This document discusses the growing gaming industry and potential for gamification. It notes that there are over 1 billion gamers worldwide who play for over 100 million hours per day. The gaming industry is valued at $1.7 billion in Canada and is growing over 10% annually. The document also outlines forecasts that predict the gamification market will grow to $1.6 billion by 2015 and $2.8 billion by 2016 as more companies adopt gamification strategies to engage customers and employees. It argues that gamification could help address some of the world's toughest challenges by bringing the positive emotions of games to other domains.
18. What if we could bring these
powerful positive emotions…
to our real lives?
to our workplaces?
to the world’s toughest
challenges?
20. GAMIFICATION
Inventing new kinds of work
and business practices that
engage and empower
employees, customers, and
consumers as effectively as
a good game
21. In the last 12 months…
• $10+ million in seed capital for a series of
disruptive, gamification startups *
• $25+ million capital to traditional
businesses betting big on gamification
as a core customer strategy *
• a new $100 million fund dedicated to
gamification *
* Venture Beat
22. Economic Forecasts
2011: $100 million in gamification
development *
2015: $1.6 billion *
2016: $2.8 billion **
* Bloomberg Business Week
** M2 Research
35. Industry Forecasts
2014: A primary gamification platform will
become as important as Facebook,
eBay or Amazon *
2015: More than 50% of organizations that
manage innovation processes will
gamify them *
* Gartner Research & Analysis
36. Industry Forecasts
2016: Nearly 70% of Global 2000
organizations will have at least one
gamified application. *
* Gartner Research & Analysis