2. 2
About Ahmed Hossam
• Founder and Gamification Consultant at Gampact & President of
Gamification Egypt
• Gamification Consultant & Gamfed (International Gamification
Confederation) Ambassador in Egypt. http://gamfed.com/who-we-are/
• Earned the Gamification world Certification during the
Gamification World Congress (GWC15) in Barcelona, Spain.
• Certified Expert Gamification Designer from Engagement Alliance.
• Ahmed is the 1st in the Middle East to be Certified Gamification
Designer level 2 from Sententia Gamification Consortium.
3. 3
About Ahmed Hossam
In July 2017, ranked 2nd in the Global Gamification Guru Power 100.
https://www.rise.global/gurus/r/2470935
6. “The new buzzword in the
business world is Gamification”
- Kathryn Perry
Oracle Director of Communications on Jan 24/2013
https://blogs.oracle.com/applications/entry/adding_gamification_into_the_oracle
7. Introduction
Hewlett Packard (HP) were able to achieve over $1 billion of
revenue growth after investing in a new online portal that
takes a gaming and rewards approach to selling.
http://www.callcentre.co.uk/how-hpintel-made-1-billion-through-gamification/
8. Knowledge Levels Through the Day
?
1 Gamification
2 Why Gamification
Lets Gamify
3 How is it used?
13. Insights and positive feedback about the overall process
Your feedback on the product
Why did you feel it is a game?
What are the game elements that we used?
Debrief
16. • The use of game elements and game design thinking in non-
game contexts to:
Engage people
Feedback
Change behavior
Motivate action
Promote learning
Solve problems
User retention
And yet more ..
What Is Gamification?
41. 3/3/2018 41
The global market for gamification is
expected to reach $5.5 billion in 2018
• http://techinfographics.com/gamification-stats-and-facts-for-2015/
Gamification growth to reach $10.02
billion by 2020
• http://www.researchandmarkets.com/research/z5v5zf/gamification
In a 2015 survey, 87% of retailers said
they plan to use gamification to engage
customers within the next 5 years
https://bostonretailpartners.com/2015-crm-survey-report/
What is Gamification?
Gamification is the use of game elements and game design thinking in non-game contexts to:
Engage people
Change behavior
Motivate action
Promote learning
Solve problems
And yet more ..
Nielsen - a leading global information and measurement company, provides insights & data about what people watch, listen to & buy. – 80% of the population use second or third screen while watching something like TV (( Distraction from the distraction ))
20% of the population checks the smart phone each 10 min of the day ( 100 checks )
Teenagers want to drive less than the previous generations ( No FB or twitter or Instagram while driving )…instead of FB, we don’t drive a car instead.
Game-Based Learning/ Serious Games
The definition of game-based learning is simply learning through games. (Simulation, Teaching) متحف الاطفال
Games:
Entertainment, video games, mobile games
Gamification:
intrinsic and extrinsic
Rewards are not only money
Money are effective only by less than 20%
Intrinsic Motivation is what derives productivity
Combination of Extrinsic and Intrinsic boosts the motivation