi-user virtual space:
Cooperative
Fishing boat
Players are motivated to maximize to produce the highest possible overall score to maximize the team production, effectively creating a larger pie to be split.
Burning Building
Players are motivated to maximize the overall outcome and to maximize the impact of game play.
Killers
DEFINED BY
A focus on winning, rank, and direct peer-topeer competition.
Achievers
DEFINED BY
A focus on attaining status and achieving preset goals quickly and/or completely.
Socialites
DEFINED BY
A focus on socializing and drive to develop a network of friends and contacts.
Explorers
DEFINED BY
A focus on exploring and drive to discover the unknown.
Extrinsic
Intrinsic
ENGAGED BY
Leaderboards, ranks.
Poker game
Players are motivated to maximize their own score to achieve a greater share of the rewards, increasing their personal worth, effectively taking a larger share of the pie.
ENGAGED BY
Achievements.
ENGAGED BY
Newsfeeds, friends list, chat.
ENGAGED BY
Obfuscated achievements.
Beauty Contest
Players are motivated to maximize their individual results, usually to achieve a higher status.
Competitive
September 2012 | GAMIFICATION 21
Organizations are using gamification internally to recruit, train and enhance employee performance. They are using it to drive innovation, share knowledge and improve employee health. Gamification is also helping organizations engage external stakeholders in customer loyalty, marketing, education and innovation initiatives. The target audience of gamification can be any defined group of stakeholders (customers, employees or the Web collective).
Source: Brian Burke, Gartner | Gamification Primer: Life Becomes a Game
Gamification
Gamification is a hot topic today and everyone wants to play. Playing this game to win requires the right strategies, tactics, and moves. Currently, organizations are gaming gamification to understand the possible advantages, while avoiding potential pitfall along the way. Can our hero make it to the next level?
Gaming
47% 22%
Motivation
15% 9% 7%
Employee Training
Source: M2 Research
22
2. Gamification Platform client Industry Breakdown The early adopters of gamification come mostly from entertainment and publishing industries, representing 60% of all companies. Financial companies represented 6% of early adopters. Gamification offers significant innovation opportunities for financial companies, especially for employee facing applications. The breakdown of other industries are presented below:
4. Potential Market Spending on gamification is projected to grow from $100 million in 2011 to $2.8 billion dollars in 2016:
Entertainment 42% Publishers 18% Consumer Goods 15% Healthcare/Wellness 10% Financial 6% Retail 5% Education 3% Telecom 1%
Source: M2 Research
2.000.000
$ 1,600,000
3. Growth of Gamification
1.500.000
$ 860,000
1.000.000 500.000
$ 434,000 $ 196,000
2012 2013 2014 2015
growth in 2011
growth in 2012
155%
24
197%
September 2012 | GAMIFICATION 25
Promise
The
amification, despite its name, is a serious business opportunity and risk. It may be the secret sauce to unlocking value for the organization. Given that we are early stages of this trend, it makes
sense that there are a lot of positive news being generated at this moment and there arent a whole lot of negative stuff. Lets take a look at the opportunities and challenges of gamification.
To help clarify Gamification and to best apply it, CIBBVA is thinking in business models. We are going to use the Business Model Canvas to better understand the business implications of gamification. For readers who may not be familiar with the Business Model Canvas, a brief backgrounder is provided.
A business model describes the rationale of how an organization creates, delivers, and captures value. A business model can be best described through nine basic building blocks that show the logic of how a company intends to make money. The business model is like a blueprint for a strategy to be implemented through organizational structures, processes, and systems.
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Business Opportunities
Based on early experiences and guru talk, it seems clear that gamification presents opportunities for both sides of companys business model: both value (the customer facing business units) and efficiency (the employee/partner facing business units). More exploration is needed to test its usefulness in specific areas of business models, such as customer relationships, channels, key activities, key partners, etc. Though a wait and see strategy to assessing business opportunities seems prudent, it is evident that gamification offers an immediate opportunity to showcase BBVAs innovation power (if done correctly).
Key Partnerships
Key Activities
Value Propositions
Customer Relationships
Customer Segments
Business Risks
There are some concerns related to gamification. Gartner advises clients that current gamification applications is motivated by the novelty of gamification. This will wear off as user fatigue sets in an the sustainability of engagement becomes an issue. Gamification from a business point of view has some perceived risks, as it is almost impossible to separate the wheat from the chaff. However there are some significant threats that should be addressed:
Totally green (as in not mature). Both in success-
NEW PRODUCTS AND SERVICES designed by game thinking.Gamification can become the process for building a comprehensive new digital services platform.
EMPLOYEE BEHAVIOR IMPROVEMENT.
Key Resources
BUNDLING AS A VP.
Gamification is bundled to existing products/ services to enhance the value proposition to customers.
Good gamification deployments can increase the value of a companys brand.
BRANDING AS A VP.
Gamification offers customers personalized, automated, self-service relationships, with a high component of cocreation and community.
Channels
Surveys suggest low employee engagement. Gamification can make work fun.
ful models to emulate and in a shortage of people who understand game design. Game design experience has not intersected with typical business functions, not even IT.
Blockbuster
done Gamification, when customer right, can increase t stickiness at almos every channel phase.
Revenue Streams
Gen X and Gen Y customers. These CSs are already familiar with game dynamics and mechanics. Gamification may help to attract and engage new customers.
Cost Structure
game dont happen that often, and probably less with gamification. Trying to add fun to an activity that has another purpose is more difficult still. One fact that does seem clear is that
September 2012 | GAMIFICATION 29
28
simply adding points, badges and leader boards is not going to make engaging with an organization more fun.
No one size fits all with gamification. Different
people play different games for different reasons. While gamifying some activity may engage part of the stakeholders, it is not likely to appeal to all stakeholders.
Does
it make sense for us? In many corporate environments, the very notion of building fun into any activity will be a nonstarter. The idea of fun can seem very trivializing/superficial/no what grownups do. Selling gamification in these organizations will be very difficult.
Key Partnerships
Key Activities
Value Propositions
Customer Relationships
Customer Segments
Unexpected
consequences. Turning an activity in a game invites players to try to game the system and may result in unintended consequences.
Gamification is more of a process than a product. User engagement must be built in at the product/ service development level.
Companies risk taking customers on unnecessary journeys, distracting them from the main purpose of giving them what they actually want.
More time is needed to better identify the risks associated with gamification. As the technology enters Trough of Disillusionment in Gartners Hype Cycle, the negative version of the fairytale will soon materialize and begin to dominate as some companies will painfully learn that all that glitters isnt gold. The golden child might look more like a whipping boy. v
Key Resources
Channels
Trial and Error is part of the learning curve. Dont put on the ROI hat
? Data Who owns the data ility ownership/responsib and for d se needs to be addres mpanies, financial services co t. this may be difficul
Cost Structure
Revenue Streams
30
Around the world, companies and organizations are seriously experimenting with gamification. Whether playing a lottery with the speed limit or learning about real estate investments, gamification projects are capturing the imagination of people.
Snapshots
32
Global
September 2012 | GAMIFICATION 33
SAP
Sustainability Quiz The idea was to make behavioral change fun and inform employees about the success of SAPs sustainability efforts and what steps they can take themselves. In less than a month over one thousand colleagues played the game, many of them repeatedly. SAP Community Networks (SCN) The SCN is also a good example to introduce you to a couple of game mechanics. Points (as points points, but also views of your articles/blogs), leaderboards (list of top contributors, but also exposure of you article on the main SDN page), status (mentor badge, gold/silver/bronze medal), social interaction (discussions, meetups).
Microsoft
RibbonHero is an application that encourages MS Office users to learn more about the different features by watching videos and taking short exams.
Walking up the Piano Stairs Can we get more people to take the stairs over the escalator by making it fun to do? The project led to an increase of 66% in the use of the piano stairs.
Ver video
Codeacademy
Codecademy is a web-based, interactive platform, where players can learn to code and are rewarded with points and badges. The players get encouraging real-time feedback on progress bars and can connect with their friends and compete against them.
Recycling is Fun At Bottle Bank Arcade recycling was turned into a fun activity.
Ver video
Siemens
A visual, FarmVille-style game that allows players to learn the connections of each part of the plant and manufacturing process.
Ver video
Deloitte
Consulting firm Deloitte Touche Tohmatsu Ltd., are incorporating elements of videogames into the workplace. Theyre deploying reward and competitive tactics commonly found in the gaming world to make tasks such as management training, data entry and brainstorming seem less like work.
IBM Barclays
56 Sage Street. A portal to help teach about money, finance, and banking in an enjoyable way. INNOV8, the IBM Business Process Management (BPM) simulation game, gives both IT and business players a better understanding of how effective BPM impacts an entire business ecosystem.
Google
Google employees get a per diem amount for business trips depending on the destinations. If they are above the limit, they submit the receipt and get reimbursed. If they are below the per diem, they can use it to save it towards another business trips (which would have had no budget) or upgrade 1st class. Compliance with the process has shot up to over 90%.
Commonwealth Bank
Investorville is a virtual world where one can try his/her luck at investing in rental property without the risk of buying one.
Salesforce Motivation motivates professionals using proven techniques that sales managers have always used: team competitions, leaderboards, and rewards. But instead of tracking and managing those programs manually, companies can use cloud-based applications to automate tasks so that the team stays focused on the activities and rewards that are critical.
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Cynergy
According to Cynergy, We make incredible experiences happenno easy task. Great design is critical, but incredible experiences are much more than just pixelsthey require the artful merging of expert strategy, design excellence and cutting-edge technology, delivered by a single, integrated team. Thats our formulathats how we make incredible experiences happen.
Bunchball
Bunchball offers the Nitro gamification platform, and its analytics solution, to create customized, actionable and scalable user experiences for consumers, employees and partners. Nitro is a scalable and reliable gamification platform, managing over 125 million users and tracking over 15 Billion actions to date. Founded in 2005, Bunchballs investors include Granite Ventures, Triangle Peak Partners, Northport Investments, Correlation Ventures, and Adobe Systems Incorporated.
gamification
IActionable
IActionable is a web based (SaaS) gamification software platform that applies game mechanics to non-game applications. IActionable can be used to change user interface and user experience and drive behavior in the form of participation and engagement. v
Badgeville
Founded in 2010, Badgeville draws on techniques from social gaming, traditional loyalty programs and social networking in its suite of Behavior Lifecycle Management solutions. Built on database technology, Badgevilles PaaS (Platform-as-a-Service) is designed to connect user reputation across all of your digital touch points. Badgeville is funded by Norwest Venture Partners, El Dorado Ventures, Trinity Ventures and the Webb Investment Network.
Crowdtap
Crowdtap is the Influencer Marketing platform, enabling leading brands to easily identify, activate and manage their influential consumers for real-time insights and powerful online and offline peer-to-peer marketing. Crowdtap intends to shift marketing to a fully collaborative and participatory process between brands and consumers.
36
e understand that to generate a fun dialog with our clients is a challenge. Most online users access our site to check positions and perform transactions. Without a doubt, its quite a challenge BBVA Game, a gamification platform, has incorporated game dynamics as a way to provide additional value for online banking customers. We put together our best value proposition, loyalty programs, and game dynamics which offer the most fun. We wanted to work in teams to create a game that educates our clients, offers stickiness to our clients, and offer crossselling and upselling opportunities for our business. We will not really know the final results until we learn from our customers; any other pretense would be rather arrogant.
What we do know is that we can use gamification to get know know our customers better, to get closer to them in an refreshing way, to educate them, to be sticky, and, of course, we can apply this model in all countries in which we have presence. Like BBVA, the concept of gamification is universal. All the team members in various teams who participated in bringing BBVA Game to life (Marketing and Innovation & Technology) shared one thing in common: We had fun. And that is a good sign. v
Bernardo Crespo, Head of Digital Marketing and Marketing Lab, BBVA Spain and Portugal.
38
Forecast
increase of 2x page view. view per visit increased 60%. Unique visitors increased 30%. Increase of 100% on time on site. An increase of 2x repeat monthly visits. 400% ROI (with payback time of as little as 3 months).
Page An
Innovation
The early results are in. Bunchball, a pure gamification platform provider, see their customers enjoy the benefits value creation aspects of gamification: Though the results display initial deployments numbers, its clear what should be done with gamification for the shortterm future: Just Play! See how gamification can create or capture value for the organization. To wrap things up, we leave you with some Gamification Tips from the Pros, hoping that they may help you better understand this key topic and, perhaps, even help spark some new innovations in the organization.
The core of game design is to build a functional prototype of the rule system as early as possible to test whether it is any fun, tweak it based on the test results, test it again, etc., to iterate your way toward something that is fun and engaging.
Sources: Sebastian Deterding. Getting Gamification Right, January 2011 | Sebastian Deterding Dont Play Games with Me! Pitfalls of Gameful Design, May 2011
your users. What motivates them? What is meaningful to them? What keeps them from following through on their intentions? What kind of games to they like? What kind of community do they prefer? Without user research to figure these things out, you will miss your target audience. Goals and rules create interesting challenges, even can create meta-games.
Bring in the Data. Quantitative analytics will tell you whether your point systems dont have loopholes or exploits, or whether you balanced the difficulty of the goals and missions you present to the players.
Reality ultimately is much more messy, complex, random, unfair and beyond our control than games.
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Gabe Zichermann
Gamification expert The initial findings from gamification specialists are nothing short of astonishing. Regardless of your business model, the following seven gamified innovations should inspire you to strategize via game analysis.
Make
views by over 130% and return visits by 40%. The resulting rise in engagement has generated substantial revenue for the company, bringing registered user counts from 400,000 to nearly 3 million since the launch of the gamified version.
Make
is a business issue that is enabled by technology business managers must take the lead in driving gamification efforts. application of gamification is very diverse. Focusing on specific goals is critical to success.
The
a market (Foursquare) Foursquare proved that location-based networking wasnt doomed to fail, that simple game mechanics can affect behavior, and that you can engage 10 million customers all while raising $50 million.
research & evangelism count (Crowdtap). Through the use of gamified, virtual rewards, the company has been able to raise average user participation by 2.5 times, thus reducing research costs by 80% or more for key clients. the planet (RecycleBank). RecycleBank utilized game mechanics such as points, challenges and rewards to drive breakthroughs. The project has seen a 16% increase in recycling in Philadelphia, where the recycling rate has broken 20% for the first time in history.
Avoid
the herd mentality dont implement a copycat application. Most current gamified applications are doomed to fail. gamified applications that correctly position motivation, momentum and meaning (M3) to inspire engagement with the audience. this trend today if you work in an organization that is willing to take risks. But remember that careful planning and improvement through iteration are central to every successful implementation of gamification.
Design
By leveraging the power of gamification, 70% of NextJump employees exercise regularly enough to save the company millions in work attendance and insurance costs over the medium term all the while making the workplace healthier and happier. down and smell the money (Volkswagen - Fun Theory). Speed Camera Lottery idea rewards those drivers who obey the posted limit by entering them into a lottery. When tested at a checkpoint in Stockholm, average driver speed was reduced by 20%.
Save
Slow
Make
Exploit
Sources: Gartner | Gamification Primer: Life Becomes a Game, January 2011 Gartner | Maverick Research: Motivation, Momentum and Meaning: How Gamification Can Inspire Engagement, October 2011 Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement, December 2011
teaching fun (Ananth Pai) grouped students by learning style, and retooled the curriculum to make use of off-the-shelf games to teach reading, math and other subjects. In the space of 18 weeks, Mr. Pais class went from below third grade average reading and math levels to mid-fourth grade. v
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MPAA | Theatrical Market Statistics. 2012. Alex Osterwalder and Yves Pigneur | Business Model Generation. 2009. Daniel Pink | Drive: The Surprising Truth About What Motivates Us. April 2011. PSFK | The Future of Gaming. 2011.
A list of links to other useful tools and resources that you may find useful as a supplement to the information offered on the Simple Bank report.
Byron Reeves & J. Leighton Read | Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. 2009. Gabe Zichermann | Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. August 2011. Gabe Zichermann | Gamification: Innovation and the Future (presentation). 2012. Gabe Zichermann & Joselin Linder | Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contest. 2010. Gartner | Market Trends: Gaming Ecosystem. 2011. Gaming Business Review | Designing Gamification for the Most Frequent Personality Types. September 20, 2011. Gaming Business Review | Who Owns Gamification Data? February 18, 2012 GigaOM | The future of Social Games is Mobile. October 2010. Google Insight for Search | Gamification. International Federation of the Phonographic Industry | Recording Industry in Numbers: The Recorded Music Market in 2011. March 2012. Jane McGonigal | Reality is Broken: Why Games Can Make Us Better and How They Can Change the World. 2011. Mihaly Csikszentmihalyi | Flow: The Psychology of Optimal Experience. 1991. Ralph Koster | A Theory of Fun for Game Design. 2005. Bunchball | Gamification.com. Sebastian Deterding (Game Researcher and Designer) | Coding Conduct: Persuasive Design for digital media. Entertainment Software Association | Games: Improving What Matters. Gamasutra | Social Gaming and the Bartle Archetype. April 13, 2012. Gamification of Work. M2 Research | What is Gamification? (presentation). January 2011. Gamification Research Network.
September 2012 | GAMIFICATION 45
Gartner | Maverick Research: Motivation, Momentum and Meaning: How Gamification Can Inspire Engagement. October 2011. Insight Express | 1Q2012 Digital Consumer Portrait. 2011.
On the Web
Ian Bogost (Video Game Theorist, Critic and Designer).
Mashable | 7 Winning Examples of Game Mechanics in Action. July 6, 2011. Scott Nicholson (MIT Gambit Game Lab) | Because Play Matters. Wired Magazine | Go with the Flow. 1996. Wired Magazine | Swedish Speed-Camera Pays Drivers to Slow Down. December 6, 2010. Gabe Zichermann | The Gamification Blog.
In depth
Gamification
Jane McGonigal
Jane McGonigal takes play seriously. She studies the power of games to impact the real-world and she creates games that do just that. She is an expert on applying game design and game theory to real work and real business, and has consulted and developed internal game workshops for leading technology companies. MIT Technology Review named her one of the top 35 innovators changing the world through technology, for her role in pioneering the field of alternate reality gaming, and Harvard Business Review called her theory of alternate reality business one of the Top 20 Breakthrough Ideas of 2008. She has a PhD from UC Berkeley in performance studies.
Experts
Brian Burke
Brian Burke is an analyst for Gartner, specializing in enterprise architecture and IT portfolio management, and most recently developing research on the emerging gamification trend. His groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both the public and private sectors. He is also a prominent researcher and speaker in the areas of IT strategy, IT organizational structures and business/IT alignment.
Wanda Meloni
Founder and president of M2 Research, is an industry analyst and market strategist. Wanda has a deep understanding of emerging trends in interactive entertainment, games, and social media. Wanda publishes articles and reports that on the market dynamics affecting development and consumer trends. In addition to her published works, she consults with many of the top companies in the industry, providing custom analysis, investment strategies, strategic positioning and competitive analysis.
Sebastian Deterding
Sebastian Deterding is a researcher and designer working on user experience, persuasive design, video games, and gamification. His PhD research at the Research Center for Media and Communication at Hamburg University looks into the use of game design to motivate user behavior in non-game contexts. Today, he speaks and publishes internationally on persuasive design and gamification at events such as reboot, re:publica, or Playful, and consults game companies on game usability and playability.
Gabe Zichermann
Gabe Zichermann is an entrepreneur, author, highly rated public speaker and gamification thought leader. He is the chair of the Gamification Summit and Workshops, and is co-author of the book Game-Based Marketing (Wiley, 2010) where he makes a compelling case for the use of games and game mechanics in everyday life, the web and business.
Technology trends
The following section outlines the upcoming technologies that will change everything, with predictions on what may come of them in financial industry.
BREAKING NEWS
Is OpenStreetMap a mature solution?
OpenStreetMap was founded in July 2004 and it is defined as a collaborative project to create a free editable map of the world. In April 2012, OpenStreetMap cleared 600,000 registered contributors. However, not all registered users actually contribute to the map: a minority of individuals contribute the majority of the content (around 3%). High populated areas such as big cities are constantly being updated, even at a higher rate than Google Maps does. Low populated areas, on the other hand, are not so accurate. These areas are currently being covered by Bing, Microsoft Maps solution. Despite Microsoft support, certain places may not have accurate information to display. Therefore, depending on the needs, OpenStreetMaps can be considered a good approach. The Maps war is escalating. During Apples WWDC in June 2012, the company announced that the new iOS will no longer use Google Maps. Instead, Apple will offer its own maps solution in the iOS 6. The new map service, along with Siri, seems to offer iOS users more convenience and solutions (of course, shutting out Google). In fact, it looks like Apple wants to extend the war beyond Maps be careful out there, the titans are clashing.
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Technology trends
ccording to McKinsey Global Institute, big data can unlock value (high level) for the enterprise by: 1) creating transparency; 2) enabling experimentation to discover needs, expose variability, and improve performance; 3) segmenting populations to customize actions; 4) replacing/supporting human decisions making with automated algorithms; and 5) innovating new business models, products, and services.
up-selling/cross-selling opportunities. It is stipulated that they will also use Watson to detect fraud and analyze customer credit worthiness. The danger (or risk) of big data stems from issues which will affect all stakeholders, namely: data protection and security, rights and responsibilities for using data, and accountability and enforcement. Additionally, it is estimated that by 2020, the volume of data will exceed our capacity for data storage by more than 2:1. v
Sources: IBM | Understanding Big Data, March 2011 McKinsey Global Institute | Big Data, June 2011 World Economic Forum | Rethinking Personal Data: Strengthening Trust (August 2011) The Economist | Big Data: Crunching the Numbers, May 19, 2012
2005 : 0.13
30 25
2020: 34.6
forecast
20 15 10 5 0
2005
Source: IDC
2010
2015
2020
50
Trending issues
In this section, readers will find summaries of the most relevant news of selected topics that have been published over the course of the month based on its relevance to the Banking industry. The summaries were prepared by the editorial board. Further information is made available for each given topic.
New formats
Smartphonatics by Country
(Source. ACI Worldwide. Aite Group)
India South Africa Brazil U.A.E China Italy Singapore U.S Australia U.K Sweden Germany France Canada
60% 42% 37% 34% 31% 27% 24% 20% 18% 16% 11% 10% 8% 7%
Mobile banking
Enterprise 2.0
Average Number of External Collaborators: 3,000. Thinking about the results, it seems like enterprise users have no problems embracing Google Apps; and, of course, should be mindful of when share Docs/Sites with others.
Trending issues
Mobile payments Crowd finance
89%
69%
26% 7% 4%
S GN
5%
S
GN
PA I
PA I
CA
CA
1-2
Social Media
FUNDERS
FUNDRAISERS
Digital Marketing
54
>5
3-
CA
PA I
GN
Trending issues
App ecosystem New banking concepts
Talk to Bank
Voice-enabled search is fast becoming a differentiator, especially with smart devices in the e-commerce space. EasyAsk, a natural language technology company, launched Quiri in March 2012. Quiri, a virtual personal shopping assistent, understands both the intent of the search and has deep knowledge of the content and products within the e-commerce site. Shoppers can use their iPhone 4S or Android to verbally search sites for products and the products they are looking for. It is like having a highly knowledgeable, personal shopping assistant for that one store.
Source: Sacramento Bee | June 2012
Flashback to EVOKE
Though there is a lot of commercial buzz related to games and gamification today, some are designed to change the world. In 2010, the World Bank launched the EVOKE, a game which motivate players all over the world to come up with creative solutions to our most urgent social problems. According to the website, EVOKE is a ten-week crash course in changing the world. In this issue of Innovation Edge, we pay homage to one of the pioneers of gamification.
Source: World Bank | March 2010
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Trending issues
Smart cities + urban mobility
Event
Gamification & Banking: a passing fad or a serious business?
World renowned experts, based on real world experiences, would help you ascertain whether or not gamification is being hyped or is here to stay. Bernardo Crespo Velasco @b_crespo Head of Digital Marketing and Marketing Lab at BBVA Spain. Degree in Management and Economics from the University of Castilla-La Mancha and the University of St. Andrews. He holds a masters in Relational Marketing, CRM and e-Commerce at ICEMD. Brian Burke @brian_burke Analyst for Gartner, expert in gamification and enterprise architecture. His groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both public and private sectors. Priya Haji @priyahaji
More info
Health
CEO and co-founder of SaveUp, the first free rewards program that encourages Americans to save money and pay down debt, while offering a chance to win prizes, including a lifechanging $2,000,000 jackpot. Through a fun and simple approach that employs game mechanics, SaveUp helps transform the otherwise mundane activities of savings. Sergio Jimenez @gamkt Sergio Jimenez is an analyst, consultant and speaker specialized in gamification, enthusiastic marketing, technology and games. Mr. Jimenez has participated in numerous projects related to gamification, helping companies of different sectors to introduce game mechanics in products and service.
September 2012 | GAMIFICATION 59
Check out the videos and photos of the event in our web www.centrodeinnovacionbbva.com
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Innovation
at BBVA
For BBVA, innovation is a strategic pillar and the BBVA Innovation Center is a major focal point for the groups effort in this field.
We Innovate to Grow
BBVA understands innovation as a source of value creation, both for our group and people. In order to effectively manage its development, the group relies on time tested innovation methodologies, which were co-developed with leading experts around the world. The Open Innovation model adopted by the group attests that BBVA highly values people and talent, regardless where they may be; and shows the banks willingness to lead the transformation of the financial industry, with total openness and without any borders. The BBVA Innovation Center is the focal point for significant and disruptive innovation projects. Furthermore, the BBVA Innovation Center is a space to meet, a space to share, and, above all, a space listen and learn from the innovation ecosystem. Being part of an innovation ecosystem allows BBVA to be near ideas and talent and to facilitate access to the worlds leading experts. It is also a way to share our collective knowledge with innovation community.
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More info
KNOWSQUARE
September 25th BBVA Innovation Center will host the event Knowsqure, an online and off line network board of directors. The aim of this event is share experiences and knowledge to improve the management of companies.
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BBVA Innovation Edge is the result of a collaborative work done by all the people who are involved in innovation at BBVA Group.
CONTRIBUTORS TO THIS ISSUE:
BBVA Innovation Edge is the first corporate magazine focused on innovation. Innovation Edge aims to explore new trends and technologies that may impact the financial industry, especially retail banking. Each edition features articles, analysis and in-depth information about a given trend. WEB: Articles and sections are available for free on www.centrodeinnovacion.com in both English and Spanish. PDF: Our website offers .pdf versions of the publications for your reading enjoyment, online or offline. APP: Innovation Edge is also available in Apples App Store. All issues will be made available for download at the App Store, free of charge.
Mara Pilar lvarez Garca l Javier Anguiano Javier Bened l Alfonso Bey Navarro Jaime Bisbal l Reyes Bolumar Javier Borderas l Bernardo Crespo Antonio Garca l Eugenio Garca Rafael Hernndez l Miguel ngel Iesta Beatriz Lara Bartolom l Carmen Lpez Marcos Marrodn Ciorcia l Luz Martn Ricardo Martn Manjn l Samuel Martn Valentn lvaro Morn l Manolo Moure Jay Reinemann l Alicia Snchez Javier Sebastin l Marcelo Soria Gustavo Vinacua l Shan Ggu Phil Yim
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BBVA2012
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