• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Gamification cases

Gamification cases



Why Gamifying? Business questions ...

Why Gamifying? Business questions
Strategies of consumer gamification

Entertainment– NBC Ford Escape Route
Enterprise – Siemens, Cisco
Retail – Best Buy, Wendy’s
Media & Publishing – Top Chef
eCommerce – CampusFood.com
Health/Wellness – Everyday Health
Education – Pearson/Alleyoop
For good – Nickelodeon, Half The Sky

Common mistakes
More examples



Total Views
Views on SlideShare
Embed Views



4 Embeds 239

http://www.webmetrics.es 211
http://geekclub.codeland.in 20
https://twitter.com 6
http://pinterest.com 2



Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
Post Comment
Edit your comment
  • Beyond gamification: - Slides: http://www.slideshare.net/DiTommaso/beyond-gamification-architecting-engagement-through-game-design-thinking - video: http://www.ixda.org/resources/dustin-ditommaso-beyond-gamification - Summary of successful steps: http://mashable.com/2011/12/24/gamification-for-business/Yes, gamification is a sexy word. No, it isn’t right for every business.DiTommaso recommends that businesses looking to gamify their products or services ask themselves three critical questions before moving on:What is the reason for gamifying your product or service?How does it benefit the user?Will they enjoy it?If you can answer these questions with confidence, if gamification seems like a good fit for your business’ product or service and if the users enjoy it, then move on to exploring your business goals. DiTommaso recommends exploring the following three questions:What are your business goals?How do get the users to fulfill those business goals?What actions do you want users to take?If this exploratory phase yields positive feedback, your business is ready to move into user research.
  • http://www.slideshare.net/wandameloni/gamification-in-2012-trends-in-consumer-and-enterprise-markets-13453048
  • Cases from Big US gamification companiesBunchBall cases: http://www.bunchball.com/customersBadgeville: http://badgeville.com/customershttp://www.bigdoor.com/case-studies/Much Music - http://blog.badgeville.com/2012/06/15/muchmusics-mmvas-get-gamified-with-badgeville/Charity - http://www.bigdoor.com/case-studies/nickelodeon/Enterprises:Business week CEO - http://images.businessweek.com/slideshows/20110404/smart-play-for-workers-and-customers#slide4Siemens, Hilton, and Target http://www.businessweek.com/stories/2011-04-05/the-games-companies-playbusinessweek-business-news-stock-market-and-financial-advicehttp://www.businessweek.com/technology/special_reports/20110404ceo_guide_gamification.htmEducation: http://www.alleyoop.com/in-the-press
  • http://EscapeRoutes.com/Badgeville Powers First Gamified Reality Adventure Series, Ford Escape Routes, Created by Rokkan and TDI: http://blog.badgeville.com/2012/03/29/badgeville-powers-first-gamified-reality-show-ford-great-escapes/Ford's "Escape Routes" on NBC Brings Social TV to Branded Entertainment: http://www.brandchannel.com/home/post/2012/04/04/Ford-Escape-Routes-NBC-040412.aspxhttp://venturebeat.com/2012/03/29/badgeville-powers-gamified-reality-tv-show-escape-routes/
  • Source: http://www.businessweek.com/stories/2011-04-05/the-games-companies-playbusinessweek-business-news-stock-market-and-financial-advicehttp://www.plantville.com/Business Case: http://www.usefulgamification.com/gamification-intro.pdf
  • http://forums.cisco.com/CertCom/game/binary_game_page.htmThe Cisco Binary Game is the best way to learn and practice the binary number system. It is great for classes, students and teachers in science, math, digital electronics, computers, programming, logic and networking. It is also a LOT of fun to play for anyone who likes to play fast-paced arcade games.
  • Best Buy needs to challenge “showrooming” = many shoppers are using in-store aisles as their own personal showrooms to ensure they grab the best price.Hardcore consumers positively act on a branded app ButMass consumers need a different solution to convert them (hence ShopKick)http://www.retailtouchpoints.com/shopper-engagement/1475-gilt-groupe-hsn-and-best-buy-lead-the-pack-in-gamificationOthers:Foot Locker Unlocked: http://unlocked.footlocker.com/(3/2012) Rovio, the maker of Angry Birds, is giving fans a reason to flock to Walmart: special merchandise with clues that unlock bonus levels of Angry Birds Space http://mashable.com/2012/03/21/walmart-angry-birds/
  • Continuity as “The product launch complements Wendy's tagline "You Know When it's Real," launched in October 2009”http://www.bunchball.com/customers/wendyshttp://www.npr.org/blogs/health/2010/11/11/131243759/wendy-s-new-fries-add-sea-salt-gourmet-cachet-more-sodiumhttp://www.qsrweb.com/article/177714/It-s-a-fry-for-all-Wendy-s-natural-cut-sea-salt-fries-go-national
  • http://venturebeat.com/2011/01/20/bunchball-helps-bravo-gamify-its-top-chef-all-stars-tv-show/http://www.bunchball.com/virtual-top-chefhttp://www.marketwire.com/press-release/bravo-and-bunchball-team-up-to-gamify-top-chef-all-stars-with-virtual-top-chef-game-1383088.htm
  • http://www.bunchball.com/campusfoodhttp://www.businessweek.com/magazine/content/11_05/b4213035403146.htm
  • http://blogs.perficient.com/healthcare/blog/tag/gamification/Other Business goals: or example, in the case of AviviaHealth.com, healthy employees are an asset for a company.  We came up with a gamified experience that helped those employees to become more healthful as a result.http://blogs.perficient.com/healthcare/blog/2011/12/14/ask-the-experts-how-to-create-a-successful-gamified-mobile-health-experience/From Badgeville: http://badgeville.com/customersFeatured Customer: Everyday HealthEveryday Health is a leading provider of health solutions and subscription sites, including JillianMichaels.com, a site featuring Biggest Loser star trainer Jillian Michaels. Since adding Badgeville to JillianMichaels.com, the company has increased paid conversions 5% and lifetime user value 20%. “We’ve received a lot of positive feedback on the Badgeville program from our members. It keeps them motivated to stick to their fitness program. We’re very happy with the results, and want to continue to invest in Badgeville’s game mechanics," said Bill Masyln, VP of Subscription Products, Everday Health.
  • http://www.alleyoop.com/in-the-presshttp://mashable.com/2012/02/01/pearson-alleyoop/http://familycircle.com/momster/blog/sites-that-help-kids-get-into-collegePatrick Supanc, president of Alleyoop.com told me that he believes a big part of the reason for this is that teenagers lack the skills to succeed in college – even if they do manage to get accepted. So Alleyoop.com was born to address this. It starts with math — though more subjects will launch in the future — because this is where so many kids fall behind and never catch up. The site teaches through online videos and one-on-one tutoring. It also teaches the skills necessary to study math by helping kids come up with a study plan — all built around a game model to keep kids engaged. It starts with 8th grade because that, not the third year of high school, according to Supanc, is when kids need to start getting their skills in order for college.A basic plan – with two one-on-one tutoring sessions a month – is $29 per month. But you don’t need a plan. It’s free to play. You just need points to pay for the tutoring sessions. Kids can play to earn those points or you can buy them.
  • http://www.bigdoor.com/case-studies/nickelodeon/
  • http://www.halftheskymovement.org/pages/facebook-gamehttp://www.fastcoexist.com/1679056/half-the-sky-games-for-change-in-the-developing-worldhttp://www.gamesforchange.org/2012/07/zynga-half-the-sky/http://www.halftheskymovement.org/pages/mobile-games
  • Best Use of Gamification in:Consumer Facing App/Site: http://www.gsummit.com/g-awards/gawards-best-use-of-gamification-in-a-consumer-facing-application/Education: http://www.gsummit.com/g-awards/gawards-best-use-of-gamification-in-an-education/Enterprise (HR/HCI): http://www.gsummit.com/g-awards/gawards-best-use-of-gamification-in-the-enterprise-hr/Health & Wellness: http://www.gsummit.com/g-awards/gawards-best-use-of-gamification-in-health-wellness/Social Good: http://www.gsummit.com/g-awards/gawards-best-use-of-gamification-in-social-good/Overall Greatest Impact: http://www.gsummit.com/g-awards/gawards-gamification-greatest-impact-award/World Without Oilhttp://www.fastcoexist.com/1679056/half-the-sky-games-for-change-in-the-developing-worldhttp://www.thinc.com.au/pdf/gaming-for-good-article.pdfSamsung: http://blog.badgeville.com/2012/02/20/ny-times-features-badgeville-customer-samsung-nation/Deloitte Digital Gamifies Executive Training with Badgeville: http://www.badgeville.com/news/announcements/deloitte-digital-gamifies-executive-training-badgevilleNike+http://www.insidefacebook.com/2012/06/22/the-best-features-of-the-nike-timeline-integration-and-how-developers-should-apply-them-to-their-own-apps/Everyday into a game - http://www.zdnet.com/blog/gamification/nike-fuelbands-quest-to-turn-every-day-into-a-game/705Lesson learned: http://electronics.howstuffworks.com/gamification5.htm (2011)In his talks and writings, Zichermann cites examples of companies that attempted to gamify their customers' experience with a program that came up short of gamification's ideal scenario. One example is Nike's Nike+ program (pronounced "Nike plus"), created so runners could share their activity with others. For someone who was not already in shape to run a couple of miles, though, the scoreboard provided no reward for introductory efforts and was actually a disincentive to continue using Nike+.BUT: The app in 2012 “.  Motivate each other and discover rewards.  Nike Plus even has virtual games for those of us who rather sit on our lazy behinds and play our favorite Cool App.”http://coolappsman.com/2012/05/examples-gamification/

Gamification cases Gamification cases Presentation Transcript