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Gartner Adds Gamification to its Hype Cycle. This week, Gartner updated their analysis on the hype cycle of various areas in tech to include gamification.

Gartner Adds Gamification to its Hype Cycle

The hype cycle measures new technologies from their first appearance in research, through media hype and criticism, and finally to the plateau of productivity. Where does gamification stand? According to Gartner, it is just finishing its initial rise. Expectations of the capabilities of gamification are peaking, and it has yet to enter the “trough of disillusionment”. Reality will soon kick in with case studies on successful applications and failures where the tech has overreached.

Get more info from ReadWriteWeb and Gartner Gamification Co will be hosting it’s second Gamification Summit in New York on September 15-16. Join us at GSummit 2014 in San Francisco this June 10-13 to learn how your company can "Recapture User Engagement. " Save $150 on your ticket by using code GBLOG14 at checkout! Deloitte-predicts-the-top-10-technology-trends-for-2012-135248878.html?TC=CrowdFactory_Twitter&cf_from=http%3A%2F%2Fwww.prnewswire.com%2Fnews-releases%2Fdeloitte-predicts-the-top-10-technology-trends-for-2012-135248878.

NEW YORK, Dec. 8, 2011 /PRNewswire/ -- Deloitte today announced the research findings from its 3rd annual "Tech Trends 2012" report, which identifies and predicts the top 10 emerging and disruptive technologies that are expected to play a crucial role in how businesses are anticipated to operate globally in 2012 and beyond.

deloitte-predicts-the-top-10-technology-trends-for-2012-135248878.html?TC=CrowdFactory_Twitter&cf_from=http%3A%2F%2Fwww.prnewswire.com%2Fnews-releases%2Fdeloitte-predicts-the-top-10-technology-trends-for-2012-135248878

"As we head into 2012, many CIOs are evaluating the various aspects of IT, looking ahead to the new technologies that can help them drive business growth in the years ahead," said Mark White, principal and chief technology officer, Deloitte Consulting LLP and co-author of the report. "Mobility, social, analytics, cloud and cyber are technology forces each impacting business today. The intersection of these represents an opportunity for new business technology value and innovation. " Deloitte's "Tech Trends 2012" distinguished the technologies in two categories: "(Re)emerging Enablers" and "Disruptive Deployments.

" (Re)Emerging Enablers: Disruptive Deployments: Gamification To Reach $2.8 Billion By 2016. Gamification is the latest marketing trend coming to the forefront following the hype surrounding check-in applications such as foursquare and shopkick.

Gamification To Reach $2.8 Billion By 2016

But this new customer engagement tactic experienced a dramatic boost following the success of Facebook-supported games such as Farmville and Mafia Wars. Supporting this new trend, Gamification Co. hosted the second annual Gamification Summit September 15-16, 2011 in New York City. Nearly 400 attended the event on-site, while approximately 200 watched sessions via live stream.

Gamification is defined as “the process of using game thinking and game mechanics to solve problems and engage users,” according to Gabe Zichermann, Summit Chair and CEO of Gamification Co. He also shared his thoughts on the growing appeal of gamification and its near-term growth potential. “The big question is ‘Why are we here?’” Gamification Accelerates Flash Sale Success By its first sale, the outlet accumulated more than 13,000 subscribers. Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014. Barcelona, Spain, November 9, 2011 View All Press Releases Analysts Discuss the Future of Gamification at Gartner Portals, Content and Collaboration Summit, March 12-14, 2012 in Orlando, Florida By 2014, more than 70 percent of Global 2000 organizations will have at least one "gamified" application, according to Gartner, Inc.

Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014

Analysts said that while the current success of gamification is largely driven by novelty and hype, gamification is positioned to become a highly significant trend over the next five years. Gamification describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior. "Gamification aims to inspire deeper, more engaged relationships and to change behavior, but it needs to be implemented thoughtfully," said Brian Burke, research vice president at Gartner. Motivation is inspired by most of today's gamified applications primarily by offering extrinsic rewards and/or weak intrinsic rewards to direct behavioral changes.

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