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Gamification 19 December, 2015 © Rasul Majid 2015

Rasul Majid Gamification (GNC Meetup Dec 19, 2015)

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Gamification 游戏化

19 December, 2015

© Rasul Majid 2015

Bio

Founder

Co-Founder and Evangelist

Partner Representative for China www.gamfed.com

© Rasul Majid 2015

the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity to encourage engagement with a product or service.

Definition

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What Gamification is NOT

© Rasul Majid 2015

Gamification does not mean making something into a Game

World Smart Phone Market

REF: http://www.businessinsider.com/global-smartphone-market-forecast-vendor-platform-growth-2015-6

•  China market maturing but still steady growth beyond year 2020

(currently 1.3 billion subscriptions)

•  India and rest of world

increasing at faster pace

•  Next BILLION smart phone users will adopt the technology faster than previous billion

© Rasul Majid 2015

Global Mobile Games Market (China & US)

REF: https://www.techinasia.com/china-worlds-top-market-mobile-games-2016/

•  China will become the top global market for mobile games by 2016

•  Chinese spend

35 minutes a day playing mobile games (US 11 mins/day)

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A Nation of Digital Natives!

Chinese Youths Growing Up in Mobile Gaming Culture

© Rasul Majid 2015

Why do we play games?

© Rasul Majid 2015

•  Gain a sense of progress and achievement

•  Connect with a community (family or friends)

•  Relieve stress from everyday life

•  Expand our imagination

•  Learn new ideas and concepts

•  For fun and leisure

•  More…

Are PC/console/mobile games harmful?

© Rasul Majid 2015

•  Game designers want users to PLAY MORE. So users must

be aware of how it affects them.

•  Western research says playing moderate amount of games actually help people become more determined to finish tasks in daily life

•  Just like with anything, MODERATION is important. Too

much of anything is never a good thing.

Other Statistics

•  Currently mainly males (70+%) but big opportunity for growth in female market

© Rasul Majid 2015

•  Revenue for mobile games market in China •  2013: RMB 82.1 BILLION •  2014: RMB 97.8 BILLION •  2015: RMB 113.3 BILLION

•  Since July 2015 - Game companies are now allowed to manufacture and sell video game consoles anywhere in the country.

REF: http://www.go-globe.com/blog/online-gaming-china/

Games VS Gamification

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Games = Entertainment Games = Entertainment = Productivity = Recruitment = Social = Branding = Sales = Learning = Training = Events

= ???  

TODAY’S USE TOMORROW’S USES

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GAMIFICATION �

Most Popular Applications

Education

Marketing

Human Resources (HR)

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Gamification Examples in everyday life

© Rasul Majid 2015 MORE…

Big Data and Gamification

Gamification

Big Data

•  Wearables

•  Internet of Things

•  Augmented and

Virtual Reality

•  Artificial

Intelligence

•  Etc.

© Rasul Majid 2015

Current Roadblocks and Future of Gamification?

© Rasul Majid 2015

1.  Too many traditional thinking decision makers

2.  Need more reliable design frameworks

Current Large-Scale Experimentation and Application in China

Sesame Credit: •  Chinese Social Credit System •  Gives you rating based on your behavior as a citizen •  Combines elements from online purchases, social media, and

other e-commerce

?   ?  

© Rasul Majid 2015

Our relationship with technology

© Rasul Majid 2015

Today Later Today

Our future leaders…

© Rasul Majid 2015

Rasulmajid

THANK YOU!

Rasul Majid