Slides from the workshop delivered by Pete Jenkins of Gamification+ Ltd at the Brave New World Conference at the American Express Stadium, Brighton, UK on the 18th October 2018.
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Serious Play: How to use gamification to boost employee and customer engagement
1. P E T E J E N K I N S
B R A V E N E W W O R L D
SERIOUS PLAY:
HOW TO USE GAMIFICATION
TO BOOST EMPLOYEE AND
CUSTOMER ENGAGEMENT
2. ABOUT PETE
• Founder – GAMIFICATION+ LTD
• Entrepreneur in Residence at University of Brighton
• Chair of International Gamification Confederation
(GamFed)
• Chair of Gamification Europe Conference
• Practice Director, Gamification at
Intelestream Inc
• Ambassador for Brighton & Hove Chamber of
Commerce
4. Gamification refers to the use of game
mechanics in non-gaming contexts
Werbach and Hunter (2012, p26)
5. A. 100 million
B. 1 billion
C. 10 billion
Activision Blizzard’s players racked up how many
hours of play time in 4th Quarter 2017?
A. 1 billion
B. 14 billion
C. 29 billion
6. What percentage of video game players in the
UK (in 2014) are female?
A. 27%
B. 41%
C. 52%
23. P E T E . J E N K I N S @ G A M I F I C A T I O N P L U S . U K
H T T P S : / / G A M I F I C A T I O N P L U S . U K
@ G A M I F I P L U S @ P E T E J E N K I N S