The Business of Fun
Getting into the Flow The Fun Way to Engage Gaming Gamification Global Snapshots
also in this issue
Technology Trends Trending Issues
Facts & Figures: We Love to Play.......................................4 Getting into the Flow........................................................................8 The Fun Way to Engage.............................................................12 Gaming Gamification....................................................................22 The Promise and the “Fine Print”...................................26 Global Snapshots...............................................................................32 BBVA & The Gamification........................................................37 Innovation Forecast...................................................................... 40 In Depth.......................................................................................................44 Sections........................................................................................................48 Technology Trends..................................................................48 Trending Issues..............................................................................52 Gamification & Banking event..........................................59 Innovation at BBVA........................................................................60 Credits............................................................................................................62
“We love to play” Facts & Figures
“Gaming is productive. It produces positive emotion, stronger social relationship, a sense of accomplishment, and for players who are a part of a game community, a chance to build a sense of purpose.”
Jane McGonigal, Institute of the Future (IFTF) Director of Game Research & Development
of gamers are under 18 years of age
of gamers are between 18 to 49 years old
The average age of a gamer is 37 years old
of senior level executives take breaks to play games everyday
of households play computer or video games
of gamers are over 50 years of age
of gamers are men
September 2012 | GAMIFICATION 5
Board Games and Card Games
of gamers play on mobile devices
play Action. 2011 Jane McGonigal l Reality is Broken. 2011
September 2012 | GAMIFICATION 7
. Trivial. Demographic and Usage Data. 2011 PSFK l The Future of Gaming. Strategy. Sports and Role Playing
play Downloadable Games
of gamers say that games is their favorite entertainment activity
play Persistent Multi-Player Universe
of gamers pay to play online
Sources: Entertainment Software Association | 2011 Sales.65%
of gamers play games socially
Your whole being is involved. one of the leading researcher on the topic of happiness. The ego falls away. Otherwise. movement.
Managing the Flow
Research has shown that it normally took years.” This concept of flow as the gateway to happiness is also the basis of video games. describes flow as “being completely involved in an activity for its own sake.”
Sources: Wired |has shown Go with the flow. like playing jazz. ■■ A loss of self-consciousness. ■■ A sense of control. Time flies. of learning the structure of an activity and strengthening the required skills and abilities to experience flow. should we learn from this experience?
ihaly Csikszentmihalyi. ■■ Concentration on the task at hand. “a state where the body and mind are in perfect harmony. 1996 http://www. ■■ Clear goals.” In the context of sports.
ANXIETY FLOW BOREDOM
8 September 2012 | GAMIFICATION 9
.09/czik_pr. And.com/wired/archive/4. challenges have to increase to keep up with growing skills. 2011.html Gartner | Maverick Investigación: Motivation. October 2011. The video game industry understands flow and has accumulated much experience. people feel best when they are at the perfect level of their skills: neither underchallenged (boredrom) nor overchallenged (anxiety and frustration). and thought follows inevitably from the previous one. if not decades. and you’re using your skills to the utmost. Every action.” There are 8 major components components of flow:
The experience of flow is often described as “a spontaneous joy while performing a task. merging of action and awareness. ■■ An altered sense of time.
■■ A ■■ A
challenging activity requiring skill. and movement becomes effortless.Getting into
Fun is Found in the Flow
The experience of flow is often described as “a spontaneous joy while performing a task. athletes sometimes talk about being in the zone.wired.
Source: Google Tech Talk I Sebastian Deterding. as people learn with time and repetition. ■■ Direct. it required being immersed in a truly spectacular and unusual context. Momentum and Meaning: How Gamification Can Inspire Engagement. However
According to Psychologist Mihaly Csikszentmihalyi. immediate feedback.
video games can be applied to:
■■ Family Life.
Source: Jane McGonigal | Reality is Broken
As the generation who grew up with video games enters and assumes leadership positions in the workplace.000 hours of practice before the age of twenty in their respective fields. shared goals. Thanks to video games.000 hours. helping people learn. video games have transformed from a diversion for the few into a mass medium.000 hours of experience of resolving issues as a group.100 BC. computer and video games increasingly play a role in business operations. one can go from zero to flow in 30 seconds. dating back to 3. As the generation that grew up with video games enters and assumes leadership positions in the workplace. computer and video games increasingly play a role in business operations. develop life skills and reinforce positive habits in students of all ages. Galleries now feature game artwork in a number of exhibits. and top performers (successful. work. Nonprofit organizations and issue advocates now view video games as an effective medium for communicating ideas and generating support among young tech-savvy consumers. continuing to provide jobs to state and local economies across the nation. ultimately helping people to become more productive and.
In about 40 years. and entertainment software serves as a new medium for emerging artists. Computer and video games serve as useful tools to preserve well-being.S. and of course play. According to the Entertainment Software Association. Workplace.
Source: Entertainment Software Association | Games: Improving What Matters
Harnessing the Flow
By having a shared vision.
Early versions of team based ballgames were played. All they need is flow! v
Source: Jane McGonigal | Reality is Broken
Games in the “family entertainment” category are one of the most popular segments of the video game market.
September 2012 | GAMIFICATION 11
. they enter as experts in collaborative problem solving.
Future of Flow
Research has discovered that “superstars” (high achieving individuals) are found to have spent more than 10. they would have amassed well over 10. The video game industry understands the concept of flow and has accumulated much experience and knowledge harnessing the power of flow. Digital Natives are expert problem solvers and collaborators by the age of 21 years (or at least in the virtual world). The video game industry is one of the fastest growing sectors in the U. but not superstars) have spent about 8. economy. Typically.with video games.
■■ Art. heal the injured and train the professionals who respond to medical emergencies. which later gave rise to Shrovetide Football during the Medieval ages (the forerunner to modern day “soccer”). a early board game played with dice was found as part of a Backgammon set. happier.
Education. Entertainment software helps impart knowledge.
■■ Economy. and the right processes.
Source: Jane McGonigal | Reality is Broken. organizations can tap the power of flow and channel it to drive motivation and change behaviors in group settings. such as Episkyros (in Greece) and Harpastum (Rome).
■■ In Egypt. perhaps even.
Health. When they enter into the workforce.
This concept can be applied to both customer facing applications and employee facing applications in the company’s business model.
September 2012 | GAMIFICATION 13
. explorers and killers) and deployment scenarios.Fun Way
Gamification is a process of using game thinking and mechanics to engage users. Enterprise architects must be ready to manage a variety of “player types” (achievers. socializers.
Source: Bunchball | Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. to transform daily tasks into playful activities. December 2011
Some formal definitions
Researcher and Game Designer
“The use of design elements from video games in non-game contexts to make a product. rewards and levels.”
Source: Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement. January 2011
Gamification Platform Provider
Evolution of the term “Gamification” in Google search
“When used in a business context. such as challenges. a Google Trends snapshot taken on April 2012 shows the historical evolution of Gamification as a search term.
s is the case for an emerging concept.
Sources: Gartner | Gamification Primer: Life Becomes a Game. practitioners. or marketing campaign in order to drive participation and engagement. Gartner | Maverick Research: Motivation. According to Gartner.”
Source: Gabe Zichermann | Gamification: Innovation and the future. many games have failed despite their developers having the best intentions”. gamification is the process of integrating game dynamics (and game mechanics) into a website. motivating”
Source: Sebastian Deterding | Getting “Gamification” Right. Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement. and engage internal and external stakeholders. Rarely does an emerging trend impact so many areas of business/ society. Momentum and Meaning: How Gamification Can Inspire Engagement.Gamification. What is it?
Key Findings about Gamification
and hype are driving the current success of gamification. business service. service. October 2011. are increasingly turning to gamification to motivate changed behaviors. or application more fun. “During four decades of video game development. industry observers. chance. Below. game designers. rules. etc.”
is positioned to become a significant trend over the next few years. 2012
“Gamification uses game mechanics. October 2010
100 80 60 40 20 0
Practitioner (Gamification Industry)
Gamification is “the process of using game thinking and mechanics to engage users. online community. content portal. December 2011
September 2012 | GAMIFICATION 15
. “gamification has emerged as a recognizable trend. doesn’t come easy. engaging. defining the term “correctly” is both challenging and elusive as it depends on who you talk to: platform providers.
providing real-time feedback visually. However. track goals and more. Once an obscure search term a short while ago. extremely powerful… Games are the new ‘normal’ for hundreds of millions of users every month.Some examples of gamification
“Games are the New Normal”
During the Games for Change Festival.
Mindbloom is a “Life Game” which improves the quality of life of the players in a simple and effective way.” The current expectation of Gamification is generating tremendous buzz everywhere. including BBVA.
Mint is a free service which can aggregate all financial accounts into one place. Mobile robots “Big Data”
Speech recognition Predictive Analytics
Social TV Video Analytics for customer service Computer-Brain interface Quantum computing Human Augmentation 3D bioprinting
Nike + FuelBand tracks users’ progress throughout the day.. recognition. as they believe that gamification will not reach the Plateau of Productivity for another 5 to 10 years. Users can set a budget. it seems that everyone is expressing an interest in it. gamification has now leapt into Gartner’s Hype Cycle for Emerging Technologies 2011 — directly into the Peak of Inflated Expectations. an event that facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts. Al Gore said that “The gamification trend is really. It has been very exciting to me to see so many ideas that integrate social good and efforts to make the world a better place into games. Gartner also warns their clients to be patient. Gamification is believed to innovate key processes which enhance value propositions and maximize infrastructure efficiency.
Less than 2 years 2-5 years 5-10 years more than 10 years
Internet TV Wireless power & Social Analytics Group buying
Private Cloud computing Augmented Reality Cloud computing & Media tablets Virtual Assistants In-memory Database Management Systems Gesture recognition Machine-to-Machine Communication services Mesh Networks: Sensor Speech recognition Biometric Authentication Methods Mobile Application Stores Idea management QR/color code Consumerization Virtual worlds E-book readers Location-Aware Applications
3D printing Imagen.
Cloud web Platforms Hosted virtual desktops
Trough of Peak of Disillusionment Inflated Expectations Time
Slope of Enlightenment
Plateau of Productivity
September 2012 | GAMIFICATION 17
. Whatever the reason may be. Gartner suggests that more than 70% of the global 2000 businesses will apply gamification by 2015..
gamification projects should include key elements from game thinking/design: meaning. He advises that to be effective. Gamified applications have to connect to something that is already meaningful to the user .” The experience of being competent. Badges and Leaderboards
According to a leading gamification platform provider.”
■■ Mastery. score boards. the arguments proposed by game mechanics are stirring up excitement as the platform providers are backing up their talk with great early results.The Core Issue of Gamification: a Closer Look at Game Mechanics and Intrinsic Motivation
The current discussion of gamification hinges on a lively debate between two sides: one camp focuses on game mechanics. considering the inputs from game thinkers or motivational designers may be beneficial. self-expression. and Incentives.
Other areas that it affects
Autonomy. game mechanics are directly
Reward Points Levels Status Archievement SelfExpression Competition Altruism
linked to human desires: reward. from the longterm goal (save world. and gifting & charity. site or community.or to wrap themselves in a story that makes them meaningful. mastery.. A free space to play in and something to play with. They ensure that a structured flow of nested goals pulls you through.
Meaning. Gamification is initially proving that it’s engaging people. In theory. and autonomy. there will always be one next goal that is just within reach..
Game Mechanics: Points. virtual goods. “The general lesson is that to be successful a gamified application must provide something that is already meaningful to the user in its own right. Video games don’t just present goals. Businesses need to figure out how best apply gamification in their business models. Although the early results are positive. leaderboards. competition. such as points. Towards that end. of achieving something. achievement. gamification works because game mechanics help to drive participation. Wherever you are in and whenever you return to a good game. and the other camp focuses internal motivation. status. to medium-term (kill level boss-monster) and short-term goals (collect five level coins). Game mechanics include points. and altruism. Gartner warns that gamification is currently driven by novelty and hype. For businesses. badges. rescue princess). challenges. providing “space” for exploration and expression.
Challenges Virtual Goods Score Boards Gifftings & Charity
Intrinsic Motivation (or Game Thinking/Motivational Design)
As a counterpoint to all the current game mechanics buzz. The technology research firm suggests that the Plateau of Productivity won’t be reached for another 5 to 10 years. such as “Game Thinking” and
motivational design. engagement and loyalty on online properties. Sebastian Deterding (researcher and game designer) offers his take on the whole gamification thing. levels.
Primary desire a particular game mechanic fulfills
Source: Sebastian Deterding | Getting “Gamification” Right
September 2012 | GAMIFICATION 19
Knowingness establishes common ground for multiple people to play together.
Players are motivated to maximize their own score to achieve a greater share of the rewards.mud. have four defining traits:
■■ Goal. ranks. http://frankcaron.
Achievements. effectively taking a larger share of the pie. By removing or limiting the obvious ways of getting to the goal. rank. and direct peer-topeer competition. v
(Brian Burke . usually to achieve a higher status. They unleash creativity and foster strategic thinking.
A focus on winning. and it provides motivation to keep playing. 2011
The Player Types are four terms describing generalized behavior in a Multi-user virtual space:
Players are motivated to maximize to produce the highest possible overall score to maximize the team production. and the feedback.” All games.
A focus on attaining status and achieving preset goals quickly and/or completely.
“The specific outcome that players will work to achieve.
September 2012 | GAMIFICATION 21
A focus on exploring and drive to discover the unknown.Gartner)
(Richard Bartle . “The feedback system tells players how close they are to achieving the goal… Real-time feedback serves as a promise to the players that the goal is achievable.uk/richard/hcds.Designing Virtual Worlds)
Gamification designers need to consider the desired results and behaviors when gamifying Key Processes for the organization. understanding player types and deployment scenarios can help organizations to think strategically about gamification and explore the best application for the company’s business model. chat.
Source: http://www.htm.The goal provides player with a sense of purpose. “Everyone who is playing the game knowingly and willingly accepts the
goal. the rules push players to explore previously uncharted possibilities spaces.
Players are motivated to maximize their individual results.” participation. the rules.Putting Gamification to Work
“Where games traditionally model the real world.com/blogs/SteveMallory/20120413/168507/Social_Gaming_and_the_Bartle_Archetypes.
Players are motivated to maximize the overall outcome and to maximize the impact of game play. when reduced to their core.
Obfuscated achievements. increasing their personal worth.com/Flogger/?p=1732 and http://www.”
The “limitations on how players can achieve the goal. organizations must now take the opportunity for their real world to emulate games… enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year. effectively creating a larger pie to be split.gamasutra.”
Source: Jane McGonigal | Reality is Broken. It focuses their attention and continually orients their participation throughout the game.
A focus on socializing and drive to develop a network of friends and contacts. friends list.
marketing.“Organizations are using gamification internally to recruit.”
Source: Brian Burke. The target audience of gamification can be any defined group of stakeholders (customers. Gartner | Gamification Primer: Life Becomes a Game
Gamification is a hot topic today and everyone wants to play. and moves. Gamification is also helping organizations engage external stakeholders in customer loyalty. tactics. while avoiding potential pitfall along the way. Currently. employees or the Web collective). organizations are gaming gamification to understand the possible advantages. Playing this game to win requires the right strategies. They are using it to drive innovation. train and enhance employee performance. education and innovation initiatives. share knowledge and improve employee health. Business Application Gamification helps companies to:
Increase User Engagement
Increase Brand Loyalty
Increase Brand Awareness
15% 9% 7%
Source: M2 Research
September 2012 | GAMIFICATION 23
. Can our hero make it to the next level?
We have some interesting data:
Growth of Gamification
1.8 billion dollars in 2016:
Entertainment 42% Publishers 18% Consumer Goods 15% Healthcare/Wellness 10% Financial 6% Retail 5% Education 3% Telecom 1%
Source: M2 Research
2012 2013 2014 2015
growth in 2011
growth in 2012
September 2012 | GAMIFICATION 25
$ 860. Gamification Platform client Industry Breakdown The early adopters of gamification come mostly from entertainment and publishing industries. The breakdown of other industries are presented below:
4. Financial companies represented 6% of early adopters. representing 60% of all companies.600.000
$ 434. Potential Market Spending on gamification is projected to grow from $100 million in 2011 to $2.000.000.500.000
3. Gamification offers significant innovation opportunities for financial companies.000 500. especially for employee facing applications.000 $ 196.000
it can estrange them. It’s the next “big thing” but each organization needs to explore the opportunities and risks associated with it. It may be the “secret sauce” to unlocking value for the organization. is a serious business opportunity and risk. it makes
sense that there are a lot of positive news being generated at this moment and there aren’t a whole lot of negative stuff. and systems. The business model is like a blueprint for a strategy to be implemented through organizational structures. processes.Promise
and the “Fine Print”
When done “right”.
“A business model describes the rationale of how an organization creates. gamification can offer new ways of engaging an eager user base. For readers who may not be familiar with the Business Model Canvas.
amification. despite its name.
September 2012 | GAMIFICATION 27
. a brief backgrounder is provided. delivers. Let’s take a look at the opportunities and challenges of gamification. We are going to use the Business Model Canvas to better understand the business implications of gamification. CIBBVA is thinking in business models.
To help clarify Gamification and to best apply it. Given that we are early stages of this trend. and when done “wrong”. and captures value.” A business model can be best described through nine basic building blocks that show the logic of how a company intends to make money. But be warned… read the fine print: “gamification is currently driven by novelty and hype” and filled with potential pitfalls.
etc. Though a “wait and see” strategy to assessing business opportunities seems prudent.
Gamification is “bundled” to existing products/ services to enhance the value proposition to customers.
Gen X and Gen Y customers. when customer “right.
Good gamification deployments can increase the value of a company’s brand.” it seems clear that gamification presents opportunities for both sides of company’s business model: both value (the customer facing business units) and efficiency (the employee/partner facing business units).
EMPLOYEE BEHAVIOR IMPROVEMENT. channels.
BRANDING AS A VP.
Gamification offers customers personalized.
done Gamification. “Trying to add fun to an activity that has another purpose is more difficult still. with a high component of cocreation and community.” Gamification from a business point of view has some perceived risks. This will wear off as user fatigue sets in an the sustainability of engagement becomes an issue. key activities.
BUNDLING AS A VP. such as customer relationships. Gartner advises clients that current gamification applications is “motivated by the novelty of gamification. These CSs are already familiar with game dynamics and mechanics. self-service relationships.”
ful models to emulate and in a shortage of people who understand game design. Gamification may help to attract and engage new customers.
Surveys suggest low employee engagement.”Gamification can become the process for building a comprehensive new digital services platform.Business Opportunities
Based on early experiences and “guru talk. “Both in success-
NEW PRODUCTS AND SERVICES designed by “game thinking. not even IT”. automated. However there are some significant threats that should be addressed:
■■ Totally green (as in not mature). as it is almost impossible to separate the wheat from the chaff. Game design experience has not intersected with typical business functions. One fact that does seem clear is that
September 2012 | GAMIFICATION 29
There are some concerns related to gamification. More exploration is needed to test its usefulness in specific areas of business models. Gamification can make work “fun. it is evident that gamification offers an immediate opportunity to showcase BBVA’s innovation power (if done correctly).
game don’t happen that often. key partners.” can increase t “stickiness” at almos every channel phase. and probably less with gamification.
The golden child might look more like a whipping boy. v
Trial and Error is part of the learning curve. “While gamifying some activity may engage part of the stakeholders.
■■ No “one size fits all” with gamification. The idea of ‘fun’ can seem very trivializing/superficial/no what grownups do.
it make sense for us? “In many corporate environments. badges and leader boards is not going to make engaging with an organization more fun”. User engagement must be built in at the product/ service development level.
Gamification is more of a process than a product. the very notion of building ‘fun’ into any activity will be a nonstarter. Selling gamification in these organizations will be very difficult”.
Companies risk taking customers on unnecessary journeys. financial services co t. As the technology enters Trough of Disillusionment in Gartner’s Hype Cycle.
More time is needed to better identify the risks associated with gamification. Different
people play different games for different reasons. this may be difficul
September 2012 | GAMIFICATION 31
. the negative version of the fairytale will soon materialize and begin to dominate as some companies will painfully learn that all that glitters isn’t gold. Don’t put on the ROI hat …
? Data Who owns the data ility ownership/responsib and for d se needs to be addres mpanies.
consequences. distracting them from the main purpose of giving them what they actually want. “Turning an activity in a game invites players to try to ‘game the system’ and may result in unintended consequences”. it is not likely to appeal to all stakeholders.simply adding points.
gamification projects are capturing the imagination of people.Around the world. Whether playing a lottery with the speed limit or learning about real estate investments.
September 2012 | GAMIFICATION 33
. companies and organizations are seriously experimenting with gamification.
are incorporating elements of videogames into the workplace.
oyee Empl g Facin ion ficat Gami
Codecademy is a web-based. Compliance with the process has shot up to over 90%. They’re deploying reward and competitive tactics commonly found in the gaming world to make tasks such as management training. INNOV8. In less than a month over one thousand colleagues played the game. where players can learn to code and are rewarded with points and badges.
Salesforce Motivation motivates professionals using proven techniques that sales managers have always used: team competitions. and banking in an enjoyable way. meetups). interactive platform.
Google employees get a per diem amount for business trips depending on the destinations. If they are above the limit.
“Consulting firm Deloitte Touche Tohmatsu Ltd. many of them repeatedly. credit history. gives both IT and business players a better understanding of how effective BPM impacts an entire business ecosystem. status (mentor badge.” (Wired). gold/silver/bronze medal). A portal to help teach about money.
Sustainability Quiz The idea was to make behavioral change fun and inform employees about the success of SAP’s sustainability efforts and what steps they can take themselves.
Recycling is Fun At Bottle Bank Arcade recycling was turned into a fun activity. actually made this innovative idea a reality in Stockholm.
RibbonHero is an application that encourages MS Office users to learn more about the different features by watching videos and taking short exams. SAP Community Networks (SCN) “The SCN is also a good example to introduce you to a couple of game mechanics. FarmVille-style game that allows players to learn the connections of each part of the plant and manufacturing process. But instead of tracking and managing those programs manually. The players get encouraging real-time feedback on progress bars and can connect with their friends and compete against them..
September 2012 | GAMIFICATION 35
. and credit scores. Points (as “points points”. Sweden. Gam cts in Proje ial c Finan es c Servi
56 Sage Street.”
acing F r e m Custo ification. and rewards. data entry and brainstorming seem less like work. leaderboards (list of top contributors. the IBM Business Process Management (BPM) simulation game. The average speed of cars passing the camera dropped from 32km/h before the experiment to 25km/h after. companies can use cloud-based applications to “automate” tasks so that the team stays focused on the activities and rewards that are critical. they submit the receipt and get reimbursed.
Salesforce Bank of America
Bad Credit Hotel (in collaboration for the US Department of Treasury). but also views of your articles/blogs). but also exposure of you article on the main SDN page). together with The Swedish National Society for Road Safety. finance. leaderboards. they can use it to save it towards another business trips (which would have had no budget) or upgrade 1st class. social interaction (discussions. If they are below the per diem. Learn about debt management.
Walking up the Piano Stairs “Can we get more people to take the stairs over the escalator by making it fun to do?” The project led to an increase of 66% in the use of the piano stairs.mer o t s u C g Facin ion ficat i m a G cts Proje
Volkswagen (Fun Theory)
Speed Camera Lottery “Can we get more people to obey the speed limit by making it fun to do? (The idea) was so good that Volkswagen.
Investorville is a virtual world where one can try his/her luck at investing in rental property without the risk of buying one.
Other notable companies include:
■■ Bigdoor ■■ Crowd ■■ Get
Twist Glue ■■ Playgen ■■ SCVNGR
Crowdtap is the Influencer Marketing platform. activate and manage their influential consumers for real-time insights and powerful online and offline peer-to-peer marketing. Badgeville is funded by Norwest Venture Partners. traditional loyalty programs and social networking in its suite of Behavior Lifecycle Management solutions. IActionable can be used to change user interface and user experience and drive behavior in the form of participation and engagement.Gamification Platform Providers
For organizations who are considering off the shelf solutions. integrated team. platform providers are offering turnkey solutions for gamification. Badgeville’s PaaS (Platform-as-a-Service) is designed to connect user reputation across all of your digital touch points. actionable and scalable user experiences for consumers. Bunchball’s investors include Granite Ventures.
IActionable is a web based (SaaS) gamification software platform that applies game mechanics to non-game applications. we present some of the leading vendors:
According to Cynergy.
Bunchball offers the Nitro gamification platform. v
Founded in 2010. managing over 125 million users and tracking over 15 Billion actions to date. Triangle Peak Partners. Below. employees and partners. and its analytics solution. and Adobe Systems Incorporated. Correlation Ventures. but incredible experiences are much more than just pixels—they require the artful merging of expert strategy. Trinity Ventures and the Webb Investment Network. Great design is critical. Northport Investments. Crowdtap intends to shift marketing to a fully collaborative and participatory process between brands and consumers. That’s our formula—that’s how we make incredible experiences happen. Built on database technology. wich we want to create an space of interaction with our on line clients. to create customized. “We make incredible experiences happen—no easy task. Badgeville draws on techniques from social gaming. Founded in 2005. Nitro is a scalable and reliable gamification platform.”
BBVA & the
With BBVA Game we have launched an important Beta project.
September 2012 | GAMIFICATION 37
. enabling leading brands to easily identify. delivered by a single. design excellence and cutting-edge technology. El Dorado Ventures.
of course. and while it being used in many different ways. loyalty programs. BBVA Spain and Portugal. we can apply this model in all countries in which we have presence. offers stickiness to our clients. a gamification platform. has incorporated game dynamics as a way to provide additional value for online banking customers. to be “sticky.“Companies around the world
are leveraging game mechanics to engage customers. the concept of gamification is universal. Head of Digital Marketing and Marketing Lab. v
Bernardo Crespo. and offer crossselling and upselling opportunities for our business. any other pretense would be rather arrogant. and financial services companies are no exception. and game dynamics which offer the most fun. This trend is called gamification.
September 2012 | GAMIFICATION 39
e understand that to generate a fun dialog with our clients is a challenge.
What we do know is that we can use gamification to get know know our customers better. We put together our best value proposition. The BBVA Game is a leading edge example of using gamification to both engage customers in a fun way while architecting the customer journey. Like BBVA. BBVA joins a small group of innovators that are turning customers into players and banking into a game. Most online users access our site to check positions and perform transactions. Without a doubt. the sweet spot is in engaging customers. to get closer to them in an refreshing way. All the team members in various teams who participated in bringing BBVA Game to life (Marketing and Innovation & Technology) shared one thing in common: We had fun. to educate them. Gamification is a win-win for BBVA and its customers. We will not really know the final results until we learn from our customers. it’s quite a challenge BBVA Game. And that is a good sign.” and. As an early adopter of gamification in the financial services industry. We wanted to work in teams to create a game that educates our clients.
even help spark some new innovations in the organization. random. not on features. tweak it based on the test results. ■■ Unique visitors increased 30%.. Getting Gamification Right.Forecast
increase of 2x page view. To wrap things up. view per visit increased 60%. What motivates them? What is meaningful to them? What keeps them from following through on their intentions? What kind of games to they like? What kind of community do they prefer? Without user research to figure these things out. and Iterate.
The core of game design is to build a functional prototype of the rule system as early as possible to test whether it is any fun.
Sources: Sebastian Deterding. ■■ An increase of 2x repeat monthly visits. you will miss your target audience.
“Reality ultimately is much more messy. ■■ Increase of 100% on time on site.
■■ Read the Rules. Playtest.”
■■ Know ■■ Prototype. we leave you with some “Gamification Tips from the Pros. May 2011
■■ Page ■■ An
Gamification Tips from the Pros
Game designer “The most important thing to keep in mind here is that any good design — game or software — hinges on good designers and design process. unfair and beyond our control than games. Quantitative analytics will tell you whether your point systems don’t have loopholes or exploits. January 2011 | Sebastian Deterding Don’t Play Games with Me! Pitfalls of Gameful Design. it’s clear what should be done with gamification for the shortterm future: Just Play! See how gamification can create or capture value for the organization. see their customers enjoy the benefits value creation aspects of gamification: Though the results display initial deployments numbers.
Bring in the Data. Goals and rules create interesting challenges. even can create meta-games.”
September 2012 | GAMIFICATION 41
. perhaps. test it again. complex.” hoping that they may help you better understand this key topic and. to iterate your way toward something that is fun and engaging. etc. ■■ 400% ROI (with payback time of as little as 3 months).
The early results are in. a pure gamification platform provider. or whether you balanced the difficulty of the goals and missions you present to the players. Bunchball.
the planet (RecycleBank).
By leveraging the power of gamification.5 times. gamified applications that correctly position motivation. RecycleBank utilized game mechanics such as points. 70% of NextJump employees exercise regularly — enough to save the company millions in work attendance and insurance costs over the medium term — all the while making the workplace healthier and happier. The resulting rise in engagement has generated substantial revenue for the company.
Gamification expert “The initial findings from gamification specialists are nothing short of astonishing. and retooled the curriculum to make use of off-the-shelf games to teach reading. virtual rewards. application of gamification is very diverse. Most current gamified applications are doomed to fail. bringing registered user counts from 400. more engaged relationships and to motivate changed behaviors.Brian Burke. thus reducing research costs by 80% or more for key clients. In the space of 18 weeks. Speed Camera Lottery idea rewards those drivers who obey the posted limit by entering them into a lottery.
research & evangelism count (Crowdtap). challenges and rewards to drive breakthroughs. down and smell the money (Volkswagen . Mr. Many organizations report significantly higher engagement with gamification. Gartner
Technology analyst “The goal is to inspire deeper. v
Source: Gabe Zichermann | Mashable . math and other subjects. that simple game mechanics can affect behavior. Focusing on specific goals is critical to success. Regardless of your business model.
a market (Foursquare) Foursquare proved that location-based networking wasn’t doomed to fail. this trend today if you work in an organization that is willing to take risks.7 Winning Examples of Game Mechanics in Action
September 2012 | GAMIFICATION 43
. But remember that careful planning and improvement through iteration are central to every successful implementation of gamification.
the herd mentality — don’t implement a copycat application. October 2011 Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement. average driver speed was reduced by 20%. But risks abound. where the recycling rate has broken 20% for the first time in history. and organizations should consider their deployment strategies carefully. January 2011 Gartner | Maverick Research: Motivation. Through the use of gamified. Pai’s class went from below third grade average reading and math levels to mid-fourth grade. and that you can engage 10 million customers — all while raising $50 million.
Sources: Gartner | Gamification Primer: Life Becomes a Game. the following seven gamified innovations should inspire you to strategize via game analysis. The project has seen a 16% increase in recycling in Philadelphia.000 to nearly 3 million since the launch of the gamified version. Momentum and Meaning: How Gamification Can Inspire Engagement.Fun Theory).”
views by over 130% and return visits by 40%. the company has been able to raise average user participation by 2.
is a business issue that is enabled by technology — business managers must take the lead in driving gamification efforts. momentum and meaning (M3) to inspire engagement with the audience.
■■ Get fit (NextJump). When tested at a checkpoint in Stockholm. Club Psych implemented gamified incentives to raise page
teaching fun (Ananth Pai) grouped students by learning style. December 2011
■■ Generate ad revenues (Psych & NBC/
On the Web
Ian Bogost (Video Game Theorist. March 2012. Challenges. April 13. Sebastian Deterding | Getting “Gamification” Right (presentation). Sebastian Deterding (Game Researcher and Designer) | Coding Conduct: Persuasive Design for digital media. Wired Magazine | Go with the Flow.MPAA | Theatrical Market Statistics. 2010. Demographic and Usage Data: Essential Facts about the Computer and Video Game Industry. Gabe Zichermann & Joselin Linder | Game-Based Marketing: Inspire Customer Loyalty Through Rewards. October 2010. Gaming Business Review | Who Owns Gamification Data? February 18. 2011.
Mashable | 7 Winning Examples of Game Mechanics in Action.
Byron Reeves & J. Jane McGonigal | Reality is Broken: Why Games Can Make Us Better and How They Can Change the World. Entertainment Software Association | 2011 Sales. 2009. Gaming Business Review | Designing Gamification for the Most Frequent Personality Types. Gartner | Gamification Primer: Life Becomes a Game.
A list of links to other useful tools and resources that you may find useful as a supplement to the information offered on the ‘Simple Bank’ report. Insight Express | 1Q2012 Digital Consumer Portrait. 2010. Gartner | Market Trends: Gaming Ecosystem. 1991. 1996. Gamification Research Network. Ralph Koster | A Theory of Fun for Game Design.
September 2012 | GAMIFICATION 45
Books & Publications
Bunchball | Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. Critic and Designer). Wired Magazine | Swedish Speed-Camera Pays Drivers to Slow Down. Alex Osterwalder and Yves Pigneur | Business Model Generation. 2012. Aaron Dignan | Game Frame: Using Games as a Strategy for Success. July 6. 2005. April 2007. Mihaly Csikszentmihalyi | Flow: The Psychology of Optimal Experience. December 6. International Federation of the Phonographic Industry | Recording Industry in Numbers: The Recorded Music Market in 2011. Tom Chatfield | Fun Inc. 2011. Entertainment Software Association | Games: Improving What Matters. Gamasutra | Social Gaming and the Bartle Archetype. Jenova Chen | Flow in Games (and Everything Else). 2012. Gamification of Work. 2012. 2011. 2011. Daniel Pink | Drive: The Surprising Truth About What Motivates Us. 2011. Why Games are the 21st Century’s Most Serious Business. Leighton Read | Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. October 2011. Google Insight for Search | Gamification. August 2011.
Gartner | Maverick Research: Motivation. 2011.
.com. Momentum and Meaning: How Gamification Can Inspire Engagement. 2012 GigaOM | The future of Social Games is Mobile. Gabe Zichermann | Gamification: Innovation and the Future (presentation). 2010. Bunchball | Gamification. and Contest. December 2011. Gartner | Innovation Insight: Gamification Adds Fun and Innovation to Inspire Engagement. April 2011. PSFK | The Future of Gaming. October 2010. 2009. September 20. Scott Nicholson (MIT Gambit Game Lab) | Because Play Matters. January 2011. 2011. 2011. January 2011. Gabe Zichermann | The Gamification Blog. January 2011. M2 Research | What is Gamification? (presentation). Gabe Zichermann | Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps.
and consults game companies on game usability and playability. He is also a prominent researcher and speaker in the areas of IT strategy. she consults with many of the top companies in the industry.
Founder and president of M2 Research. Wanda publishes articles and reports that on the market dynamics affecting development and consumer trends. and gamification. Ian Bogost
September 2012 | GAMIFICATION 47
. is an industry analyst and market strategist. In addition to her published works.In depth
Jane McGonigal takes play seriously. 2010) where he makes a compelling case for the use of games and game mechanics in everyday life. and social media. Scott Dodson. games. Steven L. Keith Smith. Micheal Wu.
Other experts include:
R Ray Wang.” She has a PhD from UC Berkeley in performance studies. MIT Technology Review named her one of the top 35 innovators changing the world through technology.
Gabe Zichermann is an entrepreneur. video games. re:publica. Today. specializing in enterprise architecture and IT portfolio management.
Sebastian Deterding is a researcher and designer working on user experience. strategic positioning and competitive analysis. highly rated public speaker and gamification thought leader. Dennis Crowley. author. She studies the power of games to impact the real-world — and she creates games that do just that. Johnson. persuasive design. He is the chair of the Gamification Summit and Workshops. She is an expert on applying game design and game theory to real work and real business. Wanda has a deep understanding of emerging trends in interactive entertainment. and has consulted and developed internal game workshops for leading technology companies. and is co-author of the book “Game-Based Marketing” (Wiley. the web and business. Buster Benson. and Harvard Business Review called her theory of “alternate reality business” one of the “Top 20 Breakthrough Ideas of 2008. Toby Beresford. or Playful. for her role in pioneering the field of alternate reality gaming. investment strategies. His PhD research at the Research Center for Media and Communication at Hamburg University looks into the use of game design to motivate user behavior in non-game contexts. IT organizational structures and business/IT alignment. providing custom analysis.
Brian Burke is an analyst for Gartner. he speaks and publishes internationally on persuasive design and gamification at events such as reboot. and most recently developing research on the emerging gamification trend. His groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both the public and private sectors.
depending on the needs. Despite Microsoft support. followed by FourSquare.
The Maps War
Emerging players are consolidating their Maps products and becoming trusted partners in the Maps solutions landscape. on the other hand. Microsoft Maps solution. Therefore. A few weeks ago Wikipedia moved from Google Maps to OpenStreetMap. We already have a winner: the final user. it looks like Apple wants to extend the war beyond Maps … be careful out there. These areas are currently being covered by Bing. But it is no longer free. Nothing free lasts forever. shutting out Google).
Is OpenStreetMap a mature solution?
OpenStreetMap was founded in July 2004 and it is defined as a collaborative project to create a free editable map of the world. with predictions on what may come of them in financial industry. Instead. The Maps war is escalating. In April 2012.000 free queries per day. and functionalities as Street View add value to final user far beyond geo-localization.
September 2012 | GAMIFICATION 49
.000 registered contributors. During Apple’s WWDC in June 2012. it is required to pay. Low populated areas. In fact. High populated areas such as big cities are constantly being updated. along with Siri. the company announced that the new iOS will no longer use Google Maps.
And what about Google Maps?
Google Maps solution is much more than Maps. Rumors keep growing and it is said that Apple is working on its own Map solution that will be revealed with the iOS 6 and will include 3D features. certain places may not have accurate information to display. even at a higher rate than Google Maps does.Technology trends
The following section outlines the upcoming technologies that will change everything. Over that limit. so Google Maps API is limited to 25. However. It is also considered the main advertising platform for many merchants. OpenStreetMap cleared 600. not all registered users actually contribute to the map: a minority of individuals contribute the majority of the content (around 3%). OpenStreetMaps can be considered a good approach. seems to offer iOS users more convenience and solutions (of course. Even Apple launched iPhoto for iOS using OpenStreetMap data for photos with geolocation tags embedded. It seems to be quite hard to make money putting ads on maps. the titans are clashing. The new map service. are not so accurate. Apple will offer its own maps solution in the iOS 6.
20 15 10 5 0
September 2012 | GAMIFICATION 51
Sources: IBM | “Understanding Big Data”. 3) segmenting populations to customize actions. and improve performance. 4) replacing/supporting human decisions making with automated algorithms. 2) enabling experimentation to discover needs. Early results show that big data leaders are taking market share from the laggards.
up-selling/cross-selling opportunities. Additionally. Citibank has partnered with IBM (“Watson”) to use big data for
OPEN WIDE Global digital information
Created Storage available Zettabytes = 1 trilion gigabytes 35
2005 : 0. expose variability. 2012
Relevance of Big Data
Opportunities – for example. It is stipulated that they will also use Watson to detect fraud and analyze customer credit worthiness. and accountability and enforcement. and 5) innovating new business models. namely: data protection and security. the world creates 2.5 quintillion bytes of new data – everyday! 90% of the world’s data has been created in the last two years alone. suggesting that big data will become a keystone for competitiveness and growth for the organization. The danger (or risk) of big data stems from issues which will affect all stakeholders.
ccording to McKinsey Global Institute. Specifically for the banking sector. rights and responsibilities for using data.Technology trends
Striking Gold with Big Data
Today. a retail business can increase operating margins by 60%. and services. March 2011 McKinsey Global Institute | “Big Data”. it is estimated that by 2020.13
2020: 34. products. Companies must acquire the right tools and processes to separate the dirt from the gold efficiently. June 2011 World Economic Forum | “Rethinking Personal Data: Strengthening Trust” (August 2011) The Economist | “Big Data: Crunching the Numbers”. In this mountain of data (both structured and unstructured). big data can unlock value (high level) for the enterprise by: 1) creating transparency. the volume of data will exceed our capacity for data storage by more than 2:1. there is gold to be found.
5%.A. banks can create copies of the core system quickly and provide them to partners in standalone sandboxes.K Sweden Germany France Canada
60% 42% 37% 34% 31% 27% 24% 20% 18% 16% 11% 10% 8% 7%
Source: finextra | May 2012
When Google Apps go Big… What happens?
An analysis of one year’s worth of data of Google Apps enterprise customers shows us: ■■ An average user creates 84 Docs/Sites. The summaries were prepared by the editorial board. ■■ Year over year growth of Docs/Sites is projected to be 400%. According to ING.25%. it now takes less than a day. Thinking about the results. ■■ 80% of Smartphonatics have used the mobile banking channel. ACI Worldwide. the pace of innovation will quicken as developers can test new functionalities without worrying how it will perform.000.” ■■ 70% of Smartphonatics have used a mobile device to make a payment. By allowing developers work with a real core banking environment.
Smartphone + Fanatics = Smartphonatics
Smartphonatics are consumers who change their shopping. ■■ Percentage of Docs/Sites that are designated ‘Everybody’: 5. when the product goes live. Customers are willing to pay for premium services. Further information is made available for each given topic. readers will find summaries of the most relevant news of selected topics that have been published over the course of the month based on its relevance to the Banking industry. According Aite’s Ron Shevlin. and. ■■ Compared to on premise solutions. the results are very similar.0
Everyone wants Mobile Banking. ■■ Percentage of Docs/Sites that are designated ‘Public’: 0. Aite Group)
Innovation at the Core: just Copy & Paste
By using virtualization and replication technologies. “This group is driving the adoption of mobile payments and banking.
Average Number of External Collaborators: 3.5%.
Source: Aite | May 2012
Core banking platform
Smartphonatics by Country
(Source.E China Italy Singapore U. which can provide access to real-time information related to the corporate environment. a full replication of the core system used to take about 260 days.S Australia U. they can boost adoption by enabling other value added services.Trending issues
In this section. and setting the bar for how financial institutions will have to respond over the next five years. and payment behavior as a result of owning a smartphone. As tablets are already part of the C-suite. should be mindful of when share Docs/Sites with others.
Source: Forbes | June 2012
September 2012 | GAMIFICATION 53
. financial.000 Docs/Sites on their domain. ■■ An average enterprise has 250. it seems like enterprise users have no problems embracing Google Apps. if they can realize efficiencies. ■■ About 33% of other consumers have used the mobile banking channel. including companies
A recent global survey of treasury executives suggest that 66% of corporate customers are ready to use mobile banking.
Source: Information Management | May 2012
India South Africa Brazil U. of course. ■■ Percentage of Docs Shared Externally: 2. ■■ Less than 25% of other consumers have made a mobile payment.
Source: Massolution | June 2012
26% 7% 4%
When it Comes to Social..Men 1
A recent survey of 2. 8 of 10 consumers in the survey indicated that they would use mobile wallets..000 Britons (commissioned by British Telecom) discovered that “over half of female internet users used social networking websites such as Twitter and Facebook. comScore & The Partnering Group | June 2012
. whilst only 34 per cent of men surveyed admitted to doing so. For now. American consumers follow an average of 9.
Source: Shop. Bad News
A recent survey shows consumers want to use mobile wallets. Banks should heed this wake-up call or prepare for a future without a mobile wallet. They also say that.. they would miss social media websites the most. the Pin is mightier. In fact. reveals that crowdfunding platforms raised almost $1. and that’s good news. the already growing market is set to double in 2012. if the internet no longer existed. consumers clearly prefer PayPal. Similarly. Google and Apple over banks to provide the solutions. However. if PayPal offered a service.3 retail companies on Pinterest. when it comes to digital marketing. 18 per cent of women believed that.
According to the 2012 Social and Mobile Commerce Study (a joint research project by Shop. out of those surveyed.”
Source: The Telegraph | May 2012
The “Pin” is Mightier than. Women 2 . with current trends. respectively
The Crowd is Growing Crazy
The Crowdfunding Industry Report from researchers.org. compared to 8.9 on Facebook.
Source: MarketWatch | June 2012
FUNDER AND FUNDRAISER ACTIVITY
Percentage based on sample of 57 and 47 CFPs.Trending issues
Mobile payments Crowd finance
Good News.5 on Twitter and 6. Massolution.. This compares to just seven per cent of men. comScore and The Partnering Group). funding over one million projects in 2011.
” In this issue of Innovation Edge. According to the website. as the app ecosystem will surely find a way to create newer and/ or better mobile services. from connectivity to apps. a virtual personal shopping assistent. launched Quiri in March 2012. With faster mobile network speeds and global coverage.41%
Source: Computer World | June 2012
Join & enjoy
Flashback to EVOKE
Though there is a lot of commercial buzz related to games and gamification today. three times as many people as are using that technology today.41% ■■ Others . we pay homage to one of the pioneers of gamification. the World Bank launched the EVOKE.
Source: Sacramento Bee | June 2012
New Gizmo era
Love at First Bite
People just love Apple’s iPad.46% ■■ Amazon Kindle Fire . the mobile internet is poised to deliver new innovative services. especially with smart devices in the e-commerce space. A customer satisfaction polls shows that iPad clearly is heads and shoulder above its competitors when it comes to wowing the customers. Shoppers can use their iPhone 4S or Android to verbally search sites for products and the products they are looking for. there will be 5 billion mobile broadband users. It is like having a highly knowledgeable.81% ■■ Apple iPad2 .
Source: World Bank | March 2010
September 2012 | GAMIFICATION 57
App ecosystem New banking concepts
The Internet is Becoming Mobile
By 2017. EasyAsk. According to Ericsson’s CEO. personal shopping assistant for that one store. some are designed to change the world. understands both the intent of the search and has deep knowledge of the content and products within the e-commerce site. a natural language technology company. In 2010. Quiri. there is a “shift in power from the network to the handset”.
Source: GigaOm | June 2012
Talk to Bank
Voice-enabled search is fast becoming a differentiator. a game which motivate players all over the world to come up with creative solutions to our most urgent social problems. “EVOKE is a ten-week crash course in changing the world.71% ■■ Samsung Galaxy Tablet . Customers are “very satisfied” with: ■■ Apple (new) iPad .
we’re rapidly moving from a world of inbound patients to a world of inbound data. The impact of this shift on the healthcare system and how consumers use and act on health information should not be underestimated. CRM and e-Commerce at ICEMD.centrodeinnovacionbbva. Madrid)
Gimme a Hi-Five for health
T“For healthcare delivery.000. the first free rewards program that encourages Americans to save money and pay down debt. He holds a masters in Relational Marketing. enthusiastic marketing. Priya Haji @priyahaji
Connected Cars Solution Market Expected to Exceed $350 million in 5 years
By 2017. based on real world experiences. helping companies of different sectors to introduce game mechanics in products and service. and road user charging. would help you ascertain whether or not gamification is being hyped or is here to stay. His groundbreaking work in the development of federated architectures has been implemented in hundreds of organizations in both public and private sectors. according to ABI Research.00–14. Sergio Jimenez @gamkt Sergio Jimenez is an analyst. the connected car market will be about $350 million dollars. including a lifechanging $2. infotainment.00 h. technology and games. Through a fun and simple approach that employs game mechanics.com
BBVA Innovation Center (Plaza de Santa Bárbara 2. Bernardo Crespo Velasco @b_crespo Head of Digital Marketing and Marketing Lab at BBVA Spain. ■■ Improved patient engagement. Brian Burke @brian_burke Analyst for Gartner.
September 2012 | GAMIFICATION 59
Source: Forbes | June 2012
Check out the videos and photos of the event in our web www. ■■ New provider of business models. ■■ Improved patient safety. The consumers are asking for a connected lifestyle and they are asking to be connected to the car. Andrews. expert in gamification and enterprise architecture.
Source: ABI | May 2012
13th September | 9. Mr. insurance telematics. while offering a chance to win prizes. Jimenez has participated in numerous projects related to gamification.
Videos.000 jackpot. Degree in Management and Economics from the University of Castilla-La Mancha and the University of St. especially the younger consumers. Connect Car solutions include stolen vehicle tracking. SaveUp helps transform the otherwise mundane activities of savings. consultant and speaker specialized in gamification.Trending issues
Smart cities + urban mobility
Gamification & Banking: a passing fad or a serious business?
World renowned experts. ■■ Reduced medicare fraud. pictures and all the info
CEO and co-founder of SaveUp. growing from $66 million in 2012. Here are five ways digital apps and smartphones will transform healthcare”: Improved access to care.
youtube. Being part of an innovation ecosystem allows BBVA to be near ideas and talent and to facilitate access to the world’s leading experts.facebook. an event focused on the cloud. the group relies on time tested innovation methodologies.centrodeinnovacionbbva. with total openness and without any borders. above all. The Open Innovation model adopted by the group attests that BBVA highly values people and talent.Innovation
For BBVA. and shows the bank’s willingness to lead the transformation of the financial industry. both for our group and people.
We Innovate to Grow
BBVA understands innovation as a source of value creation.
September 25th BBVA Innovation Center will host the event Knowsqure.
www. the BBVA Innovation Center is a space to meet. Furthermore. regardless where they may be. which were co-developed with leading experts around the world.com/cibbva www. BBVA Innovation Center will host the 8th edition of. It is also a way to share our collective knowledge with innovation community. This is a meeting between professionals that want to deal with the possibilities and development of the cloud computing.com
www. innovation is a strategic pillar and the BBVA Innovation Center is a major focal point for the group’s effort in this field. a space to share. and. an online and off line network board of directors. The BBVA Innovation Center is the focal point for significant and disruptive innovation projects.
This month events:
September 2012 | GAMIFICATION 61
.com/user/centroinnovacionbbva www. a space listen and learn from the innovation ecosystem.com/centrodeinnovacionbbva twitter. Cloudstage.slideshare. The aim of this event is share experiences and knowledge to improve the management of companies. In order to effectively manage its development.
free of charge. recording o any other system of storage and retrieval. especially retail banking. Innovation Edge aims to explore new trends and technologies that may impact the financial industry. analysis and in-depth information about a given trend.prodigiosovolcan. All issues will be made available for download at the App Store. BBVA. APP: Innovation Edge is also available in Apple’s App Store. including photocopying.com in both English and Spanish. PDF: Our website offers . DL AS 2.
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BBVA Innovation Edge is the first corporate magazine focused on innovation.BBVA Innovation Edge is the result of a collaborative work done by all the people who are involved in innovation at BBVA Group. without permission of the publisher. WEB: Articles and sections are available for free on www.498-2012
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María Pilar Álvarez García l Javier Anguiano Javier Benedí l Alfonso Bey Navarro Jaime Bisbal l Reyes Bolumar Javier Borderías l Bernardo Crespo Antonio García l Eugenio García Rafael Hernández l Miguel Ángel Iñesta Beatriz Lara Bartolomé l Carmen López Marcos Marrodán Ciorcia l Luz Martín Ricardo Martín Manjón l Samuel Martín Valentín Álvaro Morón l Manolo Moure Jay Reinemann l Alicia Sánchez Javier Sebastián l Marcelo Soria Gustavo Vinacua l Shan Ggu “Phil” Yim
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