SlideShare a Scribd company logo
1 of 123
10 Compelling Case Studies
Gamification in Customer Engagement
Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
Kindly restrict the use of slides for personal purpose.
Please seek permission to reproduce the same in public forms and presentations.
10 Compelling Case Studies
1. Heineken’s Star Player Game
2. Home Shopping Network
3. Ionopolis
4. Magnus Pleasure Hunt
5. McDonald’s Casestudy
6. Mileage Plus
7. Monopoly Game
8. My Starbucks Rewards
9. NBC Universal Case Study
10.Pocari Sweet Case Study
Heineken Case Study
Gamification in Customer Engagement
Heineken’s Star Player Game
• Heineken has long been
known as a company
that can create highly
engaging experiences for
their consumers and
online users.
Heineken’s Star Player Game
• The brand is an official
sponsor Champions League
game. They decided to use
gamification to actively
engage fans throughout the
event to increase awareness
of Heineken.
Heineken’s Star Player Game
• During the the
Champions League,
users can download
the Heineken app.
Heineken’s Star Player Game
• While watching the
game, they are asked
predictive questions
such as:
–will the penalty be
saved?
–will the goal be made by
head?
–will they score within 20
seconds?
Heineken’s Star Player Game
• Points are awarded
for correct answers.
And during down
time, more points can
be earned by
answering other types
of questions (e.g.
trivia).
Heineken’s Star Player Game
• This is a great example
where a sponsor can
directly engage with
fans during a sports
game instead of just
having their logo
showcased on banners
within the arena or
through television
spots.
Home Shopping Network
Gamification in Customer Engagement
Home Shopping Network
• The Home Shopping
Network, which sells
merchandise on TV as well
as online, wanted to create a
way for their customers to
continue interaction with
their brand while online.
Home Shopping Network
• Knowing that their clientele was
predominantly middle-aged
women, who make up about
half the users of social
gaming, HSN launched an
online arcade full of
entertaining games that award
users tickets for gameplay.
Home Shopping Network
• Scores can be shared with
others for social interaction,
and tickets are used to
enter a multitude of HSN
prize drawings that feature
their products.
Home Shopping Network
• Jill Braff, EVP of Digital Commerce
at HSN, explains how over the first
year, 650,000 users logged 116
million gameplays. Arcade users
spent twice as long on the HSN
website, returned twice as often,
and purchased more units of
merchandise and in more
categories than their non-arcade
customers.
Home Shopping Network
• HSN is working now to create
games that integrate with their
product offerings in order to
further engage customers, as
they have seen firsthand that
increased customer engagement
leads to increased customer
spending.
IONOPOLIS
Gamification in Customer Engagement
IONOPOLIS
• Japanese soft drink
Pocari Sweat launched
an electrolyte drink in
Indonesia with a game
called Ionopolis.
IONOPOLIS
• Over 94,000 signed up to
defeat comic book
monsters who wanted to
dehydrate a city.
IONOPOLIS
• Players shared updates,
checked out locations on
Foursquare and were
rewarded for buying
drinks with in-game
benefits.
IONOPOLIS
• They can also post status
updates on Facebook or
Twitter, and check into
specific locations on
Foursquare to perform
certain tasks.
MAGNUS PLEASURE HUNT
Gamification in Customer Engagement
MAGNUS PLEASURE HUNT
• The chocolate company,
Magnum has created a very
exciting and novel
campaign for the launch of
its ice cream bar, Magnum
Temptation.
MAGNUS PLEASURE HUNT
• With the support of partners
like Citrine and YouTube, the
brand created a digital online
game that is reminiscent of
Super Mario. However, the
actual playing field is
integrated throughout pages
of the internet.
MAGNUS PLEASURE HUNT
• The adventure takes place
across unique scenarios
(e.g. car trip, hang gliding).
Users accumulate scores
and build their rankings as
they collected bon bons.
MAGNUS PLEASURE HUNT
• The game is finished as the
players return back to
Magnum’s main site. Their
bon bons turn into a
Magnum Temptation bar.
MAGNUS PLEASURE HUNT
• Awareness of this game was
amplified through word of
mouth on social media. On
one particular day, Magnum
Pleasure Hunt reached an
impressive pinnacle as the
most tweeted url in the
world.
MAGNUS PLEASURE HUNT
• Magnum’s game is doubly
clever. Not only does it
advertise its product, but
also provides a window of
exposure to their partner
brands, guaranteeing them
(partial) advertising.
McDonald’s Case Study
Gamification in Customer Engagement
McDonald’s Monopoly
• McDonald’s succeeded in
increasing their product
sales by using gamification
concepts derived from the
classic game of Monopoly.
McDonald’s Monopoly
• This promotion dates back
to 1987. And it takes place
entirely offline. When you
buy certain products from
McDonald’s, you will
receive tickets.
McDonald’s Monopoly
• Each ticket represents a
space on the monopoly
game board. The goal is to
collect all the pieces of the
same color to be eligible for
a prize.
McDonald’s Monopoly
• One loyal customer made a
You Tube video about this
game and explains:
• “Every October I go through
the McDonald’s drive
through just because of this
silly game. They got me!”
McDonald’s Monopoly
• The alliance between
brands seems to work well:
In 2010, McDonald’s
increased its sales by 5.6%
in USA through this
program, with many people
engaged in impulse buying
just to get tickets.
Mileage Plus
Gamification in Customer Engagement
Mileage Plus
• MileagePlus is the loyalty
program of United Airlines
and Aeromar that offers
rewards to passengers
traveling on certain types
of tickets.
Mileage Plus
• Airline loyalty programs,
like United Airways’
MileagePlus program
which awards and tracks
points for purchases, are
one of the earliest forms of
gamification.
Mileage Plus
• Earn enough points
and you become a
Silver, Gold, or
Platinum member.
Mileage Plus
• This privilege gives you
access to special
lounges, priority
boarding, seating
upgrades and free
tickets.
Mileage Plus
• Some customers are so
devoted to their status
level that they make
unnecessary flights at the
end of the year just to
maintain their premier
status for the next year.
Monopoly
Gamification in Customer Engagement
McDonald’s Monopoly
• McDonald’s succeeded in
increasing their product
sales by using gamification
concepts derived from the
classic game of Monopoly.
McDonald’s Monopoly
• This promotion dates back
to 1987. And it takes place
entirely offline. When you
buy certain products from
McDonald’s, you will
receive tickets.
McDonald’s Monopoly
• Each ticket represents a
space on the monopoly
game board. The goal is to
collect all the pieces of the
same color to be eligible for
a prize.
McDonald’s Monopoly
• One loyal customer made a
You Tube video about this
game and explains:
• “Every October I go through
the McDonald’s drive
through just because of this
silly game. They got me!”
McDonald’s Monopoly
• The alliance between
brands seems to work well:
In 2010, McDonald’s
increased its sales by 5.6%
in USA through this
program, with many people
engaged in impulse buying
just to get tickets.
MY STARBUCKS REWARDS
Gamification in Customer Engagement
MY STARBUCKS REWARDS
• My Starbucks Rewards™ is
one way in which TSPL
endeavours to reward and
thank loyal customers for
patronizing TSPL products
at Starbucks stores in
India.
MY STARBUCKS REWARDS
• To enrol in My Starbucks
Rewards™ and receive program
benefits, you will first need to
create an account at
www.starbucks.in/card and
register at least one (1)
activated Starbucks Card to
your account.
MY STARBUCKS REWARDS
• “Activation” means that you
have loaded a minimum of
INR 200 onto your
Starbucks Card for the first
time.
MY STARBUCKS REWARDS
• My Starbucks Rewards™
benefits are determined
based on the amount you
spend at any Starbucks store
in India and the number of
“Stars” that you earn through
spending with your registered
Starbucks Card(s).
MY STARBUCKS REWARDS
• A “Star” for purposes of My Starbucks
Rewards™ means each time you use your
registered Starbucks Card to pay for a
purchase worth Rs.300 (incl. taxes) on any
food, beverage, merchandise, Ready to Drink
(for example- juices, water, etc.) and Ready
To Eat (for example packaged foods like
chocolates, almonds, cashews etc.) at a
Starbucks store in India. No “Star” will be
rewarded for purchases made with a
registered Starbucks Card in any Starbucks
store outside India.
MY STARBUCKS REWARDS
• . For each qualified purchase, you
will receive one (1) “Star” for any
purchase worth INR 300 (Rupees
Three Hundred Indian only,
inclusive of all taxes), at any
Starbucks store in India, except
during limited time promotions
when Starbucks may offer “Bonus
Stars” on featured products and/or
services.
MY STARBUCKS REWARDS
• Currently, there are three
(3) levels in My Starbucks
Rewards™ which are
determined by the number
of Stars that you
accumulate in your account
in a 12 month period.
MY STARBUCKS REWARDS
• To maintain the Welcome
Level, you must earn at
least one (1) new Star
during each consecutive 12-
month period following the
date you reach Welcome
level.
MY STARBUCKS REWARDS
• To maintain the Green
Level, you must earn at
least five (5) new Stars
during each consecutive 12-
month period following the
date you reached the Green
Level.
MY STARBUCKS REWARDS
• To maintain the Gold Level,
you must earn at least
twenty five (25) new Stars
during each consecutive 12-
month period following the
date you reached the Gold
Level.
NBC Universal Case Study
Gamification in Customer Engagement
NBC Universal Case Study
• NBC Universal's USA
Network enlisted the help of
gamification startup San
Jose, Calif.-based Bunchball
in July 2010 to increase
engagement on the website
for Psych, one of its TV
shows.
NBC Universal Case Study
• First, they launched a fan
loyalty program called
Club Psych that lets
users win weekly prizes
by completing different
challenges.
NBC Universal Case Study
• To enhance Club Psych, USA
launched Psych Vision, a mobile
app that let users access
behind-the-scenes videos, play
trivia games to earn points and
unlock prizes, and chat with
other fans, all while watching
the show.
NBC Universal Case Study
• With this tie-in, USA became
one of the first marketers to
offer a complete second
screen experience, where
fans could experience Psych
on their TVs, as well as via
mobile.
NBC Universal Case Study
• After seeing a 130 percent jump
in page views and a 40 percent
increase in return visits to the
Psych website with the Club
Psych integration, USA decided
to expand and created a social
media mystery game called
#HashTagKiller.
NBC Universal Case Study
• It engages fans with puzzles,
clues and Facebook chats with
the show's actors. Jesse Redniss,
senior vice president of digital,
says #HashTagKiller has driven
more than 95 million page views
from 300,000 unique users since
its launch in September 2011.
NBC Universal Case Study
• A gamified social
experience such as Club
Psych can turn engaged
fans into valuable brand
ambassadors.
NBC Universal Case Study
• Redniss notes that,
"288,000 shares on
Facebook's platform have
provided us with over 38
million exposures of the
'Psych' brand to our users'
friends and families.
NBC Universal Case Study
• "To reward those
ambassadors, USA Network
has given away prizes such
as Nintendo Wii systems,
Psych DVDs and character
bobbleheads.
Pocari Sweet Case Study
Gamification in Customer Engagement
IONOPOLIS
• Japanese soft drink
Pocari Sweat launched
an electrolyte drink in
Indonesia with a game
called Ionopolis.
IONOPOLIS
• Over 94,000 signed up to
defeat comic book
monsters who wanted to
dehydrate a city.
IONOPOLIS
• Players shared updates,
checked out locations on
Foursquare and were
rewarded for buying
drinks with in-game
benefits.
IONOPOLIS
• They can also post status
updates on Facebook or
Twitter, and check into
specific locations on
Foursquare to perform
certain tasks.
Gamification in customer engagement  -  10 compelling case studies - Manu Melwin Joy
Gamification in customer engagement  -  10 compelling case studies - Manu Melwin Joy
Gamification in customer engagement  -  10 compelling case studies - Manu Melwin Joy

More Related Content

Similar to Gamification in customer engagement - 10 compelling case studies - Manu Melwin Joy

Gdcsf 2012 presentation
Gdcsf 2012 presentationGdcsf 2012 presentation
Gdcsf 2012 presentation
PapayaMobile
 
Winning Business Models
Winning Business ModelsWinning Business Models
Winning Business Models
PapayaMobile
 
Papaya Winning Business Models
Papaya Winning Business ModelsPapaya Winning Business Models
Papaya Winning Business Models
Oscar Clark
 

Similar to Gamification in customer engagement - 10 compelling case studies - Manu Melwin Joy (20)

Monopoly - Gamification in customer engagement - Manu Melwin Joy
Monopoly - Gamification in customer engagement - Manu Melwin JoyMonopoly - Gamification in customer engagement - Manu Melwin Joy
Monopoly - Gamification in customer engagement - Manu Melwin Joy
 
Mc donald's case study - Gamification in customer engagement - Manu Melwin Joy
 Mc donald's case study - Gamification in customer engagement  - Manu Melwin Joy Mc donald's case study - Gamification in customer engagement  - Manu Melwin Joy
Mc donald's case study - Gamification in customer engagement - Manu Melwin Joy
 
The Why and How of E-commerce Gamification with Examples
The Why and How of E-commerce Gamification with ExamplesThe Why and How of E-commerce Gamification with Examples
The Why and How of E-commerce Gamification with Examples
 
Gamification in customer engagement - 5 success stories - Manu Melwin Joy
Gamification in customer engagement  - 5 success stories - Manu Melwin JoyGamification in customer engagement  - 5 success stories - Manu Melwin Joy
Gamification in customer engagement - 5 success stories - Manu Melwin Joy
 
Gamification in customer engagement 10 compelling case studies - Manu Melw...
Gamification in customer engagement    10 compelling case studies - Manu Melw...Gamification in customer engagement    10 compelling case studies - Manu Melw...
Gamification in customer engagement 10 compelling case studies - Manu Melw...
 
GDC Mobile Social Freemium Games
GDC Mobile Social Freemium GamesGDC Mobile Social Freemium Games
GDC Mobile Social Freemium Games
 
Way of Kindness: game mechanics applied to service design and engagement mark...
Way of Kindness: game mechanics applied to service design and engagement mark...Way of Kindness: game mechanics applied to service design and engagement mark...
Way of Kindness: game mechanics applied to service design and engagement mark...
 
Gdcsf 2012 presentation
Gdcsf 2012 presentationGdcsf 2012 presentation
Gdcsf 2012 presentation
 
Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...
Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...
Taking your Loyalty Program Online for Short & Long-term ROI and Complementin...
 
Winning Business Models
Winning Business ModelsWinning Business Models
Winning Business Models
 
The Game of Gamification
The Game of GamificationThe Game of Gamification
The Game of Gamification
 
Gamification in customer engagement - 20 compelling case studies - Manu Me...
Gamification in customer engagement    - 20 compelling case studies - Manu Me...Gamification in customer engagement    - 20 compelling case studies - Manu Me...
Gamification in customer engagement - 20 compelling case studies - Manu Me...
 
MediaTree Main Deck
MediaTree Main DeckMediaTree Main Deck
MediaTree Main Deck
 
The Ultimate Peel Off Game Promotion
The Ultimate Peel Off Game PromotionThe Ultimate Peel Off Game Promotion
The Ultimate Peel Off Game Promotion
 
Digital Review December 2015
Digital Review  December 2015Digital Review  December 2015
Digital Review December 2015
 
Papaya Winning Business Models
Papaya Winning Business ModelsPapaya Winning Business Models
Papaya Winning Business Models
 
Startup Braga Hacks Pokémon Go!
Startup Braga Hacks Pokémon Go!Startup Braga Hacks Pokémon Go!
Startup Braga Hacks Pokémon Go!
 
PIMS-SCA Summary
PIMS-SCA SummaryPIMS-SCA Summary
PIMS-SCA Summary
 
TkXel - Fanster
TkXel - FansterTkXel - Fanster
TkXel - Fanster
 
Fotorama The Promotional Risk Management Experts
Fotorama The Promotional Risk Management ExpertsFotorama The Promotional Risk Management Experts
Fotorama The Promotional Risk Management Experts
 

More from manumelwin

More from manumelwin (20)

Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joy
Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin JoyVolkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joy
Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joy
 
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...
 
IKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin Joy
IKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin JoyIKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin Joy
IKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin Joy
 
Bletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin Joy
Bletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin JoyBletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin Joy
Bletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin Joy
 
Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...
Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...
Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...
 
Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...
Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...
Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...
 
Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...
Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...
Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...
 
Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...
Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...
Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...
 
Randomized complete block design - Dr. Manu Melwin Joy - School of Management...
Randomized complete block design - Dr. Manu Melwin Joy - School of Management...Randomized complete block design - Dr. Manu Melwin Joy - School of Management...
Randomized complete block design - Dr. Manu Melwin Joy - School of Management...
 
ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...
ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...
ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...
 
Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...
Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...
Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...
 
How information system is transforming business - - Dr. Manu Melwin Joy - Sch...
How information system is transforming business - - Dr. Manu Melwin Joy - Sch...How information system is transforming business - - Dr. Manu Melwin Joy - Sch...
How information system is transforming business - - Dr. Manu Melwin Joy - Sch...
 
Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...
Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...
Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...
 
Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...
Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...
Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...
 
Definition of information system - Dr. Manu Melwin Joy - School of Management...
Definition of information system - Dr. Manu Melwin Joy - School of Management...Definition of information system - Dr. Manu Melwin Joy - School of Management...
Definition of information system - Dr. Manu Melwin Joy - School of Management...
 
PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...
PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...
PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...
 
Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joy
 Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joy Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joy
Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joy
 
B2B marketing - Manu Melwin Joy
B2B marketing - Manu Melwin JoyB2B marketing - Manu Melwin Joy
B2B marketing - Manu Melwin Joy
 
Industrial marketing - Manu Melwin Joy
Industrial marketing - Manu Melwin JoyIndustrial marketing - Manu Melwin Joy
Industrial marketing - Manu Melwin Joy
 
Green marketing - Manu Melwin Joy
Green marketing - Manu Melwin JoyGreen marketing - Manu Melwin Joy
Green marketing - Manu Melwin Joy
 

Recently uploaded

會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
中 央社
 
SURVEY I created for uni project research
SURVEY I created for uni project researchSURVEY I created for uni project research
SURVEY I created for uni project research
CaitlinCummins3
 
SPLICE Working Group: Reusable Code Examples
SPLICE Working Group:Reusable Code ExamplesSPLICE Working Group:Reusable Code Examples
SPLICE Working Group: Reusable Code Examples
Peter Brusilovsky
 
Personalisation of Education by AI and Big Data - Lourdes Guàrdia
Personalisation of Education by AI and Big Data - Lourdes GuàrdiaPersonalisation of Education by AI and Big Data - Lourdes Guàrdia
Personalisation of Education by AI and Big Data - Lourdes Guàrdia
EADTU
 
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
AnaAcapella
 
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdf
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdfContoh Aksi Nyata Refleksi Diri ( NUR ).pdf
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdf
cupulin
 

Recently uploaded (20)

Mattingly "AI & Prompt Design: Named Entity Recognition"
Mattingly "AI & Prompt Design: Named Entity Recognition"Mattingly "AI & Prompt Design: Named Entity Recognition"
Mattingly "AI & Prompt Design: Named Entity Recognition"
 
會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文會考英文
 
SURVEY I created for uni project research
SURVEY I created for uni project researchSURVEY I created for uni project research
SURVEY I created for uni project research
 
SPLICE Working Group: Reusable Code Examples
SPLICE Working Group:Reusable Code ExamplesSPLICE Working Group:Reusable Code Examples
SPLICE Working Group: Reusable Code Examples
 
An overview of the various scriptures in Hinduism
An overview of the various scriptures in HinduismAn overview of the various scriptures in Hinduism
An overview of the various scriptures in Hinduism
 
ĐỀ THAM KHẢO KÌ THI TUYỂN SINH VÀO LỚP 10 MÔN TIẾNG ANH FORM 50 CÂU TRẮC NGHI...
ĐỀ THAM KHẢO KÌ THI TUYỂN SINH VÀO LỚP 10 MÔN TIẾNG ANH FORM 50 CÂU TRẮC NGHI...ĐỀ THAM KHẢO KÌ THI TUYỂN SINH VÀO LỚP 10 MÔN TIẾNG ANH FORM 50 CÂU TRẮC NGHI...
ĐỀ THAM KHẢO KÌ THI TUYỂN SINH VÀO LỚP 10 MÔN TIẾNG ANH FORM 50 CÂU TRẮC NGHI...
 
Major project report on Tata Motors and its marketing strategies
Major project report on Tata Motors and its marketing strategiesMajor project report on Tata Motors and its marketing strategies
Major project report on Tata Motors and its marketing strategies
 
Sternal Fractures & Dislocations - EMGuidewire Radiology Reading Room
Sternal Fractures & Dislocations - EMGuidewire Radiology Reading RoomSternal Fractures & Dislocations - EMGuidewire Radiology Reading Room
Sternal Fractures & Dislocations - EMGuidewire Radiology Reading Room
 
Spring gala 2024 photo slideshow - Celebrating School-Community Partnerships
Spring gala 2024 photo slideshow - Celebrating School-Community PartnershipsSpring gala 2024 photo slideshow - Celebrating School-Community Partnerships
Spring gala 2024 photo slideshow - Celebrating School-Community Partnerships
 
Graduate Outcomes Presentation Slides - English (v3).pptx
Graduate Outcomes Presentation Slides - English (v3).pptxGraduate Outcomes Presentation Slides - English (v3).pptx
Graduate Outcomes Presentation Slides - English (v3).pptx
 
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
 
The Story of Village Palampur Class 9 Free Study Material PDF
The Story of Village Palampur Class 9 Free Study Material PDFThe Story of Village Palampur Class 9 Free Study Material PDF
The Story of Village Palampur Class 9 Free Study Material PDF
 
Mattingly "AI and Prompt Design: LLMs with NER"
Mattingly "AI and Prompt Design: LLMs with NER"Mattingly "AI and Prompt Design: LLMs with NER"
Mattingly "AI and Prompt Design: LLMs with NER"
 
When Quality Assurance Meets Innovation in Higher Education - Report launch w...
When Quality Assurance Meets Innovation in Higher Education - Report launch w...When Quality Assurance Meets Innovation in Higher Education - Report launch w...
When Quality Assurance Meets Innovation in Higher Education - Report launch w...
 
Personalisation of Education by AI and Big Data - Lourdes Guàrdia
Personalisation of Education by AI and Big Data - Lourdes GuàrdiaPersonalisation of Education by AI and Big Data - Lourdes Guàrdia
Personalisation of Education by AI and Big Data - Lourdes Guàrdia
 
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
 
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdf
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdfContoh Aksi Nyata Refleksi Diri ( NUR ).pdf
Contoh Aksi Nyata Refleksi Diri ( NUR ).pdf
 
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
TỔNG HỢP HƠN 100 ĐỀ THI THỬ TỐT NGHIỆP THPT TOÁN 2024 - TỪ CÁC TRƯỜNG, TRƯỜNG...
 
e-Sealing at EADTU by Kamakshi Rajagopal
e-Sealing at EADTU by Kamakshi Rajagopale-Sealing at EADTU by Kamakshi Rajagopal
e-Sealing at EADTU by Kamakshi Rajagopal
 
Trauma-Informed Leadership - Five Practical Principles
Trauma-Informed Leadership - Five Practical PrinciplesTrauma-Informed Leadership - Five Practical Principles
Trauma-Informed Leadership - Five Practical Principles
 

Gamification in customer engagement - 10 compelling case studies - Manu Melwin Joy

  • 1. 10 Compelling Case Studies Gamification in Customer Engagement
  • 2. Prepared By Manu Melwin Joy Assistant Professor SCMS School of Technology and Management Kerala, India. Phone – 9744551114 Mail – manu_melwinjoy@yahoo.com Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
  • 3. 10 Compelling Case Studies 1. Heineken’s Star Player Game 2. Home Shopping Network 3. Ionopolis 4. Magnus Pleasure Hunt 5. McDonald’s Casestudy 6. Mileage Plus 7. Monopoly Game 8. My Starbucks Rewards 9. NBC Universal Case Study 10.Pocari Sweet Case Study
  • 4. Heineken Case Study Gamification in Customer Engagement
  • 5. Heineken’s Star Player Game • Heineken has long been known as a company that can create highly engaging experiences for their consumers and online users.
  • 6.
  • 7. Heineken’s Star Player Game • The brand is an official sponsor Champions League game. They decided to use gamification to actively engage fans throughout the event to increase awareness of Heineken.
  • 8.
  • 9. Heineken’s Star Player Game • During the the Champions League, users can download the Heineken app.
  • 10.
  • 11. Heineken’s Star Player Game • While watching the game, they are asked predictive questions such as: –will the penalty be saved? –will the goal be made by head? –will they score within 20 seconds?
  • 12.
  • 13. Heineken’s Star Player Game • Points are awarded for correct answers. And during down time, more points can be earned by answering other types of questions (e.g. trivia).
  • 14.
  • 15. Heineken’s Star Player Game • This is a great example where a sponsor can directly engage with fans during a sports game instead of just having their logo showcased on banners within the arena or through television spots.
  • 16. Home Shopping Network Gamification in Customer Engagement
  • 17. Home Shopping Network • The Home Shopping Network, which sells merchandise on TV as well as online, wanted to create a way for their customers to continue interaction with their brand while online.
  • 18.
  • 19. Home Shopping Network • Knowing that their clientele was predominantly middle-aged women, who make up about half the users of social gaming, HSN launched an online arcade full of entertaining games that award users tickets for gameplay.
  • 20.
  • 21. Home Shopping Network • Scores can be shared with others for social interaction, and tickets are used to enter a multitude of HSN prize drawings that feature their products.
  • 22.
  • 23. Home Shopping Network • Jill Braff, EVP of Digital Commerce at HSN, explains how over the first year, 650,000 users logged 116 million gameplays. Arcade users spent twice as long on the HSN website, returned twice as often, and purchased more units of merchandise and in more categories than their non-arcade customers.
  • 24. Home Shopping Network • HSN is working now to create games that integrate with their product offerings in order to further engage customers, as they have seen firsthand that increased customer engagement leads to increased customer spending.
  • 26. IONOPOLIS • Japanese soft drink Pocari Sweat launched an electrolyte drink in Indonesia with a game called Ionopolis.
  • 27.
  • 28. IONOPOLIS • Over 94,000 signed up to defeat comic book monsters who wanted to dehydrate a city.
  • 29.
  • 30. IONOPOLIS • Players shared updates, checked out locations on Foursquare and were rewarded for buying drinks with in-game benefits.
  • 31.
  • 32.
  • 33. IONOPOLIS • They can also post status updates on Facebook or Twitter, and check into specific locations on Foursquare to perform certain tasks.
  • 34.
  • 35.
  • 36. MAGNUS PLEASURE HUNT Gamification in Customer Engagement
  • 37. MAGNUS PLEASURE HUNT • The chocolate company, Magnum has created a very exciting and novel campaign for the launch of its ice cream bar, Magnum Temptation.
  • 38.
  • 39. MAGNUS PLEASURE HUNT • With the support of partners like Citrine and YouTube, the brand created a digital online game that is reminiscent of Super Mario. However, the actual playing field is integrated throughout pages of the internet.
  • 40.
  • 41. MAGNUS PLEASURE HUNT • The adventure takes place across unique scenarios (e.g. car trip, hang gliding). Users accumulate scores and build their rankings as they collected bon bons.
  • 42.
  • 43. MAGNUS PLEASURE HUNT • The game is finished as the players return back to Magnum’s main site. Their bon bons turn into a Magnum Temptation bar.
  • 44.
  • 45. MAGNUS PLEASURE HUNT • Awareness of this game was amplified through word of mouth on social media. On one particular day, Magnum Pleasure Hunt reached an impressive pinnacle as the most tweeted url in the world.
  • 46.
  • 47. MAGNUS PLEASURE HUNT • Magnum’s game is doubly clever. Not only does it advertise its product, but also provides a window of exposure to their partner brands, guaranteeing them (partial) advertising.
  • 48. McDonald’s Case Study Gamification in Customer Engagement
  • 49. McDonald’s Monopoly • McDonald’s succeeded in increasing their product sales by using gamification concepts derived from the classic game of Monopoly.
  • 50.
  • 51.
  • 52. McDonald’s Monopoly • This promotion dates back to 1987. And it takes place entirely offline. When you buy certain products from McDonald’s, you will receive tickets.
  • 53.
  • 54. McDonald’s Monopoly • Each ticket represents a space on the monopoly game board. The goal is to collect all the pieces of the same color to be eligible for a prize.
  • 55.
  • 56. McDonald’s Monopoly • One loyal customer made a You Tube video about this game and explains: • “Every October I go through the McDonald’s drive through just because of this silly game. They got me!”
  • 57.
  • 58. McDonald’s Monopoly • The alliance between brands seems to work well: In 2010, McDonald’s increased its sales by 5.6% in USA through this program, with many people engaged in impulse buying just to get tickets.
  • 59.
  • 60. Mileage Plus Gamification in Customer Engagement
  • 61. Mileage Plus • MileagePlus is the loyalty program of United Airlines and Aeromar that offers rewards to passengers traveling on certain types of tickets.
  • 62.
  • 63. Mileage Plus • Airline loyalty programs, like United Airways’ MileagePlus program which awards and tracks points for purchases, are one of the earliest forms of gamification.
  • 64.
  • 65. Mileage Plus • Earn enough points and you become a Silver, Gold, or Platinum member.
  • 66.
  • 67. Mileage Plus • This privilege gives you access to special lounges, priority boarding, seating upgrades and free tickets.
  • 68.
  • 69. Mileage Plus • Some customers are so devoted to their status level that they make unnecessary flights at the end of the year just to maintain their premier status for the next year.
  • 71. McDonald’s Monopoly • McDonald’s succeeded in increasing their product sales by using gamification concepts derived from the classic game of Monopoly.
  • 72.
  • 73.
  • 74. McDonald’s Monopoly • This promotion dates back to 1987. And it takes place entirely offline. When you buy certain products from McDonald’s, you will receive tickets.
  • 75.
  • 76. McDonald’s Monopoly • Each ticket represents a space on the monopoly game board. The goal is to collect all the pieces of the same color to be eligible for a prize.
  • 77.
  • 78. McDonald’s Monopoly • One loyal customer made a You Tube video about this game and explains: • “Every October I go through the McDonald’s drive through just because of this silly game. They got me!”
  • 79.
  • 80. McDonald’s Monopoly • The alliance between brands seems to work well: In 2010, McDonald’s increased its sales by 5.6% in USA through this program, with many people engaged in impulse buying just to get tickets.
  • 81.
  • 82. MY STARBUCKS REWARDS Gamification in Customer Engagement
  • 83. MY STARBUCKS REWARDS • My Starbucks Rewards™ is one way in which TSPL endeavours to reward and thank loyal customers for patronizing TSPL products at Starbucks stores in India.
  • 84.
  • 85. MY STARBUCKS REWARDS • To enrol in My Starbucks Rewards™ and receive program benefits, you will first need to create an account at www.starbucks.in/card and register at least one (1) activated Starbucks Card to your account.
  • 86.
  • 87. MY STARBUCKS REWARDS • “Activation” means that you have loaded a minimum of INR 200 onto your Starbucks Card for the first time.
  • 88.
  • 89. MY STARBUCKS REWARDS • My Starbucks Rewards™ benefits are determined based on the amount you spend at any Starbucks store in India and the number of “Stars” that you earn through spending with your registered Starbucks Card(s).
  • 90.
  • 91. MY STARBUCKS REWARDS • A “Star” for purposes of My Starbucks Rewards™ means each time you use your registered Starbucks Card to pay for a purchase worth Rs.300 (incl. taxes) on any food, beverage, merchandise, Ready to Drink (for example- juices, water, etc.) and Ready To Eat (for example packaged foods like chocolates, almonds, cashews etc.) at a Starbucks store in India. No “Star” will be rewarded for purchases made with a registered Starbucks Card in any Starbucks store outside India.
  • 92.
  • 93. MY STARBUCKS REWARDS • . For each qualified purchase, you will receive one (1) “Star” for any purchase worth INR 300 (Rupees Three Hundred Indian only, inclusive of all taxes), at any Starbucks store in India, except during limited time promotions when Starbucks may offer “Bonus Stars” on featured products and/or services.
  • 94. MY STARBUCKS REWARDS • Currently, there are three (3) levels in My Starbucks Rewards™ which are determined by the number of Stars that you accumulate in your account in a 12 month period.
  • 95.
  • 96. MY STARBUCKS REWARDS • To maintain the Welcome Level, you must earn at least one (1) new Star during each consecutive 12- month period following the date you reach Welcome level.
  • 97. MY STARBUCKS REWARDS • To maintain the Green Level, you must earn at least five (5) new Stars during each consecutive 12- month period following the date you reached the Green Level.
  • 98. MY STARBUCKS REWARDS • To maintain the Gold Level, you must earn at least twenty five (25) new Stars during each consecutive 12- month period following the date you reached the Gold Level.
  • 99.
  • 100. NBC Universal Case Study Gamification in Customer Engagement
  • 101. NBC Universal Case Study • NBC Universal's USA Network enlisted the help of gamification startup San Jose, Calif.-based Bunchball in July 2010 to increase engagement on the website for Psych, one of its TV shows.
  • 102. NBC Universal Case Study • First, they launched a fan loyalty program called Club Psych that lets users win weekly prizes by completing different challenges.
  • 103.
  • 104. NBC Universal Case Study • To enhance Club Psych, USA launched Psych Vision, a mobile app that let users access behind-the-scenes videos, play trivia games to earn points and unlock prizes, and chat with other fans, all while watching the show.
  • 105. NBC Universal Case Study • With this tie-in, USA became one of the first marketers to offer a complete second screen experience, where fans could experience Psych on their TVs, as well as via mobile.
  • 106.
  • 107. NBC Universal Case Study • After seeing a 130 percent jump in page views and a 40 percent increase in return visits to the Psych website with the Club Psych integration, USA decided to expand and created a social media mystery game called #HashTagKiller.
  • 108. NBC Universal Case Study • It engages fans with puzzles, clues and Facebook chats with the show's actors. Jesse Redniss, senior vice president of digital, says #HashTagKiller has driven more than 95 million page views from 300,000 unique users since its launch in September 2011.
  • 109. NBC Universal Case Study • A gamified social experience such as Club Psych can turn engaged fans into valuable brand ambassadors.
  • 110. NBC Universal Case Study • Redniss notes that, "288,000 shares on Facebook's platform have provided us with over 38 million exposures of the 'Psych' brand to our users' friends and families.
  • 111. NBC Universal Case Study • "To reward those ambassadors, USA Network has given away prizes such as Nintendo Wii systems, Psych DVDs and character bobbleheads.
  • 112. Pocari Sweet Case Study Gamification in Customer Engagement
  • 113. IONOPOLIS • Japanese soft drink Pocari Sweat launched an electrolyte drink in Indonesia with a game called Ionopolis.
  • 114.
  • 115. IONOPOLIS • Over 94,000 signed up to defeat comic book monsters who wanted to dehydrate a city.
  • 116.
  • 117. IONOPOLIS • Players shared updates, checked out locations on Foursquare and were rewarded for buying drinks with in-game benefits.
  • 118.
  • 119.
  • 120. IONOPOLIS • They can also post status updates on Facebook or Twitter, and check into specific locations on Foursquare to perform certain tasks.