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Gamification in Asia: Opportunities and Lessons
                               keith ng, co-founder & ceo
                                                         !
@keizng | @gametize




“who are we?”
Twitter Game
!  Simply tweet anything and mention
   @keizng or @gametize with #gsummit

!  Each tweet/RT is a chance (5 max each).

!  5 lucky winners will get US$1,000 worth of
   credits on GameMaki.com

!  Best tweet will get win a white-label mobile app powered by
   GameMaki worth US$10,000

!  No Twitter!? Drop keith@gametize.com a note– that’s one chance!
@keizng | @gametize


“Gamification in Asia?”
@keizng | @gametize


    Why do you care about Asia?
       Let’s keep to China, Korea, Vietnam, and Singapore


You are in a global company, and want
to engage the workforce in Asia


                You want to/already have customers in
                   Asia, and you want to engage them
@keizng | @gametize

Why should you care about Asia?
                      By 2011, there were 485 million Internet users in China,
                       spending 1.3 billion hours in total on the Internet daily

                           Over 100 million gamers in China that
                          brands can engage through gamification

    China will account for half of the world’s online
                  and mobile game market by 2014




*Source: Emre Tunchilek, December 9, 2012, “The Great Wall of Gamification: Rapid
                     Emergence of a Viral Concept in China”
@keizng | @gametize

               Opportunities in Asia
Spend on private tutoring
Japan: US$12 Billion (2010)
                                        “Employee Tech-based learning
Singapore : US$680million (2008)
                                                    is leap-frogging more
                                            traditional distance learning
Mobile marketing budget to grow            methods, and is enabled by a
150% by 2013                                       strong engagement in
                                             social media and one of the
!  16.5% of mobile users spent over             highest usages of mobile
   $100 in app stores                          Smartphones, Tablets and
                                               Mini-Tablets in the world”
!  68% of Taiwanese have used cell
   phones in a toilet                                      - Cegos, 2012
- Solid Revenue Prospects, 2013

         Singapore set to be world’s second-biggest gaming hub
    and overtake Las Vegas with US$5.7 billion revenue in 2011 - CNA
@keizng | @gametize
@keizng | @gametize

Relevance to Gamification?
             I’ll say yes, but you decide
@keizng | @gametize


“Ok, does it work in Asia then?”
Case Study
                           @keizng | @gametize



Qoo10.sg / Gmarket.co.kr
Case Study
                 @keizng | @gametize


Mediacorp Club
Case Study
               @keizng | @gametize



FameMark.com
Case Study
                               @keizng | @gametize

Diablo 3 Launch in Singapore
Case Study
                               @keizng | @gametize

Diablo 3 Launch in Singapore
Case Study
                            @keizng | @gametize



Tiger Beer (The Big Game)
Case Study
                                     @keizng | @gametize



Standard Chartered Bank: Mission Digitization
Case Study
                                            @keizng | @gametize



     Standard Chartered Bank: Mission Digitization

Interactive Challenges !                Instantaneous Feedback!




Competitive Spirit!                          Earning Rewards!
@keizng | @gametize

       Some lessons/observations
!    Badges/ virtual items are insu!cient to engage audience
     (Foursquare did not replicate success here)

!    Extrinsic rewards upfront are pertinent to the experience

!    Choice of channels varies for di"erent countries. Multiple
     channels are necessary if targeting multiple regions

!    Employee engagement and training are evidently more painful
     than consumer engagement (marketers often rely on immature
     KPIs such as Facebook like)

!    Gamification can be a big distinctive advantage for now with
     little adoption and knowledge (growing gradually though)
@keizng | @gametize

We learnt and developed these
Twitter Game
!  Simply tweet anything and mention
   @keizng or @gametize with #gsummit

!  5 lucky winners will get US$1,000 worth of
   credits on GameMaki.com

!  Best tweet will get win a white-label mobile app powered by
   GameMaki worth US$10,000

!  No Twitter!? Drop keith@gametize.com a note– that’s one chance!


                                  @keizng

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Gamificasia

  • 1. Gamification in Asia: Opportunities and Lessons keith ng, co-founder & ceo !
  • 3.
  • 4. Twitter Game !  Simply tweet anything and mention @keizng or @gametize with #gsummit !  Each tweet/RT is a chance (5 max each). !  5 lucky winners will get US$1,000 worth of credits on GameMaki.com !  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000 !  No Twitter!? Drop keith@gametize.com a note– that’s one chance!
  • 6. @keizng | @gametize Why do you care about Asia? Let’s keep to China, Korea, Vietnam, and Singapore You are in a global company, and want to engage the workforce in Asia You want to/already have customers in Asia, and you want to engage them
  • 7. @keizng | @gametize Why should you care about Asia? By 2011, there were 485 million Internet users in China, spending 1.3 billion hours in total on the Internet daily Over 100 million gamers in China that brands can engage through gamification China will account for half of the world’s online and mobile game market by 2014 *Source: Emre Tunchilek, December 9, 2012, “The Great Wall of Gamification: Rapid Emergence of a Viral Concept in China”
  • 8. @keizng | @gametize Opportunities in Asia Spend on private tutoring Japan: US$12 Billion (2010) “Employee Tech-based learning Singapore : US$680million (2008) is leap-frogging more traditional distance learning Mobile marketing budget to grow methods, and is enabled by a 150% by 2013 strong engagement in social media and one of the !  16.5% of mobile users spent over highest usages of mobile $100 in app stores Smartphones, Tablets and Mini-Tablets in the world” !  68% of Taiwanese have used cell phones in a toilet - Cegos, 2012 - Solid Revenue Prospects, 2013 Singapore set to be world’s second-biggest gaming hub and overtake Las Vegas with US$5.7 billion revenue in 2011 - CNA
  • 10. @keizng | @gametize Relevance to Gamification? I’ll say yes, but you decide
  • 11. @keizng | @gametize “Ok, does it work in Asia then?”
  • 12. Case Study @keizng | @gametize Qoo10.sg / Gmarket.co.kr
  • 13. Case Study @keizng | @gametize Mediacorp Club
  • 14. Case Study @keizng | @gametize FameMark.com
  • 15. Case Study @keizng | @gametize Diablo 3 Launch in Singapore
  • 16. Case Study @keizng | @gametize Diablo 3 Launch in Singapore
  • 17. Case Study @keizng | @gametize Tiger Beer (The Big Game)
  • 18. Case Study @keizng | @gametize Standard Chartered Bank: Mission Digitization
  • 19. Case Study @keizng | @gametize Standard Chartered Bank: Mission Digitization Interactive Challenges ! Instantaneous Feedback! Competitive Spirit! Earning Rewards!
  • 20. @keizng | @gametize Some lessons/observations !  Badges/ virtual items are insu!cient to engage audience (Foursquare did not replicate success here) !  Extrinsic rewards upfront are pertinent to the experience !  Choice of channels varies for di"erent countries. Multiple channels are necessary if targeting multiple regions !  Employee engagement and training are evidently more painful than consumer engagement (marketers often rely on immature KPIs such as Facebook like) !  Gamification can be a big distinctive advantage for now with little adoption and knowledge (growing gradually though)
  • 21. @keizng | @gametize We learnt and developed these
  • 22. Twitter Game !  Simply tweet anything and mention @keizng or @gametize with #gsummit !  5 lucky winners will get US$1,000 worth of credits on GameMaki.com !  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000 !  No Twitter!? Drop keith@gametize.com a note– that’s one chance! @keizng