appification vs gamification

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Gamification vs Appification

Post on 14-Sep-2014

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Appification vs Gamification.How Gamification can helps the Appification for better User Engagement

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Page 1: Appification vs gamification

Gamificationvs

Appification

Page 2: Appification vs gamification

Since the smart phone Technology blast onto the scene in 2007, organizations have invested a considerable measure of time, cash and consideration creating applications that empower them to captivate and interface with their clients.

Appification

Appification all about:

• Apps are typically simple or narrow in scope, often frequently centered around a certain errand or

set of very specific task.

• Apps are delivered over the Internet.

• Apps are often free or cheap, and increasingly

in-app purchases are used to drive revenue.

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Appification

• There are no upgrade prices for apps. Either a new version is free or you pay the full price again.• Create a seamless experience between their web app and the mobile app. This is not just colors and

branding, but interfaces with similar menus and controls.

• Encourage interaction between the web and mobile by sharing a user’s ongoing work, preferences, and settings across the two platforms. Users are switch between devices, often web and mobile, to complete a single task.

• Create flows which guide users from one platform to the other based on where they will best be able to complete their actions. This requires the ability to track and analyze users actions.

Page 4: Appification vs gamification

Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. Gamification has been studied and applied in several domains, such as to improve user engagement, physical exercise, return on investment, data quality, timeliness, and learning.

Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty.

Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your

business.

Gamification is adding game elements and mechanics to things that aren’t designed to be games.

• Reward

• recognition

• motivation

Gamification

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Appification Vs Web Usage

U.S. Mobile Apps vs. Web Consumption, Minutes Per Day

Sources: ComScore, Alexa, Flurry Analytics

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Gamification Vs Web Usage

Sources: Aberdeen, Research Report 2013

Gamification is a hot trends that is expected to grow Significantly over the next few years as

companies seek to more fully engage their customer and ROI

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Appification Activity Usage

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Gamification Activity Usage

Sources: Gamification Early Adopters Best Practices- R Wang & Inside Associates

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Gamification Industry Trend

Lufthansa and Tourism Ireland

User Engagement Growth

Increase usage of 62 million users

Education

Finance

Enterprise

Healthcare /Wellness

Consumer Goods

Retail

Media/Publisher

Entertainment

4%

1%

25%

4%

10%

18%

5%

1%

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Gamification Statistics1. The market for gamification will grow to $1.6 billion in 2015, from $100 million in 2011.

2. The average growth rate for gamification for the next two years is 150%.

3. More than a quarter of the online population now plays at least one GAME per month on a

social network and the industry is expected to hit the $1B mark this year.

4. A gamified service for consumer goods marketing and customer retention will become as

important as Facebook, eBay or Amazon and more than 70% of Global 2000 organizations will

have at least one gamified application, by 2014.

5. By 2015, more than 50% of organizations that manage innovation processes will gamify those

processes.

6. More than 70% of the world’s largest 2,000 companies are expected to have deployed at least

one gamified application by year-end 2014 (Gartner)

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Gamification Statistics10. More than 30% of employers intend to adopt a minimum of one health-focused gamified

strategy in the next year (BI Worldwide)

11. 47% of vendors say their clients are looking to increase user engagement in their

gamification applications

12. The enterprise industry vertical already accounts for 1/4th of all gamification vendor

revenues (M2 Research)

13. 63% of American adults agree that making everyday activities more like A GAME would make

them more fun and rewarding (JW Intelligence)

14. The overall market for gamification tools, services, and applications is projected to be $5.5

billion by 2018 .

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Gamification vs AppificationImplementation:Gamification :Wider- Enterprise Level

Appification : Narrow – Product level

Team/ Division Collaboration:Gamification :Yes – Two or more team wok for Gamification implementation

Appification : Team Collaboration not required

On Failure:Gamification : Encouraged

Appification : Loss on ROI

System Feedback:Gamification : Constantly

Appification : Not Available

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Gamification vs Appification

Goals / Milestones:Gamification : Clear

Appification : Clear

Information:Gamification : Right amount at the right Time

Appification : Not Available, Depend on Design Strategy

Narrative:Gamification : Yes

Appification : Not Available, Depend on Design Strategy

User Engagement:Gamification : Defined & applied very well

Appification : Limited

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Appification

Tasks:Gamification : Repetitive , Fun

Appification : Reparative , Dull

Rules:Gamification : Clear, Transparent

Appification : Clear, Transparent

Engagement Speed:Gamification : High – User guided by Extrinsic MotivationAppification : Low – Support on Intrinsic motivation

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Appification - Healthcare & Wellness

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Appification -Healthcare & Wellness

Most Popular uses for Health & Wellness Apps

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Appification - Healthcare & Wellness

Why we use Health & Wellness Apps

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Gamification -Healthcare & Wellness

My Health

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Gamification -Healthcare & Wellness

LEVEL 4 500 Point Activity

LEVEL 3 200 Point Gift Card

LEVEL 2 300 Social Cause

Points

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Gamification -Healthcare & Wellness