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Gen Y

In 2011,

more than half surveyed reported:

"Life is a game"

Gamification

More research...

Gamification

from the Junkie Boys

(matt and brady)

v. The process of using game dynamics to enhance active engagement

Why?

  • 50% of companies will embrace gamification by 2015
  • Revenue from these projects will grow from $100 million in 2011 to $1.6
  • billion
  • 23 percent of social media marketing budgets, by 2015.

3 pillars:

1. Performance

* According to Gartner and M2

2. Achievement

3. Social interaction

Questions?

Social interaction

Digital players

hello@rewardjunkie.co.nz

  • Competition
  • Team
  • FUN!!

2. Achievement

1. Performance

  • Badges
  • Leveling-up
  • On-board mastery
  • Real-time feedback
  • Transparency
  • Goal-setting
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