games as a platform for innovation - financial times global investment series
DESCRIPTION
A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.TRANSCRIPT
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1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
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3rd in the world for videogame development
1st in per capita employment
* Entertainment Software Association, 2011 report http://theesa.ca
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16,000 game developers
8 of the top 10 game companies
20% of North America’s bestselling games
* http://theesa.ca
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$1.7 billion USD industry
+ 11% growth for past 2 years
+17% forecast for next 2 years
* http://theesa.ca
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1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
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500 million downloads
1 billion players
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200,000 years
300 million
minutes a day
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$400 million in 24 hours
$1 billion in 2 weeks
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170 hours a year per player…
Or 1 month of full-time work every year
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100 million hours
3 weeks of Angry Birds
play
7 days of Call of Duty
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What if we could bring these powerful positive
emotions…
to our real lives?
to our workplaces?
to the world’s toughest challenges?
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GAMIFICATION
Inventing new kinds of work and business
practices that engage and empower employees,
customers, and consumers as effectively as a good
game
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In the last 12 months…• $10+ million in seed capital for a
series of disruptive, gamification startups *
• $25+ million capital to traditional businesses betting big on gamification as a core customer strategy *
• a new $100 million fund dedicated to gamification *
* Venture Beat
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Economic Forecasts
2011: $100 million in gamification development *
2015: $1.6 billion *
2016: $2.8 billion **
* Bloomberg Business Week** M2 Research
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• FFoursquare
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Industry Forecasts
2014: A primary gamification platform will become as important as Facebook, eBay or Amazon *
2015: More than 50% of organizations that manage innovation processes will gamify them *
* Gartner Research & Analysis
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Industry Forecasts
2016: Nearly 70% of Global 2000
organizations will have at least one gamified application. *
* Gartner Research & Analysis
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Top Gamification Movers
SAPOracle
IBMCisco
AutodeskOpen Text
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SAP’s Moon Shot:“Gamification
is the path to 1 billion users by 2015.”
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In the U.S., 99% of boys under 18 & 94% of girls play regularly – 13 and 8 hours a
week
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92% of two-year olds play games!
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“It’s inevitable: soon, we will ALL be gamers.”
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1 Billion Gamers
187
35
110
105 31180
142
16
17
38
10
18
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