2. 2
The road to Growth
Motivate
Registration
Get samplers
Retain active base
3. Samplers may be attracted through innovative
marketing campaigns and referrals
Get samplers
Through
existing visitors
Voluntary
Referral
Visitor contact
marketing
Independent
Marketing
Owned Media
Earned Media
Paid Media
3
Get samplers
Motivate
Registration
Retain active base
4. Getting samplers to register requires strong
motivational push and efficient registration process
4
Get samplers
Motivate
Registration
Retain active base
Key motivations
Status Access Power Stuff
Process
Informational Quick
5. Engagement is the key driver for retaining
visitors
5
Get samplers
Motivate
Registration
Retain active base
Engagement
techniques
Technical
product
features
Content quality
Structural/
Motivational
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun
Gamification
6. Games are proven engagement drivers
“Right now we spend 3 billion hours a week
playing online games! Collectively all the
World of Warcraft gamers have spent more
than 5.93 million years online. 5.93 million
years ago was when our earliest primate
human ancestors stood up”
6
Gamers’ emotions -Phil Tolenado photography -Jane McGonigal, Game Designer, TED Speaker
Gamification is use of game mechanics and experience design to engage and motivate
people to achieve their goals - Gartner
7. Duolingo: Language learning
Samsung Nation
Foursquare TripAdvisor
Nissan app LinkedIn
70% of the world’s biggest companies are actively using
Gamification1
1 Source: Gartner
7
8. An app can be Gamified using a structured 5-step
process
Define
Objectives
•Define business
objectives and
intended behaviour
Map Target
Behaviour
•Monitor KPIs to
track behaviour
Segment and
incentivize users
•Cater to different
gamer types
Create loops
•Create Activity and
Progression loops
Make it fun
•Add structured fun
elements
8
Gamification Design Framework
Courtesy Prof. Kevin Werbach, Wharton
9. 1. Define objectives and intended behaviour
Define
object
ives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun
9
Get new visitors
• Refer friends
Incentivize users to
register
• Register
• Provide
demographics
info
• Provide interest
info
Retain active base
• Keep returning
frequently
• Watch more
content
Business
Objectives
User Behaviour
10. 2. Map Target Behaviour and Monitor KPIs
Define
objectives
Map
Target
Behavi
our
Segment
and
incentivize
users
Create
loops
Make it fun
10
Get new visitors
• Refer friends
Incentivize users to
register
• Register
• Provide
demographics
info
• Provide interest
info
Retain active base
• Keep returning
frequently
• Watch more
content
User Behaviour
KPI
•# of referrals/ registered user
•# of referrals registering
•# of unique visitors
•% of visitors registering
•% of registered users providing
info
•Daily actives/ Monthly Actives
•ATS
•# of repeat visits/ user/ mon
Business
Objectives
11. 3. Segment and incentivize users
Define
objectives
Map Target
Behaviour
Segme
nt and
incenti
vize
users
Create
loops
Make it fun
11Amy is CEO of Shuffle Brain and renowned researcher on online communities
Collaborator
Like
interacting
with other
players
Comment,
Like, Share
Creator
Love creating
new content
Response
video,
customize,
playlist
Explorer
Love acting
on existing
content
Review, Vote,
Rate
Competitor
Love
competing
with other
players
Win,
challenge,
show-off
Amy Jo Kim’s Social Action Matrix
About
Incentive
12. Kids are turning creators on digital platforms
Unboxing: Challenges:
Malik Ducard, Global Head of Family and Learning at YouTube:
“Kids are born creators…they do not only want to watch it (the content)… they want to create their own… they
want to press that like button… put in a comment or create their own version or response video…”
12
13. 4. Create activity and progression loops
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun
13
Activity Loop
Motivation: Achieving
mastery on profile
strength
Action: Filling in
more profile
information
Feedback: "XX%
profile completion"
LinkedIn profile completion bar
(Micro level; Individual user action)
14. 4. Create activity and progression loops
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun
14
Progression Loop
Defining the player journey
• Simplified Onboarding
o How-to guides/ videos
o Tooltips/ popups for key features
o Incentives for watching the first video, spending 1st
20 min, etc.
• "Quests" and "challenges" to continue
discovering new features, genres, etc.
• Give a sense of progression by rising through
levels
15. 5. Make it fun
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make
it fun
15
People Fun
(Friendship)
Amusement from
competition and
cooperation
Social engagement
elements e.g.
comment, like,
share
Easy Fun
(Novelty)
Curiosity from
exploration, role
play, and creativity
UI elements
(Netflix Kimmify),
navigation
Hard Fun
(Challenge)
Epic win, from
achieving a
difficult goal
Quests and
challenges - e.g.
binge watch for 5
hours
Serious Fun
(Meaning)
Excitement from
changing the
player and their
world
Social benefit
elements, gifting,
edu-learn videos
About
Impleme
ntation
Source: Nicole Lazzaro, Founder CEO – XEO Design, world-renowned game designer who pioneered measuring emotions on players faces
Nicole Lazzaro’s fun
classification model
18. 5. Make it fun
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make
it fun
18
People Fun
(Friendship)
Amusement from
competition and
cooperation
Social engagement
elements e.g.
comment, like,
share
Easy Fun
(Novelty)
Curiosity from
exploration, role
play, and creativity
UI elements
(Netflix Kimmify),
navigation
Hard Fun
(Challenge)
Epic win, from
achieving a
difficult goal
Quests and
challenges - e.g.
binge watch for 5
hours
Serious Fun
(Meaning)
Excitement from
changing the
player and their
world
Social benefit
elements, gifting,
edu-learn videos
About
Impleme
ntation
Source: Nicole Lazzaro, Founder CEO – XEO Design, world-renowned game designer who pioneered measuring emotions on players faces
Nicole Lazzaro’s fun
classification model
19. End to end Gamification process to include a
balanced mix of elements
19
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun
Dynamics: Big picture
elements
Mechanics: Processes
to drive forward
Components: Specific
implementations
Gamification elements
20. End to end Gamification process to include a
balanced mix of elements
20
Define
objectives
Map Target
Behaviour
Segment
and
incentivize
users
Create
loops
Make it fun Gamification elements
Dynamics: Big picture
elements
Mechanics: Processes
to drive forward
Components: Specific
implementations
Emotions –
Happy place
Narrative – mix
of socialization
and easy fun
Progression –
sense of
mastery
Relationships –
Between
visitors and
content
Challenges–
e.g. 5-hr binge
Cooperation or
Competition
among visitors
Feedback–
informing
visitors on
performance (#
of videos
watched today)
Rewards –
Expected and
unexpected
Points Leaderboards Badges
Virtual Goods
- Stickers
Levels Social Graphs
Gamification elements
21. Next Step - Prioritization of actions
21
S# Initiative
1 Personalization of app for each user
2 Channel and Language filter
3 . . .
4 . . .
5 Timely uploads
6 . . .
7 . . .
8 . . .
9 . . .
10 Binge watch challenge
11 . . .
12 . . .
13 . . .
14 . . .
15 Loading time improvement
X X: S.# of Initiative
Size of Bubble represents inverse of complexity
level
Product
Feature
Content
Feature
Technical
Feature
Motivational
Feature
Other possible objectives:
Add an element of fun in browsing, video viewing, Make video vewing a Social experience
Provide a sense of progression
Ensure a wide category of genres is viewed shared (e.g. Hindi GEC, Youth, etc.)