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:
* According to Gartner and M2
Questions?
Social interaction
Digital players
hello@rewardjunkie.co.nz
2. Achievement
1. Performance
- Badges
- Leveling-up
- On-board mastery
- Real-time feedback
- Transparency
- Goal-setting