What CEOs need to know about gamification and user experience?

What CEOs need to know about gamification and user experience?

Venture capitalists, industry analysts, and academics alike see gamification as an industry with huge growth potential. Is estimate that consumer spend on games will grow to $196.0 billion by 2022.

The term “gamification” was first used by Nick Pelling (a British programmer) in 2002, but it only became popular around 2010.

Facebook takes gamification seriously, and above you can see an analysis of how Facebook have worked gamification into their users’ experience.

Mark Zuckerberg has secured his place in the centibillionaire club alongside Jeff Bezos and Bill Gates.

This came after the 36-year-old's fortune passed $100 billion (£76bn) for the first time.

Facebook is proving that gamification can work very well with businesses.

When you should decide add gamification to your digital services?

If you are a new CEO like me you should decide if you want gamification or not before build your apps and websites.

Motion design is here to help definitely, you can create one character and slowly move to gamification is very helpful you can introduce challenges every 3 or 6 months the character can receive new features this will increase user experience by stages not everything at the same time or giving bonus for your clients related to gamification options.

Doesn't exist a specific secret for gamification but we can follow some methodologies to guide.

Janaki Kumar and Mario Herger have developed a simple framework or methodology for creating successful gamification experiences. Their approach is called, “Player-Centred Design” and involves using the following five steps: here’s a place for points, badges and leaderboards.

1.Know Your Player

2.Identify The Mission

3.Understand Human Motivation

4.Apply Mechanics

5.Manage, Monitor and Measure

Always apply design thinking to your gamification efforts.

Users Analysis

In my opinion we have two types of user one prefer traditional services and other prefer to be surprised with new services and features so they can lost some time to explore, this user love to be delay with something new what will show that company truly cares, normally this user has more time to explore. Kids also have time so they love explore is normal. Knowing your target audience is the key.

Age and Generation Analysis

The Entertainment Software Association (ESA) certainly thinks so. Its survey in 2012 showed that the average computer gamer is nearly 30 years old and has been playing computer games for the last 12 years. Nearly 70% of gamers are older than 18. Teenagers and children are—in fact—the minority of gamers – not the majority.

The Y generation is even more disengaged, having grown up alongside technology and gaming (and having grown up with a strong sense of entitlement)

  • While other generations can be engaged through their acceptance of hierarchies, focus on competition (or anything else, for that matter), generation Ys (aka Millennials) are unique in their need for “digital” engagement.
  • Therefore, gamification works well for Generation Y.”

Majority of gamers are male but Farmville and Candy Crush are very popular with women on social media.

There are some people who think that work and play shouldn’t be mixed but with so many competition and the cyberspace overload, engagement is the rule number one now.

Fly Away and Get Rewards, Air Miles is perhaps the best-known example, all you have to do is buy something and you get points. When you have enough points, you can claim prizes.

Fitbit healthy competition with friends about daily steps during the day.

Foldit, was an ingenious application of gamification which allowed a complex problem to be solved quickly.

Introduction of points and rewards is super interesting also personalize dashboards and backgrounds with different colors and settings can be explored with digital services.

In Forbes magazine’s Global 2000 survey in 2013 – nearly 70% of the Global 2000 companies said they were going to introduce gamification to improve their marketing and customer-retention efforts.

The 2019 Global Games Market Report mention more than 2.5 billion gamers across the world. Combined, they will spend $152.1 billion on games in 2019, representing an increase of +9.6% year on year.

Mobile gaming (smartphone and tablet), meanwhile, remains the largest segment in 2019, growing +10.2% year on year to $68.5 billion—45% of the global games market. Of this, $54.9 billion will come from smartphone games.

U.S. and China as the world’s largest gaming market by revenues.

Overall, the U.S. games market will generate $36.9 billion this year, predominantly driven by its +13.9% growth in console game revenues. Gamification companies will have more demand for more designers.

Lets conclude this article with one amazing quote

“The opposite of play is not work, it’s depression.” – Brian Sutton-Smith, New Zealander theorist on play in the human experience

Have a look our video suggestions

1- 5 Key Examples Of Gamification

https://www.youtube.com/watch?v=Dcdco-tcIDw

2 - Superhuman's Founder on How to Move Beyond Gamification

https://www.youtube.com/watch?v=zaxAdRlyZQ8

3 - Gamification and AI – a More than Human Future

https://www.youtube.com/watch?v=B7NuryI241c

Writer Ux Manager at Ux4Future Ines Henriques

Source

Newzoo / Global Games Report

https://newzoo.com/insights/articles/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market/

Ladbible.com

https://www.ladbible.com/entertainment/celebrity-facebook-boss-mark-zuckerberg-joins-centibillionaire-club-20200807

Interaction Foundation Design E learning about Gamification and Ux Design

https://www.hemingwayapp.com/ Readability Grade 9 Words: 884

Sergio Guda ,MSc Fin./RM, MSc DP/Privacy, MSc Pharma, MSc AI4H

Global Reporting, Data Governance & Privacy Sr Mgr. Independent Scholar. Tech-Ethicist. Business Angel.

3 年

Thanks a lot for sharing! Hugely interesting! Me too I'm strongly convinced that gamification is the (forthcoming) future of business. We are being?inspired some ideas.. ??

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Inês Henriques ???????????

Head of Data Insights and Senior User Experience Researcher, Female Founder at Ux4Future

3 年

Good to know Cleo ??

Cleo Lima

Product & Product Management Recruiter at Pixel Pond

3 年

Thanks for sharing, Inês. 2020 proved to be a tough year for so many industries. From the recruitment side, gaming/gamification companies are doing great.

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Oluwatobi Joel

Marketing Expert | PR expert | Copywriter

4 年
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