«In 2011, 2B people will be connected to theinternet – as well as 1,000B things» Bob Sutor, IBM
Mobile internet opens for new opportunities Source: John Batelle, Wired
Many mobile internet solutionstake advantage of user psychologyand context using well knowngamingtechniques Here Gowalla is used as an example: See also Foursquare, Scvngr, Yelp etc.
SCVNGR CEO, Seth Priebatschdefines ”gamification” asapplied psychology.He sees this as a third webframework, where..- v.1.0 links information,- v.2.0 connects people &- v.3.0 enables influencing user behaviour
WELL-KNOWN PSYCHOLOGY; Feel engaged because of… – .. perceived control and progression – .. achieving something and being valued – .. a strong relationship with peers – the need to collaborate to solve the big challenges and achieve “epic wins”
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 Research from Carnegie Mellon University (2010) 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