Creating Supportive Environments for Healthy Eating & Physical Activity
Gamification Creating Value for an activity
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Transcript of Gamification Creating Value for an activity
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SAM CREATIVE GROUP INDONESIAGiantManaging Director &Chief Innovation Officer
INSIGHT/THINK / CONCEPT
GamificationCreating Value for an activity
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gamification is the use of game element in non game context
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character gamer
achiever killer
explorersocializer
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
Bartles player type 1996
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
win, compare, challenge, showoff, create
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#1 achiever (point) Sales impact case study
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#1 achiever (point) Sales impact case study
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
help, like, comment, give, share, greeting,
express
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#4 socializer Sales impact case study
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
explore, vote, view, review, rate, curate
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#3 explorer (place) Sales impact case study
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
hack, cheat, harass, tease, taunt
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#2 killer (competition)
Sales impact case study
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#2
midnight Sale
killer (competition)Sales impact case study
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killers achiever
socializer explorer
acting
interacting
worldplayer
internal
external
people environment
Bartles player type 1996
hack, cheat, harass, tease, taunt
explore, vote, view, review, rate, curate
help, like, comment, give, share, greeting,
express
win, compare, challenge, showoff, create
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functional usable aesthetic pleasurable meaningful
gamification design process
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functional usable aesthetic pleasurable meaningful
gamification design process
midnight Sale
Sales
reachable
packaging
fun
value
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gamification App
achiever
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gamification App
explorer
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Unique indonesiaConsumer Behavior
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community drivenWOM power
5-15
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community drivenWOM power
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61 juta internet user58 juta from mobile2012
110%mobile penetration
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Rise of Power Bank
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community drivenWOM power
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short term memory
context orientedprice consciousimpulsive buyer
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short term memory case study (stuck)
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senayan city
short term memory case study (euphoria)