Slide 1

Slide 1 text

A Quick Introduction to Gamification www.ideasinplay.com Nader Al-Shamma Jorge Andres Martinez TechNottigham July 2019

Slide 2

Slide 2 text

What is Gamification?

Slide 3

Slide 3 text

Who Plays Games?

Slide 4

Slide 4 text

32.4 Million Gamers 48% 52% Players Ages range from 10 to 65 Source: [1] The Association for UK Interactive Entertainment (https://ukie.org.uk/research#demographics) [2] NewZoo (https://newzoo.com/insights/infographics/the-u-k-gamer-2017/)

Slide 5

Slide 5 text

The average consumer is 24 to 34 years old Source: [1] Internet Advertising Bureau (2014)

Slide 6

Slide 6 text

What is the appeal?

Slide 7

Slide 7 text

What drives Us?

Slide 8

Slide 8 text

Goods Glory Games God

Slide 9

Slide 9 text

How do we achieve this?

Slide 10

Slide 10 text

Examples Hidden Numbers Progress Bar Medals Loops

Slide 11

Slide 11 text

The Traits Within “Gamers”

Slide 12

Slide 12 text

Competitor Socialiser Collector Explorer

Slide 13

Slide 13 text

Case Study ● […] The 'bonkers' mobile network, proves that the crowd can run your business for you The Telegraph (2015)

Slide 14

Slide 14 text

How do you initiate and teach your customers to accept this crazy new paradigm?

Slide 15

Slide 15 text

Your mission, should you choose to accept it...

Slide 16

Slide 16 text

No content

Slide 17

Slide 17 text

No content

Slide 18

Slide 18 text

Mission Accomplished

Slide 19

Slide 19 text

The Result GiffGaff: ● 3rd largest virtual network in the UK ● Report Revenue of £210M ● Rated number 1 for customer satisfaction in the UK. Sources: [1] “Giffgaff, the 'bonkers' mobile network, proves that the crowd can run your business for you”, The Telegraph 2015. [2] “giffgaff ranked best UK telco for customer satisfaction, industry still the worst overall”, European Communications 2017.

Slide 20

Slide 20 text

Any Questions? Jorge Andrés Martínez @Jorgeandmar Nader Al-Shamma @nadershamma