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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
© Rasul Majid 2015
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)
© 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 = Entertainment Games = Entertainment = Productivity = Recruitment = Social = Branding = Sales = Learning = Training = Events
= ???
TODAY’S USE TOMORROW’S USES
© Rasul Majid 2015
GAMIFICATION �
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