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Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011

When Mobility Met Gamification

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Talk given at EDB ErgoGroup Customer Event September 2011.

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Page 1: When Mobility Met Gamification

Nino Lo Cascio, Business Development Manger, EDB ErgoGroup Solutions, September 2011

Page 2: When Mobility Met Gamification

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!)

Page 5: When Mobility Met Gamification

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

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Au

gm

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ted

Re

ali

tyo

niP

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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.

Page 17: When Mobility Met Gamification

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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Mission:

We bring information to lifecreating value for our customerscreating value for our customers

to the benefit of society