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At crossroads of business and fun

How game dynamics can take a business to next level

Hayk Hakobyan

on 1 February 2017

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Transcript of At crossroads of business and fun

business and fun?
@crossroads of business and fun
1) experience bars measuring progress
2) multiple short- and long-term aims
3) reward for effort
4) rapid, frequent and clear feedback
5) an element of uncertainty
6) windows of enhanced attention
7) other people
wanting + liking = engagement
Tom Chatfield TED talk
FUN? is reality fun?
game-IFICATION = funware OR non-fiction gaming OR pleasure marketing
gamification offers...

higher levels of (customer/client/partner) engagement
change behavior
stimulate innovation
Gartner identified FOUR principal means of driving engagement using gamification

accelerated feedback cycles
clear goals and rules of play
compelling narrative
tasks that are challenging but achievable
More than 230 million people play games on Facebook every month.
More than 130 games on Facebook have over 1 million monthly active users.
conditions of FLOW

clear goals
balance between perceived challenges and skills
clear and immediate feedback
everything - and our lives - is a game in one way or another...
are GAMES fun?
by Hayk Hakobyan (@2mavin)
so what makes our lives and REALITY more FUN?!..
why gamification? what is that it offers that other business techniques don't?
no clear goals
no undestanding of visiom
no feedback or transparency
perceived impossible objectives/goals
no engagement with target audience/market
but how do these techniques help a business not only not to fail but to THRIVE!!!?
who says gamification can dramatically decrease failure rates and cause a tremendous success??
when implemented right, these result in..... what exactly?!!!
Mihály Csíkszentmihályi
Did you know?
any gamification success stories??
The market for gamification is expected to grow significantly in the next few years. Research from Gartner indicates that by 2015, 50% of organizations that manage innovation processes will gamify those processes, and that by 2014 more than 70% of Global 2000 organizations will have at least one gamified application.
we just started seeing
the tip of the iceberg

and remember......!!!
and gamification might
as well reside in that 1%...
21.12.2012, Cairo, Egypt
business as usual...
games are fun in general..
and now there is this new thing called
guess what the below typifies...
employee engagement
customer engagement
user engagement
employee behaviour change
intrinsic motivations
client behaviour change
product/service innovation
business model innovation
demand innovation
internal process innovation
and those three points
1) engagement
2) behaviour
3) innovation
or rather their lack, wantiness or faultiness
are at the heart of most corporate...
Full transcript