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
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)
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