You are on page 1of 1

Gamification

Gam • i •fi • ca •tion (gāmifә’kāSHәn)


noun
the application of typical elements of game playing
(e.g. point scoring, competition with others, rules of
play) to other areas of activity, typically as an online
marketing technique to encourage engagement with
a product or service

Gam
Gamification solves ifica
tion
Exa
real-world problems Pro
blem
mpl
e
G ame : Sp
: Sp eed
eed
Cam ing
Driv era
ers’ Lott

Real-life
pho licen ery
togr se p
sent aph late
e s
goe a ticket d. Spee are

game example
s — d
the into a p their f ers are
spee ot. T ine
into d lim hose mone
a lo
tter it are e driving y
Pick a card!
y to nter
Res w in th ed
ults at p
ot.
dec : Sp
eed
reas
Mov e d ing
22%
e a
hea
d 3
spa
ces
!

2015
Gamification is the $2
next big thing billion

Engagement and
loyalty increase 30% 2013
when using gamification. $500
Extra Turn! million
Gamification in the U.S.

Global 2000
organizations in 2014 70%
will use
gamification

By 2015, more than


half of organizations
that manage innovation
processes will use gamification.

Gamify your business

Top 5 areas of
your business Recruitment
2
to gamify and hiring

Employee training
1 3
and development Employee
feedback
Elements of
gamification

Health
5 4
Creating new
Awards and wellness profit centers

Prizes
Points

Leaderboards
Badges
Contests

User engagement
Gamification
improves Data quality

$ Learning
ROI Timeliness

Gamification analytics

Things to track
• User participation
• Daily activities
• Users by achievement
and levels

Gamification takes the


hard stuff and makes it fun!

Infographic created by www.4imprint.com, based on the


Gamification Blue Paper®. Download Blue Paper at:
http://info.4imprint.com/bluepapers/gamification/
www.4imprint.com
Sources
“Gamification.” Oxforddictionaries.com. N.p., n.d. Web. 26 June 2013. <http://oxforddictionaries.com/us/definition/american_english/gamification?q=gamification>.
“Gamification.” Wikipedia. Wikimedia Foundation, 31 May 2013. Web. 03 June 2013. <http://en.wikipedia.org/wiki/Gamification>.
“Newsroom.” Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. N.p., 12 Apr. 2011. Web. 06 June 2013.
<http://www.gartner.com/newsroom/id/1629214>.
“Welcome to the Listening Post!” Gamification Is More Than Just Fun and Games. N.p., n.d. Web. 26 June 2013.
<http://blog.vovici.com/blog/bid/60806/Gamification-is-More-Than-Just-Fun-and-Games>.
Zichermann, Gabe. “Gamification: The Hard Truths.” The Huffington Post. TheHuffingtonPost.com, 23 Jan. 2013. Web. 26 June 2013.
<http://www.huffingtonpost.com/gabe-zichermann/gamification_b_2516376.html>.
“Gamification 2020: What Is the Future of Gamification? | 2226015.” Gamification 2020: What Is the Future of Gamification? | 2226015. N.p., n.d. Web. 27 June 2013.
<http://www.gartner.com/DisplayDocument?doc_cd=237457>.
Zichermann, Gabe. “Beyond the Hype: 5 Ways That Big Companies Are Using Gamification — Tech News and Analysis.” GigaOM. N.p., 27 Jan. 2013. Web. 06 June 2013.
<http://gigaom.com/2013/01/27/beyond-the-hype-5-ways-that-big-companies-are-using-gamification/>.
“Mashable.” Mashable. N.p., n.d. Web. 27 June 2013. <http://mashable.com/2012/06/15/gamification-business-evolution/>.

You may reproduce and distribute this infographic in its entirety. You may not create derivative works.
(Licensed under the Creative Commons: http://creativecommons.org/licenses/by-nd/3.0/)

You might also like