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Gamification Keynote Presentation 2016

Zac
August 01, 2016

Gamification Keynote Presentation 2016

If you've heard me speak this year then you'll recognise most of these slides. I've made these available for personal use and as a reference. If you have any questions don't hesitate to get in touch with me at [email protected].

Zac

August 01, 2016
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  1. CHANGING THE GAME UNDERSTANDING GAMIFICATION AND MOTIVATIONAL DESIGN Just another

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

    percent of organizations that manage innovation processes will gamify those processes.”
  3. “80 Percent of current gamified applications will fail to meet

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

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

    billion in 2014. Up 20% from the previous year. IGEA, 2016
  6. In 2014, the US industry sold over 
 135 million

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

    game households, tablet computers in 55% IGEA, 2016
  8. `

  9. LinkedIn – Shows all the steps you can take to

    improve your profile completeness and how much each will move the completion meter.