Tips for Startups on Gamification: A Chat with Gabe Zichermann [Wamda TV]
Is gamification a marketing fad or does it have the potential to
build a market in the U.S. worth $2.8 billion by 2016, with some
vendors expecting revenue growth of nearly
200%?
Opinion is divided.
A recent article in The New York Times lauds the
business potential of gamification, which makes marketing and other
social activities into fun activities by offering quests and
rewards. Meanwhile, in an
article for The Atlantic, video games researcher,
designer and critic Ian Bogost believes the idea misuses what makes
games appealing in the first place when transformed into simple
marketing strategies.
Whatever side of the debate you fall on, the predictions make for
interesting reading. IT research and consultancy firm Gartner Group
forecasts that by 2015, 50 percent of organizations that manage
innovation processes will gamify those processes, and 70 percent of
Global 2000 organizations will use a
“gamified app."
I talked to Gabe Zichermann,
founder of the Gamification
Summit, author of upcoming book Gamification by Design and
“Game-based Marketing”, and co-director of the Founder Institute in
New York, during a visit to Istanbul where he gave a talk on
gamification at FI Istanbul on Jan
2nd, 2013.
“Gamification is the use of game thinking and game mechanics to
engage audiences and solve problems,” Zicherman says when asked to
define the term. “It’s, most importantly, a kind of process where
we think about how we make things in the world more engaging, more
fun, more meaningful [and] more useful.”
He points out that while some of its uses are new, humans have been
gamifying their actions throughout history. “It’s a core part of
our personality. What’s different now is that we have new
technologies [and] new techniques and we have new processes that
make it possible to create engagement with gamification in a more
scalable way.”
The key ideas can be used to enhance engagement across different
sectors, especially the entertainment, publishing, consumer goods
and health markets, according to research by M2 Research. But
Zicherman cautions start-ups considering deploying gamification to
promote their businesses. “The biggest mistake is that they think
that they should make everything into a game. You don’t need a
princess, a dragon, shooting… but the underlying ideas, the
mechanics of games, can be very useful,” he says.
His new book, Gamification Revolution, will come out in the spring
of 2013, and the next Gamification Summit will bring together
startups, big companies, government, and enterprise consumers to
partake in workshops and lectures over three days.