Gamification: the new normal
We’ve posted a few times about several game developments we are currently involved in that are, to put it mildly, extremely exciting. We love projects on the cutting edge, and that edge right now is gamification. While our projects are still a short ways away from release, we are still talking to clients every day about gamification: what it is, how it works, and how it can empower your campaign or brand.
EngineYard has posted an interesting infographic which lays out some of the more interesting statistics related to gamification. I’ve embedded it at the bottom of this post as well.
Some of the more interesting points:
- Gamification spending will go from $100m a year to $2.8 billion in just 3-4 more years (that’s a lot of games!)
- Current “gamifiers” include Ford, Bayer, Mariott and others — companies you would typically not associate with games.
- Games are being used extremely successfully as employee-facing programs, as well as customer-facing. Glowdot in particular is working on a couple employee-facing games currently and we are seeing huge benefits in the areas of training, retention and acquisition.
- Americans still play games mostly on websites and social networks. (75 million mobile, 191 million social and web). Glowdot’s game platforms allow us to hit all of those platforms (and more) — iOS, Android, Windows 8 and the web (via Flash) in a single development. That’s a potential reach of hundreds of millions of users in one streamlined development.
- Even Al Gore is behind the trend: “Games are the new normal”
Here’s the infographic:
Courtesy of: Engine Yard
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