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, founder and president of M2 Research, is an industry analyst and market strategist. Wanda has a deep understanding of emerging trends in interactive entertainment, games, and social media. She has been tracking entertainment, development tools, 3D and graphics technologies, and emerging markets and trends for over 15 years. Wanda publishes articles and reports that on the market dynamics affecting development and consumer trends. In addition to her published works, she consults with many of the top companies in the industry, providing custom analysis, investment strategies, strategic positioning and competitive analysis. Prior to starting M2 Research, Wanda was president at DFC Intelligence, working with interactive game clients and custom projects. Early in her career Wanda was a senior analyst at Jon Peddie Research tracking 3D gaming, animation, virtual worlds, 3D web applications, CAD, visual simulation, and enterprise graphics solutions. Follow Wanda on Twitter @wandameloni
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"