Gamification on Branding
Gamification Opportunity
Drive » Real Customer Loyalty
Differentiate » Your Brand
@ElisavaBCN
Master Branding ELISAVA Barcelona
29-05-2012
3. Social Media
The Cluetrain Manifesto
Markets are Conversations
Markets are Getting Smarter Faster
than most Companies
4. Social Media
Mark Zuckerberg
A social version of anything
can almost always be more
engaging and outperform
a non-social version
5. Social Media Evolution
Mark Prensky
Digital Natives, Digital Immigrants
Mobile
Instant Everything Generation
Contacts/Friends/ Followers
Social Graph
6. Gamification’s Ancestor
Past » Service Marketing
from Product to Service
Current » Gamification
from Service to Experience
8. Veterans’ Argumented Gamification
Ian Bogost » Exploitationware
Richard A. Bartle »
Serious Games Want a Game
Jane Mcgonigal » PERMA
Amy Jo Kim » Smart Gamification
9. Students’ Argumented Gamification
Simon Wiscombe » Rethinking G.
Don't Focus on Achievements…
Target the Journey, Rather than the
Goal
Sebastian Deterding » Defining G.
From Game Design Element to
Gamefulness
10. Social Games
Played on Social Networks
or
Social Graph’s GamePlay
Facebook Connect
Twitter Oauth
11. All Games Are Social?
J. Raddof’s History Of Social Games
12. Social Games’ Design Elements
Tutorial by Default » Casual Gamers
Personalization » Customization
Social Graph » Ecosystem
User-to-User Comm. » Messaging
13. Network Effects
Network Effect
Each new user adds
a positive (+) or negative (-)
effect for the rest
(-) Censorship » Streisand Effect
(+) Virality » k-Factor
15. Design for Contribution
Social Influence » Reputation
Social Favors » Reciprocity
Social Discovery » Efficacy
Social Belonging » Community
16. Design for 3 Cycles
Focus on 3 Engagements Cycles:
Clear Goals » Novice
Fresh Content » Regular
Exclusive Status » Evangelist
17. N. Lovell’s 10 Rules of Gamification
1. You’re not making a game
2. Know what you are trying to achieve
3. Be prepared not to gamify
4. Games are rubbish at customer acquisition
5. Retention is crucial, yet criminally overlooked
6. Monetization may sound great,
but focus on your core business
7. No, games are not just about competition
8. Beware unintended consequences
9. Make it personal
10. Gamification is a process, not a project
19. Design Metrics
Churn - Constant loss and gain of members
Cohort Analysis - Aggregates On Time
DAU/MAU - Comparing Daily Active Users to
Monthly Active Users
UAC - User Acquisition Cost
k-Factor - Viral Rate/Virality