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Changing the Game - Incorporating gamification ...

Zac
August 15, 2016

Changing the Game - Incorporating gamification into your culture to motivate and engage

Keynote presentation for the 2016 VPA Annual Conference

Zac

August 15, 2016
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  1. CHANGING THE GAME INCORPORATING GAMIFICATION INTO YOUR CULTURE TO MOTIVATE

    AND ENGAGE Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com Just another regular day at the office…
  2. Gartner Press Release - 2011 “By 2015, more than 50

    percent of organizations that manage innovation processes wi" gamify those processes.”
  3. !

  4. “80 Percent of current gamified applications wi" fail to meet

    business objectives primarily due to poor design” Gartner Press Release - 2012
  5. The average age of players is 33. (And 39% of

    those aged 65 and over play video games). IGEA, 2016
  6. The total video game industry value in Australia was $2.46

    bi"ion in 2014. Up 20% from the previous year. IGEA, 2016
  7. In 2014, the US industry sold over 
 135 mi"ion

    games and generated more than $22 bi"ion in revenue. (More than 2x movie theatre takings for the same year.) ESA, 2016 The Numbers, 2016
  8. Mobile phones are used to play games in 66% of

    game households, tablet computers in 55% IGEA, 2016