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Gamification Goes Mainstream

2011 GAMIFICATION GOES MAINSTREAM Ga • mi • fi • ca • tion (n.): the application of concepts and techniques from games to other areas of activity. ALMOST OXFORD APPROVER Oxford Dictionary adds 'Gamification' to its word of the year short list BRANDS $25M ADOPTING GAMIFICATION in venture funding investments to gamification AOL COKE DELL BigDoor acquires OneTrueFan for industry's first roll-up MLB 8 REREDDED NIKE NISSAN books published on gamification PEPSI PREDICTIONS (YOU CAN COUNT ON) VIACOM 1STEVER GAMIFICATION SUMMIT JANUARY 2011 of organizations that manage innovation processes will gamify those processes by 2015 70% !!!!!! of Global 2000 organizations will have at least 1 gamified application by 2014 $2.8B in direct spending on gamification by 2015 “Every Startup CEO Should Understand Gamification" - Bing Gordon, former executive of EA Games Gartner Research includes gamification on their annual Hype Cycle chart for Emerging Technologies NEWS PUBLISHER MORRIS INTERACTIVE SAW A 3X LOYALTY SCORE INCREASE FOR GAMIFIED VISITORS BEFORE GAMIFICATION AFTER GAMIFICATION Version with linked references and sources: big.do/2011graphic BIGDOOR

Gamification Goes Mainstream

shared by bigdoor on Jan 09
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BigDoor, a gamified loyalty platform provider, created this year-end infographic to provide some top-level stats on how 'gamification' is playing an increasing role in e-commerce, advertising, and loy...

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Chad Jacobsen, Matt Shobe

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Business
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