gamification creating value for an activity

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SAM CREATIVE GROUP INDONESIA Giant Managing Director & Chief Innovation Officer INSIGHT/ THINK / CONCEPT Gamification Creating Value for an activity

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Page 1: Gamification Creating Value for an activity

SAM CREATIVE GROUP INDONESIAGiantManaging Director &Chief Innovation Officer

INSIGHT/THINK / CONCEPT

GamificationCreating Value for an activity

Page 2: Gamification Creating Value for an activity

gamification is the use of game element in non game context

Page 3: Gamification Creating Value for an activity
Page 4: Gamification Creating Value for an activity

character gamer

achiever killer

explorersocializer

Page 5: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

Bartles player type 1996

Page 6: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

win, compare, challenge, showoff, create

Page 7: Gamification Creating Value for an activity

#1 achiever (point) Sales impact case study

Page 8: Gamification Creating Value for an activity

#1 achiever (point) Sales impact case study

Page 9: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

help, like, comment, give, share, greeting,

express

Page 10: Gamification Creating Value for an activity

#4 socializer Sales impact case study

Page 11: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

explore, vote, view, review, rate, curate

Page 12: Gamification Creating Value for an activity

#3 explorer (place) Sales impact case study

Page 13: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

hack, cheat, harass, tease, taunt

Page 14: Gamification Creating Value for an activity

#2 killer (competition)

Sales impact case study

Page 15: Gamification Creating Value for an activity

#2

midnight Sale

killer (competition)Sales impact case study

Page 16: Gamification Creating Value for an activity

killers achiever

socializer explorer

acting

interacting

worldplayer

internal

external

people environment

Bartles player type 1996

hack, cheat, harass, tease, taunt

explore, vote, view, review, rate, curate

help, like, comment, give, share, greeting,

express

win, compare, challenge, showoff, create

Page 17: Gamification Creating Value for an activity

functional usable aesthetic pleasurable meaningful

gamification design process

Page 18: Gamification Creating Value for an activity

functional usable aesthetic pleasurable meaningful

gamification design process

midnight Sale

Sales

reachable

packaging

fun

value

Page 19: Gamification Creating Value for an activity

gamification App

achiever

Page 20: Gamification Creating Value for an activity

gamification App

explorer

Page 21: Gamification Creating Value for an activity

Unique indonesiaConsumer Behavior

Page 22: Gamification Creating Value for an activity

community drivenWOM power

5-15

Page 23: Gamification Creating Value for an activity

community drivenWOM power

Page 24: Gamification Creating Value for an activity

61 juta internet user58 juta from mobile2012

110%mobile penetration

Page 25: Gamification Creating Value for an activity

Rise of Power Bank

Page 26: Gamification Creating Value for an activity

community drivenWOM power

Page 27: Gamification Creating Value for an activity

short term memory

context orientedprice consciousimpulsive buyer

Page 28: Gamification Creating Value for an activity

short term memory case study (stuck)

Page 29: Gamification Creating Value for an activity

senayan city

short term memory case study (euphoria)