Gamification is on everyone's lips these days. Using game-like mechanics and systems to increase fun and engagement is a relatively new and expansive topic, subject to much debate and dialogue. Without a doubt: If "engagement" is the super metric of the next decade, then "gamification" is its elixir. What do we mean by gamification?
To mark this first-ever conference on an emerging field that will touch just about every business and social sector, we are pleased to exclusively unveil the first-ever research around codifying the size and growth potential for gamified goods, services and brands.
Wanda Meloni, M2 Research, describes for the first time the important findings of this one-of-a-kind months-long research.
Bio
Wanda Meloni
Wanda Meloni founded M2 Research, a strategy consulting firm where she works as a market analyst. Before starting M2 Research, she was president of DFC Intelligence and worked as an analyst at Jon Peddie Research.
She tracks gaming and entertainment as well as the tools, technology and development pipelines. She has been quoted in multiple publications such as the Wall Street Journal, London Times, NY Times, SF Chronicle, and Computer Graphics World. She holds an MBA in Strategic Marketing and International Business.
Branch of applied mathematics devised to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. Game theory was originally developed by John von Neumann and Oscar Morgenstern in their book The Theory of Games and Economic Behavior (1944). In a typical game, or competition with fixed rules, players try to outsmart one another by anticipating the others' decisions, or moves. A solution to a game prescribes the optimal strategy or strategies for each player and predicts the average, or expected, outcome. Until a highly contrived counterexample was devised in 1967, it was thought that every contest had at least one solution. See alsodecision theory; prisoner's dilemma.
I don't think - What is Gamification? a suitable title for this presentation - it really isn't about "What" it is but really all about "Trends in Gamification"