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KEYNOTE:
The Secret Sauce for
Building Digital Relationships


          SARAH
          ROTMAN-EPPS
          Senior Analyst
          Forrester Research
The Secret Sauce For Building
Digital Relationships
Sarah Rotman Epps, Senior Analyst
August 8, 2012


Twitter: @srepps
How do you create customer
    relationships in your business?
    Grocery clerk, c. 1935




    Image source: Crooked Lake Review

© 2012 Forrester Research, Inc. Reproduction Prohibited   4
Digital technology makes some
    relationships less personal
    Online grocery shopping, 2012




    Image source: Peapod website

© 2012 Forrester Research, Inc. Reproduction Prohibited   5
But digital can also enable relationships
    where none were possible before




Image source: Samsung Nation (www.samsung.com/us/samsungnation/)
© 2012 Forrester Research, Inc. Reproduction Prohibited            6
Digital relationships are crucial for
    competing in the digital age
    HOW NETFLIX SUCCEEDED WHERE EVERYONE ELSE IN VIDEO FAILED

    Netflix digitized the customer
    relationship before the product
    Netflix started digitizing the relationship
    as early as 1999—8 years before
    launching ―Watch Instantly‖—by:
      • Designing a product that rewarded
        frequent digital interaction
      • Not waiting for new technology to
        create innovation opportunities
      • Expanding the relationship to any
        touchpoint consumers adopted



© 2012 Forrester Research, Inc. Reproduction Prohibited         7
Digital technology brings disruption to
    every industry

    • New competition, from unexpected places
    • New touchpoints to reach your customer




    Image source: Square website
© 2012 Forrester Research, Inc. Reproduction Prohibited   8
Tools alone are not enough to create relationships




© 2012 Forrester Research, Inc. Reproduction Prohibited   9
    Image source: Bon Appetit
You need…secret sauce




© 2012 Forrester Research, Inc. Reproduction Prohibited   10
This guy needs secret sauce:
    ACTUAL FORRESTER CLIENT INQUIRY FROM A MULTINATIONAL BANK




    “We want to do something with
    „gamification,‟ but we‟re not
    sure what or why.”



© 2012 Forrester Research, Inc. Reproduction Prohibited         11
Chase’s secret sauce:




     Motivate customers to do something that’s good for
     them—creating a reason to visit more frequently
© 2012 Forrester Research, Inc. Reproduction Prohibited   12
Image source: Chase website
SugarSync’s secret sauce:




    Incent customers to get the most possible value from
    using their product—driving free-to-paid conversion
© 2012 Forrester Research, Inc. Reproduction Prohibited    13
    Image source: SugarSync website
Everyday Health’s secret sauce:




    Help consumers stick with their workout—increasing
    paid conversions and new customer acquisition
© 2012 Forrester Research, Inc. Reproduction Prohibited   14
    Image source: Badgeville
How to create your own secret sauce


                1. Understand customer needs
                2. Link customer benefits with business
                   benefits
                3. Only then, brainstorm and spec the
                   actual experience you want to build
                4. Continuously learn from your digital
                   relationship to improve it

© 2012 Forrester Research, Inc. Reproduction Prohibited   15
Thank you
Sarah Rotman Epps
+1 415.294.8178
srotman@forrester.com
@srepps
FIRESIDE CHAT:
Fan Loyalty Gets Gamified

                    MODERATOR: Bill Hanifin
                               Managing Director
                                 Hanifin Loyalty
      LEE HAMMOND
      VP of Digital
      Interscope Records
CASE STUDY:
Autodesk Gamifies
Software Trial Marketing

      DAWN WOLFE
      Sr. Mgr of Integrated Marketing Programs ·



       SCOTT SAWICKI
       Assoc. Dir of Client Management ·
Autodesk Gamifies Software Trials
Dawn Wolfe, Autodesk
Scott Sawicki, Resource Interactive




© 2011 Autodesk
Dawn Wolfe
Sr. Digital Marketing Manager
eBusiness
Autodesk




© 2011 Autodesk
Autodesk At-a-Glance

    Founded 1982
    $1.95+ billion in revenues
    6,800+ employees worldwide
    10+ million professional users in 187 countries
    1+ million students a year trained
    The last 17 Oscar winners for Best Visual Effects have all used
                      ®



     Autodesk software




© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
In Trial Marketing
 Trials Key To Purchase Decision
 90% of dotcom traffic
 3 Uses=2x likelihood to buy
 #1 Campaign CTA




© 2011 Autodesk
3DS Max In-Trial Marketing Tests

                                    No change
                                    Trial Usage




                  14% increase
                  Trial Usage




© 2011 Autodesk
Drivers to Gamification


    Increase Engagement
    Guide Experience
    Highlight features that sell the product
    Make the Value Prop Visceral
    Make it Fun!




© 2011 Autodesk
Case Study: 3DS Max Trial



     This actually happens to be a game….
     But it wouldn’t have to be….




© 2011 Autodesk
Scott E. Sawicki
Associate Client Director – San Francisco Office
Technology Client Team




© 2011 Autodesk
Gamification Launch Phases

    Kick-off
         Understanding the audience
         Establishing goals and objectives, KPIs
         Determining roles and responsibilities
 Information Architecture/Wireframing
 Creative Concepting
 Design Execution
 Development
         Technical Consultation and/or Technical Development
         Rules Creation, if needed
    Launch… Measurement and Analytics
         Optimization


© 2011 Autodesk
© 2011 Autodesk
Autodesk 3ds Max Original Concepts




© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
Achievements



                                                                     Points
  Behaviors
  Register for the Competition                                             25
  Download support materials                                               25
  Register and download support materials within 15 minutes                50
  Be one of the first fifty (50) Entrants to complete the Coimbra,        100
  Portuga Mission
  Complete any three (3) Missions within five (5) consecutive             100
  calendar days
  Share any Competition feature on Facebook for the 1st time             1,000
  Submit your 1st Mission                                                  50
  Have any Mission submission rejected for the 1st time                    10
  Submit all eight (8) Missions within seven (7) calendar days of         100
  registration
  Clicking the “Buy Now” button for the 1st time                         1,000
  Click on the Leader Board for the  10th
                                       time                               500
  Get approval on your Coimbra Portugal Mission submission                100
  Get approval on your Santiago, Spain Mission submission                 200
  Get approval on your Mediterranean Island Mission submission            500
  Get approval on your Istanbul, Turkey Mission submission               1,000
  Get approval on your Giza, Egypt Mission submission                    1,500
  Get approval on your Marrakesh, Morocco Mission submission             2,500
  Get approval on your M’zab Valley, Algeria Mission submission          4,000
  Get approval on The Desert, Algeria Mission submission                 8,000
  Complete all levels of the Competition                                10,000

  Complete all levels of the Competition within twenty (20)                   10
  consecutive calendar days of registration
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
© 2011 Autodesk
Case Study: Results




                         40% increase in trial usage
                         Ratio of day 2-30 trial use to day 1 use increased 40%




              !    What You Need to Understand: Connecting game mechanics to an
                   ordinary tutorial drove our key objective higher than any previous
                   attempt


 © 2011 Autodesk                                   48
Gamification: Final Thoughts…

Using game mechanics provide incentive for action and increases
engagement.

 Connects with conditioned, internal reward systems
 Helps us do things we may not normally do
 Makes things we have to do more rewarding




© 2011 Autodesk
Customer experiences – even the most mundane – can be more
rewarding and pleasurable (for all involved) if you think differently
about your customers’ motivations. Help them do what they
already want or need to do and if you can make it fun
or pleasurable and social – even better.




© 2011 Autodesk
THANK YOU!



Dawn Wolfe
Dawn.wolfe@autodesk.com
415.846.2898
@Dawn_Michelle_W



Scott Sawicki
Ssawicki@resource.com
415.796.8964




© 2011 Autodesk
PANEL:
The Intersection of Social
and Gamification
                              MODERATOR: Chris Lynch
                                     Director of Product Marketing
                                                         Badgeville

 Jason Rupp Sr. Director of Product Management · Ask.com
 Matthew Price Product Mgr. of Technology Partnerships · Bazaarvoice
 Jodee Rich CEO · Peoplebrowsr
PRESENTATION:
Gamifying Retail Loyalty Strategies
with America’s #1 Book Retailer


            MARC PARRISH
            VP of Customer Retention and
            Loyalty Marketing
Gamifying Your Retail Loyalty Strategies




                           Marc Parrish
                           VP, Customer Retention &
                           Loyalty Marketing, Barnes & Noble
Retail Brands crave loyalty.




It means that marketing dollars can be spent
  more effectively on a convinced audience. News Search
                              Source: Google Insights
But most Retailers cannot pivot easily…




… they think little about loyalty and believe it will naturally occur.
         Also, ads to acquire new customers are sexier.
But technically, customers evolved quickly.
            So must retailers.
   Email & Direct Marketing
   1995




                 2000




                                2005




                                                 2013


                                       Individualization

                        Customization

          Segmentation
                                                      From Inbox to Clutterbox.
Spray & Pray                                        12 hours in my digital life …
                                        and these are brands I want to relate to!
The Goal of Loyalty Marketing is always
        white glove service….
But one hat does not fit all Customers
            How Often Do You Shop?                                                    Once a        Once a      Unique
                                                           Once a Year Several Times month or       week or   Yearly Cust.
                                                             or Less      a Year       more          more         (M)        Store Count

Walmart                                                            7%           19%           36%       38%           132    3,300

Target                                                            23%           37%           30%       11%           100    1,800

Warehouse store (e.g., Costco, Sam's or BJs)                      25%           31%           35%        9%             75   1,000

Amazon.com                                                        23%           41%           27%        9%             87

Best Buy                                                          47%           41%           10%        2%             70   1,300

Office supply store (e.g, Staples or Office Depot)                36%           47%           15%        2%             82   4,200




      Wedges Low Frequency                                Bells Moderate Frequency                   Direct Competitors High Frequency
50%                                              50%                                                   50%
40%                                              40%                                                   40%
30%                                              30%                                                   30%
20%                                              20%                                                   20%
10%                                              10%                                                   10%
 0%                                                                                                     0%
                                                     0%
         Once a Several Once a Once a                                                                         Once a Several Once a Once a
                                                           Once a Several Once a Once a
         Year or Times a month week or                                                                        Year or Times a month week or
                                                           Year or Times a month or week or
          Less     Year or more more                                                                           Less     Year or more more
                                                            Less     Year   more     more
To bring your shoppers back,
customer friendly machinery is required.
So all Retailers have loyalty programs.
   But after decades, who listens?

                   • In 2009*
                     – 1.807 billion: loyalty program
                       memberships in US
                         • Up 25% from 2006
                     – 14.1: average memberships per US
                       household
                     – 56%: percent of memberships that
                       are inactive
                         • No engagement within a 12-month
                           period
                     – 6.2: active programs per household
                     – 80%: percent of consumers with at
                       least one loyalty card
                                            * 2009 Colloquy Report
CC Program     Point / Money Back Program




Paid Program         Free Program
Something has to be done.




That something is gamification.
How retailers see “Gamification”
              should
I’m a Gamer!                   I’m a retailer!
• I can’t wait for the next    • How can I use gaming
   great gaming experience!      to make my products
                                 & services more
• Mobile                         engaging?


• Casual

• Hard Core


                       Scary
Because Retail has already been gamified.
    Retailers just didn’t lead the way.
Starbucks went out front.
Mobile gamification tied to
 Retail Strores.
 From January 2011 beta to
 today, Starbucks is now the
 largest mobile payments
 company, with 8,000
 outlets.

Starbucks cards now account
  for 22% of all transactions
Anxiety
Challenge




                      Boredom


               Skill
Think of it this way.
• Gamification is using
  digital candy to
  capture that special
  place in your
  customer’s brain for
  your brand, and
  defend your physical
  footprint.
Thank You




 Marc Parrish
 mparrish@book.com
PANEL:
Gamification for Good:
Changing the World, One Behavior at a Time

                           MODERATOR: Adena DeMonte
                                     Director of Corporate Marketing
                                                           Badgeville
Marshall Alexander VP of Engineering · KarmaWell
Justin Ramers Director of Social Media · The Active Network
Wayne Lin Product Management Director · Opower
Jamie Kennedy Director of Social Media · O2 Media
KEYNOTE:
Proving the Value of
Gamification in the Enterprise


         R “RAY” WANG
         CEO & Principal Analyst
         Constellation Research
TM




     San Francisco | Andalucia | Belfast | Boston | Brussels | Chicago | Colorado Springs | Cupertino | Denver | Irvine | London | Madrid
   New York | NOVA |Pune | Sacramento | Santa Fe | Santa Monica | Sedona | South Portland | Sydney | Tokyo | Toronto | Washington, D.C.


© 2010 - 2012 Constellation Research, Inc. All rights reserved.     Client Confidential                               www.ConstellationRG.com
Proving the Value of
      Gamification in the Enterprise

      Moving Beyond Transactions to Engagement


      August 8, 2012

      R ―Ray‖ Wang (@rwang0)
                                                                                        TM

      Principal Analyst & CEO


© 2010 - 2012 Constellation Research, Inc. All rights reserved.   Client Confidential
Where will your business be in 2015?




                                                                                        78
© 2010 - 2012 Constellation Research, Inc. All rights reserved.   Client Confidential
Organizations face massive and
1. Macro economic forces
    unprecedented levels of change
   • Loss of faith in capitalism
   • Commodity shortages                                                                                • Changing workplace norms
   • Political instability                                                                              • Distributed nature of work
2. •Dynamic and force
     Sustainability work                                                                                   • New work force models
     environmental focus                                                                                        • Mixed generations
   • Economic crisis                                                                                               • Aging workforce
   • Price spikes                                                     Macro           Workplace                       • Global talent
                                                                   conditions         dynamics                    • Temporary talent


3. • Pace ofbusiness models
   New obsolescence
    increasing faster
    than the rate of               Pace of tech                                        Business                      • Project based
    adoption
  • Consumer tech ahead               adoption                                         Models                        • Globalization
     of enterprise                                                                                               • New stakeholders
  • Digital divide closing around the                                                                           • Goliath vs start-up
4. Disruptive tech adoption
    world                                                                                                   • Public/ private /hybrid
  • Connected ubiquity drives new                                                                         • Regulation/ deregulation
    adoption models                                                                                   • Business process outsourcing
                                                                                                                                        79
 © 2010 - 2012 Constellation Research, Inc. All rights reserved.                Client Confidential
Social tools are pretty crude
                                                           Twitter – I need to pee
                                                           Facebook – I peed
                                                           Google+ - More pee
                                                           FourSquare – I’m peeing here
                                                           Pinterest– My pee scrapbook
                                                           You Tube – Watch me pee
                                                           LinkedIn – I pee well
                                  © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved.



                                                                                                             80
© 2010 - 2012 Constellation Research, Inc. All rights reserved.                        Client Confidential
Email faces Fatal Fatigue, will social?




  Source: September 2011, A Weber Communications

                                                                                        81
                                                                                        81
© 2010 - 2012 Constellation Research, Inc. All rights reserved.   Client Confidential
Fatal fatigue in adoption is near..

                                          5. Revival and                                   1. Eager
                                          rejuvenation                                       early
                                                                                           adopters




                                   4. Fatal                                                      2. Ubiquitous
                                   fatigue                                                           usage




                                                                    3. Relevant
                                                                  rationalization
© 2010 - 2012 Constellation Research, Inc. All rights reserved.           Client Confidential
The enterprise is shifting from
         transaction to engagement to experience




 © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved.


                                                                                              83
© 2010 - 2012 Constellation Research, Inc. All rights reserved.         Client Confidential
Gamification is the solution…




                                                                       … to influencing
© 2010 - 2012 Constellation Research, Inc. All rights reserved.
                                                                       behavior and outcomes
                                                                  Client Confidential
The shift starts with active listening for
         rewards, achievement, broader trends.




© 2010 - 2012 Constellation Research, Inc. All rights reserved.   Client Confidential
                                                                                        85
Gamification is not about at technology.
         It’s about solving a business problem…
        How disruptive technologies and new business models affect business operations




                                                                                                   Technology
                                       NextGen
       Future of                                                    Matrix          From Data to   Optimization   CoIT and the
                                       Customer
         Work                                                     Commerce            Decisions        and        New C-Suite
                                      Experience
                                                                                                    Innovation


                                       Moving From Transactions To Personal Fulfillment Systems



 © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved.


                                                                                                                             86
© 2010 - 2012 Constellation Research, Inc. All rights reserved.              Client Confidential
Move beyond gamification tactics…




   © 2011 R Wang & Insider Associates, LLC. All rights reserved. Source: 2012 Q1 Gamification Early Adopters Best Practices, n - 55


                                                                                                                                      87
© 2010 - 2012 Constellation Research, Inc. All rights reserved.                    Client Confidential
Apply the 9C’s of engagement to create
      business value for brands and enterprises

            People Centric                                          Delivery and
                                                                                               Right Time Drivers
               Values                                               Comm Styles


                     Culture                                          Channel                       Context


               Community                                              Content                      Catalyst


                 Credibility                                         Cadence                         Cause

    © 2012 R Wang & Insider Associates, LLC. All rights reserved.


                                                                                                                    88
© 2010 - 2012 Constellation Research, Inc. All rights reserved.          Client Confidential
Use non-monetary rewards to influence
          behavior
          Level 1: Recognition                                        Level 2: Access                      Level 3: Impact

      • Influence tracking                                        • Community                          • Raise personal &
      • Leaderboards                                                resources and                        community profile
      • Achievement badges                                          tutorials                          • Participate in
      • Featured placement                                        • Virtual goods                        feedback surveys
      • Awards and contests                                       • Special groups                     • Influence product
                                                                  • Key executives                       direction
      • PR and media
        placement                                                 • New features                       • Drive business
                                                                  • New products                         outcomes
      • Speaking slots
                                                                  • Beta versions                      • Provide proof point
      • Virtual currencies
                                                                                                         references
        and points                                                • Public events
                                                                                                       • Evangelize products
                                                                  • Private events
                                                                                                         and concepts

    2011 Constellation Research Q1 & Q4 qualitative survey on community engagement incentive drivers


                                                                                                                               89
© 2010 - 2012 Constellation Research, Inc. All rights reserved.                Client Confidential
Drive value across the entire ecosystem


                                                                  Organizations:
                                                                  Accountability

                              Individuals:                                                              Networks:
                                Portable                                                               Facilitation of
                              Reputation                                                                    Trust

                                                                      The new
                                                                      world of
                                                                     outcomes
    2011 Constellation Research Q1 & Q4 qualitative survey on community engagement incentive drivers


                                                                                                                         90
© 2010 - 2012 Constellation Research, Inc. All rights reserved.                Client Confidential
Start with the DEEPR to drive business
         value across the organization
                                                                                                                              R
                                                                                                          P                 Level 5:
                                                                                                                           Realization

                                                                             E                         Level 4:
                                                                                                    Pervasiveness
                                                                                                                        • Keeping up with
                                                                                                                          social
                                                                                                                          innovations
                                                         E                Level 3:
                                                                       Evangelization
                                                                                                   • Scaling to match
                                                                                                     demand
                                                                                                                        • Developing
                                                                                                                          social business

                    D                              Level 2:
                                               Experimentation
                                                                      • Choosing the
                                                                        right tools
                                                                      • Fostering
                                                                                                   • Ensuring long
                                                                                                     term funding
                                                                                                                          governance


                 Level 1:                    • Identifying
                Discovery                                               Internal
                                               meaningful
                                                                        collaboration
                                               metrics
         • Discerning hype
           from reality                      • Incorporating
                                               gamification
         • Garnering
                                               into business
           executive
                                               models
           support



      © 2011 R Wang & Insider Associates, LLC. All rights reserved.


                                                                                                                                            91
© 2010 - 2012 Constellation Research, Inc. All rights reserved.              Client Confidential
Early adopters starting to identify
         meaningful metrics and business models




   © 2011 R Wang & Insider Associates, LLC. All rights reserved. Source: 2012 Q1 Gamification Early Adopters Best Practices, n = 55


                                                                                                                                      92
© 2010 - 2012 Constellation Research, Inc. All rights reserved.                    Client Confidential
Six simple steps to success
                                                                     1. Identify
                                                                         the
                                                                      business
                                                                     outcomes
                                               6.Refine                                          2. Design
                                                 and                                              the use
                                               improve                                             cases

                                                                   Engagement
                                                                  Best Practices
                                                                                                  3. Apply
                                                  5.
                                                                                                  the 9C’s
                                               Measure
                                                                                                     of
                                                 and
                                                                                                 engageme
                                               analyze
                                                                     4. Gamify
                                                                                                     nt
                                                                        the
                                                                     business
                                                                     processes

                                                                                                             93
© 2010 - 2012 Constellation Research, Inc. All rights reserved.            Client Confidential
Questions And Answers




                                                                                        94
© 2010 - 2012 Constellation Research, Inc. All rights reserved.   Client Confidential
Thank you

                                                                  R ―Ray‖ Wang
                                                                  650.918.6619
                                                                  R@ConstellationRG.com
                                                                  Twitter: @rwang0
                                                                  http://blog.softwareinsider.org
                                                                  www.ConstellationRG.com




                                                                                                    95
© 2010 - 2012 Constellation Research, Inc. All rights reserved.               Client Confidential
TM




     San Francisco | Andalucia | Belfast | Boston | Brussels | Chicago | Colorado Springs | Cupertino | Denver | Irvine | London | Madrid
   New York | NOVA |Pune | Sacramento | Santa Fe | Santa Monica | Sedona | South Portland | Sydney | Tokyo | Toronto | Washington, D.C.


© 2010 - 2012 Constellation Research, Inc. All rights reserved.     Client Confidential                               www.ConstellationRG.com
FIRESIDE CHAT
with ORACLE:
Gamifying a Global Business
                  MODERATOR: Paul Hearing
                                   Senior Producer
                                        Badgeville
       NICK GIANNASI
       VP of Life Sciences Product Strategy
       Oracle Health Sciences
FIRESIDE CHAT:
Mobile Gamification Around the Globe

                             MODERATOR: Eric Montoya
                                   Business Development
                                               Badgeville
        KOJI FUKADA
        CEO & Co-Founder ·



        STEPHEN DUKE
        CEO & Co-Founder ·
PRESENTATION:
Insights & Analytics:
The Big Data Side of Gamification


           MARTIN SCHNEIDER
           Research Manager · 451 Research
Insight & Analytics: The Big Data Side of
Gamification

Martin Schneider Research Manager, 451 Research
Agenda

•   Big Data & Gamification…Wuzzah?
•   The Future of Insight
•   Examples of Big Data Gamification Insight
•   Q&A
Ok…So, your gamification initiative is kicking ass…
Drive More Value?
Big Data?
Big Data vs. “Big Picture Data”




                             VS.
Big Data & Gamification
Gamification Data is:
• Semi-Structured
• Growing Exponentially
• Typically Meta-Data Around a Business Context
• Captured/Stored by SaaS Providers

This Lends Itself To:
• Classification
• Deep Analysis
• Business Insight
• Benchmarks
Gamification Big Data Can Better Answer…
Gamification Insight - Examples
• Greater Time Series Insight
  • Marketing
  • Sales
  • Support

• Identify Customer Segments Based on Real Behavior
  • No More Relying on Bland Demographics
  • Context-driven Insight

• Understand Behavior Across Platforms/Properties/Brands

• Bridge Between Transactional BI and Behavioral Insight
Old Style Business Intelligence – Lots of “What”
Gamified Insight
Gamified Insight
Gamification Powered Insight – More “Why and How”
Where to Begin?


• Re-Think Your Metrics and Goals
  • Think Behavior not “Numbers”
  • What is the End Game?

• Work with your Gamification Provider
  • Best Practices (You Can’t Have Big Data Without Lots and
    Lots of Engagement!)
  • Dashboard Optimization

• Recognize, Respond, Repeat!
Q&A



             Questions?

          @mschneider718

  martin.schneider@451research.com
©2007 SugarCRM Inc. All rights reserved.
PANEL:
Baking Gamification
into your Core Product

                                   MODERATOR: Chris Duskin
                                                          VP of Product
                                                             Badgeville
Neil Gandhi Sr. Software Engineer · Sneakpeeq
Rita Ferrari Marketing Manager · Premier Healthcare Exchange (PHX)
Sal Partovi Sr. Mgr. CloudSpokes Community & Social Marketing · Appirio
Giles House VP of Marketing · CallidusCloud
CASE STUDY:
EMC Gamifies Global
ECN Community



          TYLER ALTRUP
          Sr. Social Media Engagement Manager
          EMC
Recognition, Awards &
                                                         Motivation Program



                                                         A Badgeville Case Study




                                                                                   @TylerAltrup
                                                                                   August, 2012


© Copyright 2012 EMC Corporation. All rights reserved.                                       123
Origins


© Copyright 2012 EMC Corporation. All rights reserved.   124
The Challenge
How can EMC…



                     Recognize key                       Reward various
                         social                          types of social
                      champions                             activity


                            Build an                        Motivate
                          aspirational                     increased
                            system                       social activity


© Copyright 2012 EMC Corporation. All rights reserved.                     125
My Muse…




© Copyright 2012 EMC Corporation. All rights reserved.   126
© Copyright 2012 EMC Corporation. All rights reserved.   127
Launch
                                            •Event Deployment
                                            •Impact
                                            •Innovations




© Copyright 2012 EMC Corporation. All rights reserved.          128
RAMP, Meet ECN.
                                                         Level Trophy




                                     Badge/
                                     Reward
                                    Showcase

             Real-Time
             Notifications




© Copyright 2012 EMC Corporation. All rights reserved.                  129
RAMP, Meet ECN.




© Copyright 2012 EMC Corporation. All rights reserved.   130
Journey, Acc
                                                           elerated
                 Live                                                                     Partner
                in the                                                                      for
                Cloud                                                                     Success




                                                                           Transform IT



                                                               Transform
        Transform                                                 Your
           Your                                                 Business
          Career




                      On the
                      Scene




© Copyright 2012 EMC Corporation. All rights reserved.                                              131
EMC Implementation Plan
  The Moonshot
  • EMC World Launch
  • ECN Integration


              Q3
              • EMC|One Integration



                          Q4
                          • External Social Integration



© Copyright 2012 EMC Corporation. All rights reserved.    132
Buzzboard Leaderboarding
Showcasing participant achievement on the show floor




© Copyright 2012 EMC Corporation. All rights reserved.   133
ECN Impact:Year-over-Year
+20% Increase in Total Activity

                                                          Activity Post-RAMP
50%

                                                                                     41%
40%


30%

                                                                               19%         21%
20%
                                                                         15%
                        12%
                                      10%           10%      9%                                  9%
10%
                                                                    3%
           -3%
 0%


-10%




© Copyright 2012 EMC Corporation. All rights reserved.                                                134
EMC World: Performance Analysis
Lessons Learned
            Monetary prizes are inefficient

            • Lost in the crowd at EMC World
            • Focus on status must also influence prize strategy

            Contest consolidation needed

            • For 2013, we should consolidate all social contests under RAMP

            Expectation setting

            • Must set appropriately based on program characteristics
            • Must compare against other BV client baselines
            • Must goal for performance, not badge accumulation
            • Ex: more difficult behavior, lower expected completion

            Design for the lowest common denominator

            • Future event experiences will defined for simplicity
            • Additional special elements will be layered on top of this minimal, broad approach




© Copyright 2012 EMC Corporation. All rights reserved.                                             135
Big Wins & Innovations
                                                         Historical Recognition

                                                         • Previous activity will translate into
                                                           one-for-one recognition of past
                                                           activity
                                                         • User Levels will reflect previous
                                                           activity with further levels for growth



    Badge Scan Integration

   • EMC is the first company to fully
     integrate and reward traditional
     badge scan data as a user check-in




© Copyright 2012 EMC Corporation. All rights reserved.                                               136
Planning for the
                                            Future
                                            •Redefining Goals
                                            •Planning for Expansion
                                            •Delivering Value to Clients




© Copyright 2012 EMC Corporation. All rights reserved.                     137
Overall Program Goals & Objectives
The platform-agnostic view




                                                                     Improve User
     Increase                                                         Experience
                                                           Grow
     user                                                                 &
                                                         user base
  engagement                                                          Gain User
                                                                       Insight




© Copyright 2012 EMC Corporation. All rights reserved.                              138
Community Roadmap
Stage II: Additional Functionality from Jive & Badgeville


                    Full import of                                        Content-level
                                                             Profile
                    all Jive events                                            and
                                                         enhancements
                          (aka                                             community-
                                                          and tracking
                      behaviors)                                          level rewards


                         Employee                        Social sharing    “Mission
                          badging                         mechanics        Mondays”



                                                           EMC|One
                                                          Deployment




© Copyright 2012 EMC Corporation. All rights reserved.                                    139
Delivering Value for
                                            Internal Clients


                                                    Increasing engagement since 2012




© Copyright 2012 EMC Corporation. All rights reserved.                                 140
Program Design: Consultation Process
Design + Funding + Communication



   Four Steps for                                        Four Funding         Communication
  Program Design                                         Requirements           Planning
    1
        Identify primary goals                                Signage          Integrate with planned
                                                                                    user/attendee
                                                                                   communication
    2                                                        Collateral
            Identify aligned
               behaviors
                                                                                  Leverage social
                                                             Handouts
    3                                                                                channels
        Develop rewards plan
                                                              Rewards
    4                                                                             Optional: paid
        Frame as a component                              Optional: scanner       promotion and
              of status                                      technology             advertising




© Copyright 2012 EMC Corporation. All rights reserved.                                                  141
RAMP Service Catalog
 One portion of our new SMaaS (Social-Media-as-a-Service)
 approach
Service
Offering          What’s Included                                           Cost           Eligibility        Ordering
                  Online Program                     Offline Program                                          Short-Term:
                  Components                         Components
                  •Definition of desired             (optional)                                               •All ordering
                  user behaviors                     •Identification of                                       will be
Program           •Translation to                    offline digital data                                     handled via
Consultatio       trackable user                     sources (ex: badge                    EMC Marketing      email
n                 activities                         scan data)                                               requests to
                                                                            Client only
                  •Creation of badges                •Creation of hybrid                                      Tyler Altrup
                                                                            incurs cost
                  and bonuses                        online/offline
                                                                            when
                  •Creation of mission               missions and                                             Post-EMCW:
                                                                            adding:
                  structure                          rewards
                                                                                                              •All ordering
                  •Badges                                                   •New data
                                                                                                              will be
                  •If the client wishes to highlight and                    source
                                                                                                              process
                  recognize a specific, singular user behavior,
                                                                                                              through our
Badge/            our team will help to create a badge to                          or
                                                                                                              online info-
Mission           motivate this behavior.                                                  EMC Marketing
                                                                                                              gathering
Creation          •Missions                                                 •Exporting
                                                                                                              tool
                  •If the client wishes to motivate a collection            status to
                  of behaviors, a mission will be crafted to                new platform
                  capture this full set of user activities.
                  The social team will work with the client(s)
Advanced                                                                                   Only clients who
                  to analyze:
Data                                                                                       have already
                  •Interaction rate with program components
Consultatio                                                                                completed a
                  •Success in motivating the desired user
n                                                                                          program.
                  behaviors
 © Copyright 2012 EMC Corporation. All rights reserved.                                                                       142
Coming Soon…
                                            •Platform Expansion Possibilities
                                            •RAMP for Master User Identity
                                            •RAMP Scorecard




© Copyright 2012 EMC Corporation. All rights reserved.                          143
More Platforms, More Data Points
Expanding our understanding of users across platforms

                                                         Goals
                          Platform                       User Base          Behaviors
                          ECN                            Registered users   Visits, views, comments, posts, etc.
Communities
                          EMC|One                        Registered users   Visits, views, comments, posts, etc.
                          Facebook                       Followers          Clicks, likes, comments, shares
                          LinkedIn                       Followers          Clicks, likes, comments, shares
Social                    Spiceworks                     Followers          Clicks, likes, comments
                          Twitter                        Followers          Tweets, RTs, Mentions, Hashtags
                          YouTube                        Subscribers        Views, ratings, shares
Web                       EMC.com                        Unique viewers     Visits, views
Mobile                    EMC Folio                      Downloads          Views, clicks, comments, visits
                          Aprimo                         Registrants        Event and webinar registration
                          Saba                           New hires          Complete training modules, complete on-
Applications
                                                                            boarding
                          SurveyMonkey                   Unique users       Survey completion



© Copyright 2012 EMC Corporation. All rights reserved.                                                                144
RAMP as a Big Data Solution
Revolutionizing user insight by connecting multiple identities


RAMP User                                                Master User
Showcase                                                  Identity
     Community Behavior                                   RAMP User
                                                          Showcase
        Social Interaction


              Web Activity
                                                            GMDB
                                                            Data
           Mobile Activity
                                                            SFDC
       Application Activity                                 Data


© Copyright 2012 EMC Corporation. All rights reserved.                 145
RAMP Scorecard
 Progress, Not Perfection



                                                                          Improve User
                                                                           Experience
  Increase user                                           Grow our user
   engagement                                                 base              &
                                                                            Gain User
                                                                             Insight




                                                             Social
+19% increase                                                             Very positive
                                                          integration
 in total ECN                                                              community
                                                          challenges
 interactions                                                               response
                                                            Need for
    “Mission                                                              Piloting user
                                                          promotional
    Mondays”                                                              data import
                                                             spend


 © Copyright 2012 EMC Corporation. All rights reserved.                                   146
Thank You!
                                                          @TylerAltrup




© Copyright 2012 EMC Corporation. All rights reserved.                   147
PANEL:
The Importance of Reputation
in Online Communities

                     MODERATOR: Caroline Dangson
                                                      Producer
                                                     Badgeville
 Bill Platt VP of Operations · Engine Yard
 Alex Maier Community Manager · VMware
 Sean O’Driscoll CEO & Co-Founder · Ant’s Eye View
 Annie Fox General Manager · Buzznet at BUZZMEDIA
BADGEVILLE ANNOUNCEMENT
WELCOME TO
   BADGEVILLE COMMUNITY



        Share & Exchange Best Practices
Around Your Gamification & Engagement Programs
BADGEVILLE
    IMPLEMENTATION
    Leverages Game, Reputation,
       and Social Mechanics




•    Status and progress on every page
•    Sharing and exchanging best practices
•    Rewarding quality contributions and contributors
COMMUNITY ENGAGEMENT               Early Adopter program




Some of our Founding Members
                               •   51 Discussions Started
• Sneakpeeq
                               •   160 Discussions Replies
• George Mobile
                               •   107 Upvoted Discussions
• Pivot
                               •   57 Upvotes Received
• Foryouandyourcustomer
                               •   3,617 Articles Read
LIVE DEMO TOMORROW




                       Earn your “Visit Jenny”
                      achievement, part of the
                     Badgeville Summit Mission,
                      by visiting the Badgeville
                         Community table.
KEYNOTE:
The Future of Gamification


         TIM CHANG
         Managing Partner
         Mayfield Fund
Badgeville Summit, Engage 2012

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Badgeville Summit, Engage 2012

  • 1.
  • 2. KEYNOTE: The Secret Sauce for Building Digital Relationships SARAH ROTMAN-EPPS Senior Analyst Forrester Research
  • 3. The Secret Sauce For Building Digital Relationships Sarah Rotman Epps, Senior Analyst August 8, 2012 Twitter: @srepps
  • 4. How do you create customer relationships in your business? Grocery clerk, c. 1935 Image source: Crooked Lake Review © 2012 Forrester Research, Inc. Reproduction Prohibited 4
  • 5. Digital technology makes some relationships less personal Online grocery shopping, 2012 Image source: Peapod website © 2012 Forrester Research, Inc. Reproduction Prohibited 5
  • 6. But digital can also enable relationships where none were possible before Image source: Samsung Nation (www.samsung.com/us/samsungnation/) © 2012 Forrester Research, Inc. Reproduction Prohibited 6
  • 7. Digital relationships are crucial for competing in the digital age HOW NETFLIX SUCCEEDED WHERE EVERYONE ELSE IN VIDEO FAILED Netflix digitized the customer relationship before the product Netflix started digitizing the relationship as early as 1999—8 years before launching ―Watch Instantly‖—by: • Designing a product that rewarded frequent digital interaction • Not waiting for new technology to create innovation opportunities • Expanding the relationship to any touchpoint consumers adopted © 2012 Forrester Research, Inc. Reproduction Prohibited 7
  • 8. Digital technology brings disruption to every industry • New competition, from unexpected places • New touchpoints to reach your customer Image source: Square website © 2012 Forrester Research, Inc. Reproduction Prohibited 8
  • 9. Tools alone are not enough to create relationships © 2012 Forrester Research, Inc. Reproduction Prohibited 9 Image source: Bon Appetit
  • 10. You need…secret sauce © 2012 Forrester Research, Inc. Reproduction Prohibited 10
  • 11. This guy needs secret sauce: ACTUAL FORRESTER CLIENT INQUIRY FROM A MULTINATIONAL BANK “We want to do something with „gamification,‟ but we‟re not sure what or why.” © 2012 Forrester Research, Inc. Reproduction Prohibited 11
  • 12. Chase’s secret sauce: Motivate customers to do something that’s good for them—creating a reason to visit more frequently © 2012 Forrester Research, Inc. Reproduction Prohibited 12 Image source: Chase website
  • 13. SugarSync’s secret sauce: Incent customers to get the most possible value from using their product—driving free-to-paid conversion © 2012 Forrester Research, Inc. Reproduction Prohibited 13 Image source: SugarSync website
  • 14. Everyday Health’s secret sauce: Help consumers stick with their workout—increasing paid conversions and new customer acquisition © 2012 Forrester Research, Inc. Reproduction Prohibited 14 Image source: Badgeville
  • 15. How to create your own secret sauce 1. Understand customer needs 2. Link customer benefits with business benefits 3. Only then, brainstorm and spec the actual experience you want to build 4. Continuously learn from your digital relationship to improve it © 2012 Forrester Research, Inc. Reproduction Prohibited 15
  • 16. Thank you Sarah Rotman Epps +1 415.294.8178 srotman@forrester.com @srepps
  • 17.
  • 18. FIRESIDE CHAT: Fan Loyalty Gets Gamified MODERATOR: Bill Hanifin Managing Director Hanifin Loyalty LEE HAMMOND VP of Digital Interscope Records
  • 19.
  • 20. CASE STUDY: Autodesk Gamifies Software Trial Marketing DAWN WOLFE Sr. Mgr of Integrated Marketing Programs · SCOTT SAWICKI Assoc. Dir of Client Management ·
  • 21. Autodesk Gamifies Software Trials Dawn Wolfe, Autodesk Scott Sawicki, Resource Interactive © 2011 Autodesk
  • 22. Dawn Wolfe Sr. Digital Marketing Manager eBusiness Autodesk © 2011 Autodesk
  • 23. Autodesk At-a-Glance  Founded 1982  $1.95+ billion in revenues  6,800+ employees worldwide  10+ million professional users in 187 countries  1+ million students a year trained  The last 17 Oscar winners for Best Visual Effects have all used ® Autodesk software © 2011 Autodesk
  • 27. In Trial Marketing  Trials Key To Purchase Decision  90% of dotcom traffic  3 Uses=2x likelihood to buy  #1 Campaign CTA © 2011 Autodesk
  • 28. 3DS Max In-Trial Marketing Tests No change Trial Usage 14% increase Trial Usage © 2011 Autodesk
  • 29. Drivers to Gamification  Increase Engagement  Guide Experience  Highlight features that sell the product  Make the Value Prop Visceral  Make it Fun! © 2011 Autodesk
  • 30. Case Study: 3DS Max Trial This actually happens to be a game…. But it wouldn’t have to be…. © 2011 Autodesk
  • 31. Scott E. Sawicki Associate Client Director – San Francisco Office Technology Client Team © 2011 Autodesk
  • 32. Gamification Launch Phases  Kick-off  Understanding the audience  Establishing goals and objectives, KPIs  Determining roles and responsibilities  Information Architecture/Wireframing  Creative Concepting  Design Execution  Development  Technical Consultation and/or Technical Development  Rules Creation, if needed  Launch… Measurement and Analytics  Optimization © 2011 Autodesk
  • 34. Autodesk 3ds Max Original Concepts © 2011 Autodesk
  • 43. Achievements Points Behaviors Register for the Competition 25 Download support materials 25 Register and download support materials within 15 minutes 50 Be one of the first fifty (50) Entrants to complete the Coimbra, 100 Portuga Mission Complete any three (3) Missions within five (5) consecutive 100 calendar days Share any Competition feature on Facebook for the 1st time 1,000 Submit your 1st Mission 50 Have any Mission submission rejected for the 1st time 10 Submit all eight (8) Missions within seven (7) calendar days of 100 registration Clicking the “Buy Now” button for the 1st time 1,000 Click on the Leader Board for the 10th time 500 Get approval on your Coimbra Portugal Mission submission 100 Get approval on your Santiago, Spain Mission submission 200 Get approval on your Mediterranean Island Mission submission 500 Get approval on your Istanbul, Turkey Mission submission 1,000 Get approval on your Giza, Egypt Mission submission 1,500 Get approval on your Marrakesh, Morocco Mission submission 2,500 Get approval on your M’zab Valley, Algeria Mission submission 4,000 Get approval on The Desert, Algeria Mission submission 8,000 Complete all levels of the Competition 10,000 Complete all levels of the Competition within twenty (20) 10 consecutive calendar days of registration © 2011 Autodesk
  • 48. Case Study: Results 40% increase in trial usage Ratio of day 2-30 trial use to day 1 use increased 40% ! What You Need to Understand: Connecting game mechanics to an ordinary tutorial drove our key objective higher than any previous attempt © 2011 Autodesk 48
  • 49. Gamification: Final Thoughts… Using game mechanics provide incentive for action and increases engagement.  Connects with conditioned, internal reward systems  Helps us do things we may not normally do  Makes things we have to do more rewarding © 2011 Autodesk
  • 50. Customer experiences – even the most mundane – can be more rewarding and pleasurable (for all involved) if you think differently about your customers’ motivations. Help them do what they already want or need to do and if you can make it fun or pleasurable and social – even better. © 2011 Autodesk
  • 51. THANK YOU! Dawn Wolfe Dawn.wolfe@autodesk.com 415.846.2898 @Dawn_Michelle_W Scott Sawicki Ssawicki@resource.com 415.796.8964 © 2011 Autodesk
  • 52.
  • 53. PANEL: The Intersection of Social and Gamification MODERATOR: Chris Lynch Director of Product Marketing Badgeville Jason Rupp Sr. Director of Product Management · Ask.com Matthew Price Product Mgr. of Technology Partnerships · Bazaarvoice Jodee Rich CEO · Peoplebrowsr
  • 54.
  • 55. PRESENTATION: Gamifying Retail Loyalty Strategies with America’s #1 Book Retailer MARC PARRISH VP of Customer Retention and Loyalty Marketing
  • 56. Gamifying Your Retail Loyalty Strategies Marc Parrish VP, Customer Retention & Loyalty Marketing, Barnes & Noble
  • 57. Retail Brands crave loyalty. It means that marketing dollars can be spent more effectively on a convinced audience. News Search Source: Google Insights
  • 58. But most Retailers cannot pivot easily… … they think little about loyalty and believe it will naturally occur. Also, ads to acquire new customers are sexier.
  • 59. But technically, customers evolved quickly. So must retailers. Email & Direct Marketing 1995 2000 2005 2013 Individualization Customization Segmentation From Inbox to Clutterbox. Spray & Pray 12 hours in my digital life … and these are brands I want to relate to!
  • 60. The Goal of Loyalty Marketing is always white glove service….
  • 61. But one hat does not fit all Customers How Often Do You Shop? Once a Once a Unique Once a Year Several Times month or week or Yearly Cust. or Less a Year more more (M) Store Count Walmart 7% 19% 36% 38% 132 3,300 Target 23% 37% 30% 11% 100 1,800 Warehouse store (e.g., Costco, Sam's or BJs) 25% 31% 35% 9% 75 1,000 Amazon.com 23% 41% 27% 9% 87 Best Buy 47% 41% 10% 2% 70 1,300 Office supply store (e.g, Staples or Office Depot) 36% 47% 15% 2% 82 4,200 Wedges Low Frequency Bells Moderate Frequency Direct Competitors High Frequency 50% 50% 50% 40% 40% 40% 30% 30% 30% 20% 20% 20% 10% 10% 10% 0% 0% 0% Once a Several Once a Once a Once a Several Once a Once a Once a Several Once a Once a Year or Times a month week or Year or Times a month week or Year or Times a month or week or Less Year or more more Less Year or more more Less Year more more
  • 62. To bring your shoppers back, customer friendly machinery is required.
  • 63. So all Retailers have loyalty programs. But after decades, who listens? • In 2009* – 1.807 billion: loyalty program memberships in US • Up 25% from 2006 – 14.1: average memberships per US household – 56%: percent of memberships that are inactive • No engagement within a 12-month period – 6.2: active programs per household – 80%: percent of consumers with at least one loyalty card * 2009 Colloquy Report
  • 64. CC Program Point / Money Back Program Paid Program Free Program
  • 65. Something has to be done. That something is gamification.
  • 66. How retailers see “Gamification” should I’m a Gamer! I’m a retailer! • I can’t wait for the next • How can I use gaming great gaming experience! to make my products & services more • Mobile engaging? • Casual • Hard Core Scary
  • 67. Because Retail has already been gamified. Retailers just didn’t lead the way.
  • 68. Starbucks went out front. Mobile gamification tied to Retail Strores. From January 2011 beta to today, Starbucks is now the largest mobile payments company, with 8,000 outlets. Starbucks cards now account for 22% of all transactions
  • 69. Anxiety Challenge Boredom Skill
  • 70. Think of it this way. • Gamification is using digital candy to capture that special place in your customer’s brain for your brand, and defend your physical footprint.
  • 71. Thank You Marc Parrish mparrish@book.com
  • 72.
  • 73. PANEL: Gamification for Good: Changing the World, One Behavior at a Time MODERATOR: Adena DeMonte Director of Corporate Marketing Badgeville Marshall Alexander VP of Engineering · KarmaWell Justin Ramers Director of Social Media · The Active Network Wayne Lin Product Management Director · Opower Jamie Kennedy Director of Social Media · O2 Media
  • 74.
  • 75. KEYNOTE: Proving the Value of Gamification in the Enterprise R “RAY” WANG CEO & Principal Analyst Constellation Research
  • 76. TM San Francisco | Andalucia | Belfast | Boston | Brussels | Chicago | Colorado Springs | Cupertino | Denver | Irvine | London | Madrid New York | NOVA |Pune | Sacramento | Santa Fe | Santa Monica | Sedona | South Portland | Sydney | Tokyo | Toronto | Washington, D.C. © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential www.ConstellationRG.com
  • 77. Proving the Value of Gamification in the Enterprise Moving Beyond Transactions to Engagement August 8, 2012 R ―Ray‖ Wang (@rwang0) TM Principal Analyst & CEO © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 78. Where will your business be in 2015? 78 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 79. Organizations face massive and 1. Macro economic forces unprecedented levels of change • Loss of faith in capitalism • Commodity shortages • Changing workplace norms • Political instability • Distributed nature of work 2. •Dynamic and force Sustainability work • New work force models environmental focus • Mixed generations • Economic crisis • Aging workforce • Price spikes Macro Workplace • Global talent conditions dynamics • Temporary talent 3. • Pace ofbusiness models New obsolescence increasing faster than the rate of Pace of tech Business • Project based adoption • Consumer tech ahead adoption Models • Globalization of enterprise • New stakeholders • Digital divide closing around the • Goliath vs start-up 4. Disruptive tech adoption world • Public/ private /hybrid • Connected ubiquity drives new • Regulation/ deregulation adoption models • Business process outsourcing 79 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 80. Social tools are pretty crude Twitter – I need to pee Facebook – I peed Google+ - More pee FourSquare – I’m peeing here Pinterest– My pee scrapbook You Tube – Watch me pee LinkedIn – I pee well © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved. 80 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 81. Email faces Fatal Fatigue, will social? Source: September 2011, A Weber Communications 81 81 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 82. Fatal fatigue in adoption is near.. 5. Revival and 1. Eager rejuvenation early adopters 4. Fatal 2. Ubiquitous fatigue usage 3. Relevant rationalization © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 83. The enterprise is shifting from transaction to engagement to experience © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved. 83 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 84. Gamification is the solution… … to influencing © 2010 - 2012 Constellation Research, Inc. All rights reserved. behavior and outcomes Client Confidential
  • 85. The shift starts with active listening for rewards, achievement, broader trends. © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential 85
  • 86. Gamification is not about at technology. It’s about solving a business problem… How disruptive technologies and new business models affect business operations Technology NextGen Future of Matrix From Data to Optimization CoIT and the Customer Work Commerce Decisions and New C-Suite Experience Innovation Moving From Transactions To Personal Fulfillment Systems © 2011 - 2012 R Wang & Insider Associates, LLC. All rights reserved. 86 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 87. Move beyond gamification tactics… © 2011 R Wang & Insider Associates, LLC. All rights reserved. Source: 2012 Q1 Gamification Early Adopters Best Practices, n - 55 87 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 88. Apply the 9C’s of engagement to create business value for brands and enterprises People Centric Delivery and Right Time Drivers Values Comm Styles Culture Channel Context Community Content Catalyst Credibility Cadence Cause © 2012 R Wang & Insider Associates, LLC. All rights reserved. 88 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 89. Use non-monetary rewards to influence behavior Level 1: Recognition Level 2: Access Level 3: Impact • Influence tracking • Community • Raise personal & • Leaderboards resources and community profile • Achievement badges tutorials • Participate in • Featured placement • Virtual goods feedback surveys • Awards and contests • Special groups • Influence product • Key executives direction • PR and media placement • New features • Drive business • New products outcomes • Speaking slots • Beta versions • Provide proof point • Virtual currencies references and points • Public events • Evangelize products • Private events and concepts 2011 Constellation Research Q1 & Q4 qualitative survey on community engagement incentive drivers 89 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 90. Drive value across the entire ecosystem Organizations: Accountability Individuals: Networks: Portable Facilitation of Reputation Trust The new world of outcomes 2011 Constellation Research Q1 & Q4 qualitative survey on community engagement incentive drivers 90 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 91. Start with the DEEPR to drive business value across the organization R P Level 5: Realization E Level 4: Pervasiveness • Keeping up with social innovations E Level 3: Evangelization • Scaling to match demand • Developing social business D Level 2: Experimentation • Choosing the right tools • Fostering • Ensuring long term funding governance Level 1: • Identifying Discovery Internal meaningful collaboration metrics • Discerning hype from reality • Incorporating gamification • Garnering into business executive models support © 2011 R Wang & Insider Associates, LLC. All rights reserved. 91 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 92. Early adopters starting to identify meaningful metrics and business models © 2011 R Wang & Insider Associates, LLC. All rights reserved. Source: 2012 Q1 Gamification Early Adopters Best Practices, n = 55 92 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 93. Six simple steps to success 1. Identify the business outcomes 6.Refine 2. Design and the use improve cases Engagement Best Practices 3. Apply 5. the 9C’s Measure of and engageme analyze 4. Gamify nt the business processes 93 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 94. Questions And Answers 94 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 95. Thank you R ―Ray‖ Wang 650.918.6619 R@ConstellationRG.com Twitter: @rwang0 http://blog.softwareinsider.org www.ConstellationRG.com 95 © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential
  • 96. TM San Francisco | Andalucia | Belfast | Boston | Brussels | Chicago | Colorado Springs | Cupertino | Denver | Irvine | London | Madrid New York | NOVA |Pune | Sacramento | Santa Fe | Santa Monica | Sedona | South Portland | Sydney | Tokyo | Toronto | Washington, D.C. © 2010 - 2012 Constellation Research, Inc. All rights reserved. Client Confidential www.ConstellationRG.com
  • 97.
  • 98. FIRESIDE CHAT with ORACLE: Gamifying a Global Business MODERATOR: Paul Hearing Senior Producer Badgeville NICK GIANNASI VP of Life Sciences Product Strategy Oracle Health Sciences
  • 99.
  • 100. FIRESIDE CHAT: Mobile Gamification Around the Globe MODERATOR: Eric Montoya Business Development Badgeville KOJI FUKADA CEO & Co-Founder · STEPHEN DUKE CEO & Co-Founder ·
  • 101.
  • 102. PRESENTATION: Insights & Analytics: The Big Data Side of Gamification MARTIN SCHNEIDER Research Manager · 451 Research
  • 103. Insight & Analytics: The Big Data Side of Gamification Martin Schneider Research Manager, 451 Research
  • 104. Agenda • Big Data & Gamification…Wuzzah? • The Future of Insight • Examples of Big Data Gamification Insight • Q&A
  • 105. Ok…So, your gamification initiative is kicking ass…
  • 108. Big Data vs. “Big Picture Data” VS.
  • 109. Big Data & Gamification Gamification Data is: • Semi-Structured • Growing Exponentially • Typically Meta-Data Around a Business Context • Captured/Stored by SaaS Providers This Lends Itself To: • Classification • Deep Analysis • Business Insight • Benchmarks
  • 110. Gamification Big Data Can Better Answer…
  • 111. Gamification Insight - Examples • Greater Time Series Insight • Marketing • Sales • Support • Identify Customer Segments Based on Real Behavior • No More Relying on Bland Demographics • Context-driven Insight • Understand Behavior Across Platforms/Properties/Brands • Bridge Between Transactional BI and Behavioral Insight
  • 112. Old Style Business Intelligence – Lots of “What”
  • 115. Gamification Powered Insight – More “Why and How”
  • 116. Where to Begin? • Re-Think Your Metrics and Goals • Think Behavior not “Numbers” • What is the End Game? • Work with your Gamification Provider • Best Practices (You Can’t Have Big Data Without Lots and Lots of Engagement!) • Dashboard Optimization • Recognize, Respond, Repeat!
  • 117. Q&A Questions? @mschneider718 martin.schneider@451research.com
  • 118. ©2007 SugarCRM Inc. All rights reserved.
  • 119.
  • 120. PANEL: Baking Gamification into your Core Product MODERATOR: Chris Duskin VP of Product Badgeville Neil Gandhi Sr. Software Engineer · Sneakpeeq Rita Ferrari Marketing Manager · Premier Healthcare Exchange (PHX) Sal Partovi Sr. Mgr. CloudSpokes Community & Social Marketing · Appirio Giles House VP of Marketing · CallidusCloud
  • 121.
  • 122. CASE STUDY: EMC Gamifies Global ECN Community TYLER ALTRUP Sr. Social Media Engagement Manager EMC
  • 123. Recognition, Awards & Motivation Program A Badgeville Case Study @TylerAltrup August, 2012 © Copyright 2012 EMC Corporation. All rights reserved. 123
  • 124. Origins © Copyright 2012 EMC Corporation. All rights reserved. 124
  • 125. The Challenge How can EMC… Recognize key Reward various social types of social champions activity Build an Motivate aspirational increased system social activity © Copyright 2012 EMC Corporation. All rights reserved. 125
  • 126. My Muse… © Copyright 2012 EMC Corporation. All rights reserved. 126
  • 127. © Copyright 2012 EMC Corporation. All rights reserved. 127
  • 128. Launch •Event Deployment •Impact •Innovations © Copyright 2012 EMC Corporation. All rights reserved. 128
  • 129. RAMP, Meet ECN. Level Trophy Badge/ Reward Showcase Real-Time Notifications © Copyright 2012 EMC Corporation. All rights reserved. 129
  • 130. RAMP, Meet ECN. © Copyright 2012 EMC Corporation. All rights reserved. 130
  • 131. Journey, Acc elerated Live Partner in the for Cloud Success Transform IT Transform Transform Your Your Business Career On the Scene © Copyright 2012 EMC Corporation. All rights reserved. 131
  • 132. EMC Implementation Plan The Moonshot • EMC World Launch • ECN Integration Q3 • EMC|One Integration Q4 • External Social Integration © Copyright 2012 EMC Corporation. All rights reserved. 132
  • 133. Buzzboard Leaderboarding Showcasing participant achievement on the show floor © Copyright 2012 EMC Corporation. All rights reserved. 133
  • 134. ECN Impact:Year-over-Year +20% Increase in Total Activity Activity Post-RAMP 50% 41% 40% 30% 19% 21% 20% 15% 12% 10% 10% 9% 9% 10% 3% -3% 0% -10% © Copyright 2012 EMC Corporation. All rights reserved. 134
  • 135. EMC World: Performance Analysis Lessons Learned Monetary prizes are inefficient • Lost in the crowd at EMC World • Focus on status must also influence prize strategy Contest consolidation needed • For 2013, we should consolidate all social contests under RAMP Expectation setting • Must set appropriately based on program characteristics • Must compare against other BV client baselines • Must goal for performance, not badge accumulation • Ex: more difficult behavior, lower expected completion Design for the lowest common denominator • Future event experiences will defined for simplicity • Additional special elements will be layered on top of this minimal, broad approach © Copyright 2012 EMC Corporation. All rights reserved. 135
  • 136. Big Wins & Innovations Historical Recognition • Previous activity will translate into one-for-one recognition of past activity • User Levels will reflect previous activity with further levels for growth Badge Scan Integration • EMC is the first company to fully integrate and reward traditional badge scan data as a user check-in © Copyright 2012 EMC Corporation. All rights reserved. 136
  • 137. Planning for the Future •Redefining Goals •Planning for Expansion •Delivering Value to Clients © Copyright 2012 EMC Corporation. All rights reserved. 137
  • 138. Overall Program Goals & Objectives The platform-agnostic view Improve User Increase Experience Grow user & user base engagement Gain User Insight © Copyright 2012 EMC Corporation. All rights reserved. 138
  • 139. Community Roadmap Stage II: Additional Functionality from Jive & Badgeville Full import of Content-level Profile all Jive events and enhancements (aka community- and tracking behaviors) level rewards Employee Social sharing “Mission badging mechanics Mondays” EMC|One Deployment © Copyright 2012 EMC Corporation. All rights reserved. 139
  • 140. Delivering Value for Internal Clients Increasing engagement since 2012 © Copyright 2012 EMC Corporation. All rights reserved. 140
  • 141. Program Design: Consultation Process Design + Funding + Communication Four Steps for Four Funding Communication Program Design Requirements Planning 1 Identify primary goals Signage Integrate with planned user/attendee communication 2 Collateral Identify aligned behaviors Leverage social Handouts 3 channels Develop rewards plan Rewards 4 Optional: paid Frame as a component Optional: scanner promotion and of status technology advertising © Copyright 2012 EMC Corporation. All rights reserved. 141
  • 142. RAMP Service Catalog One portion of our new SMaaS (Social-Media-as-a-Service) approach Service Offering What’s Included Cost Eligibility Ordering Online Program Offline Program Short-Term: Components Components •Definition of desired (optional) •All ordering user behaviors •Identification of will be Program •Translation to offline digital data handled via Consultatio trackable user sources (ex: badge EMC Marketing email n activities scan data) requests to Client only •Creation of badges •Creation of hybrid Tyler Altrup incurs cost and bonuses online/offline when •Creation of mission missions and Post-EMCW: adding: structure rewards •All ordering •Badges •New data will be •If the client wishes to highlight and source process recognize a specific, singular user behavior, through our Badge/ our team will help to create a badge to or online info- Mission motivate this behavior. EMC Marketing gathering Creation •Missions •Exporting tool •If the client wishes to motivate a collection status to of behaviors, a mission will be crafted to new platform capture this full set of user activities. The social team will work with the client(s) Advanced Only clients who to analyze: Data have already •Interaction rate with program components Consultatio completed a •Success in motivating the desired user n program. behaviors © Copyright 2012 EMC Corporation. All rights reserved. 142
  • 143. Coming Soon… •Platform Expansion Possibilities •RAMP for Master User Identity •RAMP Scorecard © Copyright 2012 EMC Corporation. All rights reserved. 143
  • 144. More Platforms, More Data Points Expanding our understanding of users across platforms Goals Platform User Base Behaviors ECN Registered users Visits, views, comments, posts, etc. Communities EMC|One Registered users Visits, views, comments, posts, etc. Facebook Followers Clicks, likes, comments, shares LinkedIn Followers Clicks, likes, comments, shares Social Spiceworks Followers Clicks, likes, comments Twitter Followers Tweets, RTs, Mentions, Hashtags YouTube Subscribers Views, ratings, shares Web EMC.com Unique viewers Visits, views Mobile EMC Folio Downloads Views, clicks, comments, visits Aprimo Registrants Event and webinar registration Saba New hires Complete training modules, complete on- Applications boarding SurveyMonkey Unique users Survey completion © Copyright 2012 EMC Corporation. All rights reserved. 144
  • 145. RAMP as a Big Data Solution Revolutionizing user insight by connecting multiple identities RAMP User Master User Showcase Identity Community Behavior RAMP User Showcase Social Interaction Web Activity GMDB Data Mobile Activity SFDC Application Activity Data © Copyright 2012 EMC Corporation. All rights reserved. 145
  • 146. RAMP Scorecard Progress, Not Perfection Improve User Experience Increase user Grow our user engagement base & Gain User Insight Social +19% increase Very positive integration in total ECN community challenges interactions response Need for “Mission Piloting user promotional Mondays” data import spend © Copyright 2012 EMC Corporation. All rights reserved. 146
  • 147. Thank You! @TylerAltrup © Copyright 2012 EMC Corporation. All rights reserved. 147
  • 148.
  • 149. PANEL: The Importance of Reputation in Online Communities MODERATOR: Caroline Dangson Producer Badgeville Bill Platt VP of Operations · Engine Yard Alex Maier Community Manager · VMware Sean O’Driscoll CEO & Co-Founder · Ant’s Eye View Annie Fox General Manager · Buzznet at BUZZMEDIA
  • 150.
  • 152.
  • 153. WELCOME TO BADGEVILLE COMMUNITY Share & Exchange Best Practices Around Your Gamification & Engagement Programs
  • 154. BADGEVILLE IMPLEMENTATION Leverages Game, Reputation, and Social Mechanics • Status and progress on every page • Sharing and exchanging best practices • Rewarding quality contributions and contributors
  • 155. COMMUNITY ENGAGEMENT Early Adopter program Some of our Founding Members • 51 Discussions Started • Sneakpeeq • 160 Discussions Replies • George Mobile • 107 Upvoted Discussions • Pivot • 57 Upvotes Received • Foryouandyourcustomer • 3,617 Articles Read
  • 156. LIVE DEMO TOMORROW Earn your “Visit Jenny” achievement, part of the Badgeville Summit Mission, by visiting the Badgeville Community table.
  • 157.
  • 158. KEYNOTE: The Future of Gamification TIM CHANG Managing Partner Mayfield Fund

Editor's Notes

  1. Thank you –so I am Dawn Wolfe, a Sr. marketing Manager in the ecommerce team Autodesk—For those of you not familiar with Autodesk, you probably are familiar with some of our software products—we are best known for AutoCAD which is used in the architecture/engineering world for design…or some of our software products used in the media and entertainment sector like 3ds max, Maya and softimageSo my current team is in digital marketing within the eccomerce group--and one of our areas of focus is the marketing we do in-trial to persuade free trial users to become customers . So our team is responsible for figuring out how to convert these thousands of trial users into customers. We are focused on driving sales conversions for prospects that are in the preference phase of the sales funnel-- And today I will be talking about a very specific sales conversion marketing that we do within our trials.
  2. Autodesk, Inc., is a leader in 3D design, engineering, and entertainment software. Customers across the manufacturing, architecture, building, construction, and media and entertainment industriesincluding the last 15 Academy Award winners for Best Visual Effectsuse Autodesk software to design, visualize, and simulate their ideas. Since its introduction of AutoCAD software in 1982, Autodesk continues to develop the broadest portfolio of state-of-the-art software for global markets. For additional information about Autodesk, visit www.autodesk.com.
  3. Here is a history of what we had done in the past with this product to make the trial experience engaging.First, the baseline approach that doesn’t work. Why do we do this if we know it doesn't work? Well, we have an annual release cycle with all our products coming out at the same time all over the globe. To support this global launch initiative, we go out the door with baseline and all the products look the same. Plus, we get the halo effect on sales from the products being new, so the first 30-60 days after launch is when we have to do the least "sellingHere is an approach that we took to make people get the most out of the trial experience. This is more of a gateway to existing content than it is a sales tool. Here are some cool tutorials to check out while you have the trial, here is some new stuff in this year's version, and here is this awesome community of CG artists managed by Autodesk that can help you out if you have a problemThis worked really well. We saw a tripling of engagement (measured as clicks on content - although admittedly this metric really isn't fair because there is a lot more content to click on in the new version)The metric we really care about and measure for these kinds of initiatives is trial usage. We saw a 14% increase in trial usage over 3 months after we launched this approach. A measurable, statistically sound, 14% increase in trial usage, just by showing people how they could possibly do stuff with their trial. Huge win.Someone once told me that adequacy is the enemy of excellence, so we continued to iterate. We know that a large number of users of 3ds Max are sole proprietors or work in very small companies that catch some overflow or outsource work from larger game studios or VFX houses. And we know from talking to our product marketing teams that a lot of these people are doing this to gain the experience needed to move up to one of the big studios. So we leveraged some good timing and launched a new version during Oscar season, using the Oscars as an opportunity to feature our customer who had been nominated for best visual effects using Autodesk tools. The subtext of this message is that this is the tool that the big boys use, so you better be using it too.Side note, every year for the last 17 years the winner of the best visual effects Oscar has used Autodesk tools to create their award-winning entertainment, including Hugo, the 2012 winner, featured here.The results of this oscar promo were mixed. We didn't see any significant change in trial usage, but we saw a reduction in engagement with the content we made available in the trial window - probably because of the reduction in stuff to actually click on.
  4. Thank you –so I am Dawn Wolfe, a Sr. marketing Manager in the ecommerce team Autodesk—For those of you not familiar with Autodesk, you probably are familiar with some of our software products—we are best known for AutoCAD which is used in the architecture/engineering world for design…or some of our software products used in the media and entertainment sector like 3ds max, Maya and softimageSo my current team is in digital marketing within the eccomerce group--and one of our areas of focus is the marketing we do in-trial to persuade free trial users to become customers . So our team is responsible for figuring out how to convert these thousands of trial users into customers. We are focused on driving sales conversions for prospects that are in the preference phase of the sales funnel-- And today I will be talking about a very specific sales conversion marketing that we do within our trials.
  5. Safari/desert adventure selectedNo “official” tie-in… this time.Popular series (3) on PlayStationGenericized and changed to “Undiscovered Territory”
  6. You arrive, curious to see where this first clue will lead you. An old librarian leads you to the back room, filled with old manuscripts. Sifting through the tattered pages, she finally stops at a small piece of parchment. Carefully, she places it in your hands. You begin to read….
  7. Motivate Early and Often
  8. "Enterprise Gamification"IntroductionGamification for WorkAnd, per Kevin's request: the Ecosystem that's popping up. You seem to best articulate our story about how gamification is being embedded across the enterprise in all employee-facing apps, enterprise systems, business processes, that social software and social CRMBadgeville is at the beginning of something and what we do is the next evolution, etc. 
  9. We’ve had some great presentations today. Social media
  10. This is a seamingly innocent question. It’s just 2 to 3 years from now. But Imagine what’s happened in the past 24 months. Did you have control or any semblance of control over your profits, revenues, idea creation, new products were introduced, collaboration points, your community, or customer experience? Were you able to effect and affect change? Did you have the right tools to create the conditions to manage the change ahead?Now put yourselves in the mindset of an enterprise or brand. How can you improve your business outcomes?These are the questions you and your organization face amidst massive changes ahead…
  11. There are 4 massive forces of change ahead of us. Of the 4 only 3 we can control and let me focus a little on these. Each of these can be improved by influencing the behavior to drive improved outcomes.5 generations of workersWhere, how, when, what, how you work,and even why. We’ve seen compensation surveys that show that salary alone may not be enough to attract, motivate, or retain folks.For one of our clients, it turns out that mentorship, a day off, being put on special projects is more of an incentive for 20 to 30 year olds and 30 year old veterans than a bonus.Business models – products are excuses to sell services. Services are excuses to sell information. If you’ve activated the advocates, you can cut create force multipliers and shift support staffing from 1 to 100 customers to 1 to 500 and even 1 to 1000. Providing a crowdsourced support solution can give you. Swarming game mechanics can improve outcomes, identify experts.Tech adoption – One big shift is also how we put together a series of disruptive technologies, payment mechanisms, social, mobile, cloud, big data, gamification. What technologies to we adopt and what we pass on become signifcant decisions. One thing is sure, the convergence of these technologies is driving adoption and social is the gateway in.
  12. The big push to social businesses provide an opportunity to reengage the customer. But keep in mind, none of these tools sustain engagement on their own. These are communications channels that can be enhanced with engagement. Social alone won’t get you there for both internal and external. Which is why, we need gamification. Recent data on number of users at the Big 4 of social media show that we are in the middle of ubiquitous usage:Facebook (901M users as of Feb 2012)Twitter (500M users as of March 2012)LinkedIn (161M users as of March 2012)Google+ (100M users as of Feb 2012)
  13. Overload, too many social channels – internal networks, external networks, personal networks, a new social media tool launched once every 24 hours. Everyone wants to collaborate, work with each other. Every brand wants you to join their community. Can we handle all the pressure?76% of brand conversations happen offline 14% of brand conversations happen by phone8% of brand conversations happen onlineHave we hit a social media plateau?  In recent client conversations on usage of social media, the trendsetters appear to be “socialed out”.   Most early adopters seem to be overwhelmed with their personal (Facebook, Google+), corporate (Yammer, Jive, Chatter, SharePoint), and professional (LinkedIn) social networks.  In fact, respondents feel that adding any additional network for anything social is quite overwhelming.  While early adopters are moving from ubiquitous usage to relevant rationalization, the majority remains in ubiquitous usage (see Figure 1). Have we hit a social media plateau?  In recent client conversations on usage of social media, the trendsetters appear to be “socialed out”.   Most early adopters seem to be overwhelmed with their personal (Facebook, Google+), corporate (Yammer, Jive, Chatter, SharePoint), and professional (LinkedIn) social networks.  In fact, respondents feel that adding any additional network for anything social is quite overwhelming.  While early adopters are moving from ubiquitous usage to relevant rationalization, the majority remains in ubiquitous usage (see Figure 1). Recent early adopter surveys identify five key phases of social media adoption:Phase 1: Eager early adopters. Users eagerly experimented in the newness of the medium.   Early adopters attempt to apply the medium to everything.Phase 2: Ubiquitous usage. Rapid adoption put the medium in the hands of the masses.  Adoption exceeds 50 million users.Phase 3: Relevant ratonalization. Brands and enterprises apply the medium to the right business use cases and processes.Phase 4: Desensitization and fatal fatigue. Inundated with marketing, bombarded with irrelevant content, and tired of the newness of the medium, customers begin tuning out.Phase 5: Rejuvenation. Maturation of the medium ushers an improved era of engagement apply the Six C’s of Engagement.
  14. So what’s going on.. The shift in business is moving from transactions to engagement and ultimately experience. Internal work forces and external.We’ve moved from monologues to dialoguesWe’ve moved from just in time to right timeWe’ve moved from business rules t
  15. Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. For brands and enterprises, results include improving marketing response among external communities, sustaining long-term customer loyalty, encouraging collaboration among internal teams, or driving onboarding success with new hires.Gamification is more than bolting on feature sets to an existing process or system. Simply adding a badge, points, leaderboards and levels will not drive results. Success requires a design that fits into the architecture of the system and considers the relative value of rewards for the actions being incentivized. This level of influence or behavior management must start during the initial design and account for the relative value systems and culture of the individuals.Interviews with 55 early adopters show gamification being applied across many use cases. Adoption spans a wide variety of roles from marketing to human resources (see figure 1). Based on interviews and analysis, Constellation has identified three core pillars of enterprise gamification (see figure 2):
  16. Everyone says this but what are we listening for? Start with what will move the needle – what are the rewards that matter.These are the metrics!Motivational factorsTrust signalsMonitoring performance over timeWhat competitors are sayingWhere the market rends are headingHow’s employee sentimentWhy? These are your leverage points, these are how you’ll build your engagement and gamification strategy.
  17. FOW – recruiting, sales team collaborationCXP – customer service swarming, activating advocates, Matrix commerce – mobile shopping, nfc and paymentsD2D– rewarding outcomes and A/B testingTechnology optimization – optimizing usageCoIT and the New Suite – engaging the organization
  18. The evolution of gamification for the enterprise–Define enterprise to be large companies. Brands ad well as internalShift to influencing behaviors, incentives, actions.Converging trends. – community, loyalty, gamificationGamification powers social business use casesHow to make enterprise apps social?
  19. Customer Experience Metrics Company CultureDoes company support a culture of putting customer satisfaction ahead of profits?Does culture promote creativity and cross functional employee collaboration?Does culture accept different views of multi-generational workforce?Does culture promote employee training and skills developmentDoes culture support upward mobility and long term retention?Does culture support work-life balance?Does the culture provide rewards for employee for outstanding customer support?ChannelsWhat are the current primary channels for customer communications?What do you think will be the primary channels in two years?Is company developing support model for emerging channels?Do all channels consistently deliver the same level of customer support?Do you know the cost per transaction across all channels?Do you engage customers proactively across multiple channels?Do all channels have access to the same customer information?CommunityDoes company extend customer support into virtual communities of interest?Does company facilitate educating users through its virtual communities?Does company mine its customer’s experience into useful data?Does company increase the value for customers through using data to deliver new products and services?Does company support two way interactions with its customers through communities of interest?Does company actively support social CRM, online communities and social media markets?CredibilityDoes company market its trustworthiness through external certificates such as business licenses, BBB certificates or other validations?Does company promote trust through customer testimonials and case studies on ethical business practices?Does company promote truthful market campaignsDoes company make it easy for customers to complain?Does company build its reputation for standing behind its products with guarantees for satisfaction?Does company protect its customer data with high security measures>ContentWhat sources do you use to create customer content?Does company mine social media and blogs for customer content?How does your company sort, store and retain its customer content?How frequently does content get updated?What external sources do you use for customer content?How many responses are typically received from a knowledge management system inquiry?Does your company use customer content to design and develop new product and services?ContextDoes your company market to customers in clusters or individually?Does your company customize its messages and personalize them to specific needs of each individual customer?Does your company store customer data based on their past behaviors, purchases, sentiment analysis and current activities?Does your company manage customer context according to channels used? For example identify personal use channels versus business channels?What is your frequency of collecting customer activities across various touch points?How is your customer data stored and analyzed?Is contextual data used for future customer outreach?CadenceWhich channels does your company measure-web site visits, phone calls, IVR, store visits, face to face, social media?Does company make effective use of cross channel marketing to promote more frequent customer engagement?Does your company rate the patterns relevant for your product or service and monitor usage against this pattern?Does your company measure the frequency of both online and offline channels?Does your company apply metrics to the frequency of customer engagements with product or services revenues?Does your company consolidate data for customer engagement across various channels for a complete view of its customer?CatalystDoes company offer coupon discountsDoes company have a customer loyalty program or a VIP membership program?Does company mine customer data to target specific groups of buyers?Do internal employees serve as ambassadors for customer programs?Does company drive loyalty through social media loyalty programs?Does company build rewards based on using loyalty data?Does company offer an employee incentive program to drive customer loyalty?Currencies (I find it hard to differentiate this element from catalyst-they seem too closely connected)  
  20. Level 1: Reputation. This first level focuses on highlighting success and engaging novices. The key themes drive extrinsic behavior. On average, early adopters find that 15-25 percent of a community will engage for recognition. Over 60 percent will be influenced by recognition.2. Level 2: Access. This second level builds demand for association and attracts intermediate users. Non-monetary incentives create value and scarcity around access to resources, people and tools for improvement. Early adopters find that 5-10 percent of a community will seek access as an intrinsic motivator. Over 80 percent will be influenced by a desire for greater access.3. Level 3: Impact. While this third level mainly appeals to power users and advanced users, impact appeals to the entire community from an aspirational level. At this level, bragging rights and incentives align with impact to the organization. Early adopters have found that 1-5 percent of a community will achieve this status. Less than 10 percent of the community will be influenced by impact. However, those that achieve Level 3 demonstrate the greatest levels of allegiance and loyalty.
  21. Level 1: Reputation. This first level focuses on highlighting success and engaging novices. The key themes drive extrinsic behavior. On average, early adopters find that 15-25 percent of a community will engage for recognition. Over 60 percent will be influenced by recognition.2. Level 2: Access. This second level builds demand for association and attracts intermediate users. Non-monetary incentives create value and scarcity around access to resources, people and tools for improvement. Early adopters find that 5-10 percent of a community will seek access as an intrinsic motivator. Over 80 percent will be influenced by a desire for greater access.3. Level 3: Impact. While this third level mainly appeals to power users and advanced users, impact appeals to the entire community from an aspirational level. At this level, bragging rights and incentives align with impact to the organization. Early adopters have found that 1-5 percent of a community will achieve this status. Less than 10 percent of the community will be influenced by impact. However, those that achieve Level 3 demonstrate the greatest levels of allegiance and loyalty.
  22. Recent interviews with over 100 early adopters of social business (i.e. social crm, E2.0, social media marketing, etc.) indicate five phases of maturity (see Figure 1).  Social CRM progress through five phases including: Discovery. A few individuals begin the process of discovering new tools.  Individuals identify consumer tech innovations that impact enterprise business processes.  Leaders must discern hype from reality and garner executive support.Experimentation. Small teams experiment with new tools.  They fail fast on experiments, learn, and move on.  Leaders must foster internal collaboration and begin the process of vendor selection.Evangelization. Small department leaders seek repeatable processes and begin test pilots of technology.  Momentum begins to build for projects.  Leaders incorporate social into business models and track meaningful business metricsFormalization. Successful evangelization leads to enterprise wide acceptance.  Processes become repeatable and predictable.  Leaders scale to match demand and ensure long term-funding.Realization. With a successful project at hand, the enterprise seeks to expand the usage to ecosystem stakeholders.  Suppliers, partners, and customers are brought into the fold.  Leaders anticipate convergence and develop social business governance plans.
  23. The evolution of gamification for the enterprise–Define enterprise to be large companies. Brands ad well as internalShift to influencing behaviors, incentives, actions.Converging trends. – community, loyalty, gamificationGamification powers social business use casesHow to make enterprise apps social?