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Gamification - LEVEL 1 Presented at Gamification Summit by Wanda Meloni, January 20, 2011 M2 Research
M2 Research Overview Company Overview   M2 Research Covers: ,[object Object]
 Games and Entertainment
 User/Consumer Segmentation: Profiles and Demographics
 Emerging Trends: Mobile, Microtransactions, Cloud
 Technology: Platforms, Tools, Production PipelinesOur Analysis Includes :  ,[object Object]
 Industry Surveys
 Customized Market Profiles and Analysis
 Assist Clients with Marketing, Competitive and Growth Strategies ,[object Object]
Consumer Engagement and Loyalty Customize products, collect points, spend on more products Source: M2 Research
Gamification Today Devhub Huffington Post EpicWin Mint.com Nissan Leaf MaxMara
Gamification Survey – Level 1 Survey Findings Source: M2 Research
M2 Industry Study -Vendors Badgeville Big Door Media Bunchball Cynergy Gamify SpectrumDNA Reputely Leapfrog Builders iActionable SCVNGR Manumatix
Gamification Features What are your clients currently asking for with game mechanics? Source: M2 Research
Gamification Adoption Cycle What is the current breakdown of your clients on the gamification adoption curve? Source: M2 Research
Gamification Industries How does your client base currently break down by industry? Source: M2 Research

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Tbe gamification summit 2011 M2 Research presentation

Notas do Editor

  1. Gaming in business models and daily interactionsUsing games as a template for engagement
  2. Digital media and content creation = All are digital imagesCar commercials are predominately digitally created
  3. NokiaNikeSeikoFord ExplorerHondaLouis Vuitton
  4. DevHub – increased website design from 10% to 80%Huffington Post – 23 million readers, 800k now part of Huffington Social News NetworkNissan Leaf – Health meter measures eco-friendly driversMaxMara – The company’s first iPhone app Decode the Cube -win a trip to MilanEpicWin – Levels up your life with choresMint.com – 1.5 million users, Intuit acquired them for $170m
  5. 11 Gamification Companies ConsultantsAgencies
  6. User Engagement – 44%Brand Loyalty – 33%Brand Awareness – 22%
  7. Education - 35% Feature Definition - 20% Implementation - 30%Completed Project - 15%
  8. Entertainment – 42%Publishers –18%Consumer Goods – 15%Healthcare/Wellness – 10%Financial – 6%Retail – 5%Education – 3% Telecom – 1%= Reluctance in not seeing direct ROI. Look who is doing it in retail = Target.
  9. Subscription - 55%Fixed Fee – 24%Other – 14% - staged production, test and evaluatePercent of Revenue – 7%
  10. Gamification:2011 - $100m - 2016 - $2.8b2012 - $196m2013 – $434m2014 - $860m2015 - $1.6bSocial Media Marketing – over $2b in 2011, $9.2b by 2016 Social Media Enterprise Solutions – over $700m in 2011
  11. Is this taking us to Web 3.0Taking us beyond current design and interaction