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Mike Kujawski's Blog | Navigating Digital Disruption Posts

Gamification: Silly fad or important trend for marketers?

Gamification

Almost two years ago now I wrote a blog post entitled “Gamification can change behaviour. I have proof“. Since that time, I have become even more interested in this emerging trend and its potential applicability towards societal issues. Last spring,  I decided to do some additional research on the topic and create a visual presentation derived from various materials available publicly on the web (both academic and commercial). I ended up delivering the resulting presentation attached below at the 2013 MARCOM Annual Forum.

The shift to BYOD

BYOD

BYOD: Bring your own device (BYOD) refers to the policy of permitting employees to bring personally owned mobile devices (laptops, tablets, and smart phones) to their workplace, and use those devices to access privileged company information and applications – Wikipedia, 2013

Recent statistics indicate that:

  • “38% of companies expect to stop providing devices to staff by 2016” – Gartner, 2013
  • “75% of employees in high growth markets such as Brazil and Russia and 44% in developed markets are already using their own devices at work” – Logicalis, 2013
  • “44% of job seekers view an organization more positively if it supports their device” – Information Week, 2013

It’s been happening for years however around 2012 there came a turning point. Essentially, people realized how much more they could do on their personal devices than on their work devices. In most cases this was no fault of technology, but rather a result of the strict IT blocks, rules and restrictions that were put in place to protect data and to block porn (among other things).