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Build
engagement with
SoInteractive Engagement Platform
1.
SoInteractive Creative
Technology
2.
Gamification -
theory
and practice
3.
SoInteractive Engagement Platform
4.
Q&A
Agenda
15min + Q&A
S
oInteractive
COMARCH
39 subsidiaries
in
23 countries
Our
services
Strategy
Design
WEB
SoCMS
Animation 2D/3D
APPS
(web, mobile, desktop, FB)
DTP
Gamification
Social CRM
BizEcatalog
Hosting +
administration
SEO / SEM (Google, Facebook
, Bing)
Business Consulting
Engagement Platform
Loyalty 3.0
B2C & B2B
Workplace Behavior Management
Clients
Gamification
Theory
The
engagement crisis
Joy
Play
Happiness
Pleasure
Lost
to the
world
Boredom
Searching
for new
experiences
and activities
Too
many distractors
T
ransient
ardour
Everything
is
‘for a moment’
Multitasking
Perform
multiple
tasks
in
the
same time results
not only
in
loss
of quality
of work
and high level
of stress
…
Present
way
of force
us
to work
in
the
multitasking
model.
… but also
in
loss
of engagement in
current
task
.
Multi -
screennig
Google, The
New Multi
-
screen
World
, August 2012
Gamification
use of game thinking and
game mechanics
in a non
-
game context
The three design disciplines that gamification
is based on are
:
Games
Loyalty
programs
Behavioral
economics
IN REAL LIFE
In
everyday
life
we
all
play,
regardless
of
age
we
always
set
ourselves
the
challenge,
evaluate,
punctuate,
compete
These
mechanisms
are
used
for
example
in
business,
education,
web
design,
application
development
and
systems
internals
as
well
as
in
marketing
.
Game
vs
. gamification
GAMIFICATI
ON
ADVERGAME
GAME
Games
played
by kids
and adults
A
video
game
w
hich contains an advertisement
.
Transferring
games
into
reality. Co motywuje i buduje zaanga
ż
owanie
Influence over
engagement
Competition
Challenges
Cooperation
Rewarding
2
3
1
4
Dopamine
Flow
Engagement loop
Gamification –
why
it
works
?
Dopamine
Dopamine is a neurotransmitter
that helps control the brain's reward and pleasure centers.
Dopamine also enables us not only to see rewards, but to take action to move toward them
.
novelty
challenge
competition
success
Flow
challenge
skills
boredom
anxiety
FLOW
Mihaly
Csikszentmihalyi
F
ull
involvemen
t
and enjoyment in
the process of the activity .
Engagement loop
ACTION
FEEDBACK
MOTIVATION
ACTION
FEEDBACK
MOTIVATION
Areas
of use
of gamification
Marketing
LOYALTY 3.0
EDUCATION
WWW
Enterprise
SALE
CALL CENTER
PROJECT MANAGEMENT
INTEGRATION
SoInteractive Engagement Platform
System architecture
General principle
SoInteractive Engagement Platform
Social
and mass multi
player on
-
line
gamification
engine
The
implementaion
of even
most complex
scenarios
assuming
online
engagement
Fast, scalable
and configurable
tool
Social
-
enabled
and mobile
-
enabled
Extended
analitical
module based
on Hadoop
Apache
Q&A
СпасиБо
!
Jan Svorobovic
Sales
Director
Jan.Svorobovic@comarch.com
+7 962 928 1605
Автор
Editor
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