when mobility met gamification
DESCRIPTION
Talk given at EDB ErgoGroup Customer Event September 2011.TRANSCRIPT
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Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011
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1.1
1.4
5.0There are now twice as many mobile phones in the world as there are TV sets and PCs…
… put togetherand PCs…
So
urc
e: W
iki
An
swe
rs &
UN
–T
all
I m
rd
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Mobility is already the most important driver of change in
our information society
During 3 years we have witnesseda dramatic ICT revolution(the ”Post PC” era is here!)
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• Nokia/Symbian: From 47% to 16% market share
• Win Mobile: From 12% to 1% market share
• Apple/iOS: From 2% to 19% market share
• Google Android: From 0% to 48% market share (2y!)
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Fierce positioning for the “5th IT wave”
Kilde: comScore Global 1/10
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consumer environment
”A Whole New Ball Game” …
em
plo
ye
e e
nte
rprise
... where old diving lines are erased
consumer environment
em
plo
ye
e e
nte
rprise
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The most profound technologies
are those that disappear.
They weave themselves into the They weave themselves into the
fabric of everyday life until they
are indistinguishable from it.
– Mark Weiser, Xerox PARC
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Nin
ten
do
WII Microsoft XBOX 360 Kinect
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Th
e A
mb
ien
t U
mb
rell
a
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Yo
uT
ub
e–
Au
gm
en
ted
Re
ali
tyo
niP
ho
ne
http://www.youtube.com/watch?v=ps49T0iJwVg
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Trondheim’s
ST.OLAV HOSPITAL -
Actively deploying
“Every-ware”
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«In 2011, 2B people will be connected to the internet – as well as 1,000B things» Bob Sutor, IBM
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Mobile internet opens for new opportunities
Source: John Batelle, Wired
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Many mobile internet solutions
take advantage of user psychology
and context using well known
gaming gaming
techniques
Here Gowalla is used as an example:
See also Foursquare, Scvngr, Yelp etc.
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SCVNGR CEO, Seth Priebatsch
defines ”gamification” as
applied psychology.
He sees this as a third web He sees this as a third web framework, where..
- v.1.0 links information,
- v.2.0 connects people &
- v.3.0 enables influencing
user behaviour
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STATE CLEAR & MEANINGFUL GOALSSTATE CLEAR & MEANINGFUL GOALS
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EMPOWERMENT FUN = LEARNING
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ENCOURAGING DISCOVERY
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TO SEE & TO SEE & BE SEEN
”levelling up”
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GIVING TIME-LIMITED & EXCLUSIVE OFFERS
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ACKNOWLEDGE THE RELATIONSHIP
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WELL-KNOWN PSYCHOLOGY;
Feel engaged because of…– .. perceived control and progression
– .. achieving something and being valued– .. achieving something and being valued
– .. a strong relationship with peers – the need to collaborate to solve the big challenges and achieve “epic wins”
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Reality is broken. We need to make it work more like a game. – Jane McGonigal
• A ”gamer” at 21yrs has spent 10,000h playing*
• Eq. from 5th grade to high school graduation…
• Their dedication, their collaborative skills and their targeted engagement are necessary skills to be able to solve real world challenges – this century’s huge issues; famine, climate change, peak oil, obesity and demography change
Re
sea
rch
fro
m C
arn
eg
ie M
ell
on
Un
ive
rsit
y (
20
10
)
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"Play it – before you live it."
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http://www.youtube.com/watch?v=ZRgeGIcYJbM
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http://www.youtube.com/watch?v=kA8pbojDorI
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http://www.youtube.com/watch?v=jzIBZQkj6SY
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http://www.youtube.com/watch?v=XP5yySEZub8
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