This document provides an introduction to gamification solutions from Funifier. It discusses what gamification is, how it works to motivate behaviors, and Funifier's gamification methodology. Funifier's gamification engine can be applied across various industries and use cases to increase engagement. Case studies demonstrate increased app usage, transactions, and employee productivity through implementing gamification strategies. The document emphasizes best practices like testing and measuring key performance indicators. It argues that now is a good time for companies to adopt gamification as spending and demand in this area are rising significantly.
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
The term "gamification" was coined in 2002 by Nick Pelling, a British-born computer programmer and inventor. As defined by Gartner “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” The target audience may be customers, employees or the general public, but first and foremost, they are people with needs and desires who will respond to stimuli.
This whitepaper highlights the application of gamification in various organizational areas.
Are You Listening To Your Customers? Engage Customers Like Never Before.SAP Asia Pacific
Social Media channels offer marketers a rich opportunity to really engage their customers like never before.
Sadly, customer engagement today has namely been oneway' with many marketers using Social Media as a Digital Megaphone to shout about their Brand and Products in the hope that someone will 'like' them and find their 'content' funny.
This presentation explores the challenges marketers face in effectively engaging todays digital natives, as well as the opportunities that Social Channels offer them in really being able to 'listen' to their customers and harness insights on what is influencing them so as to be able to craft content that is both contextual and relevant.
Marketplaces are one of the main online shopping destinations for consumers. Now present in all regions of the world, marketplaces have fundamentally changed the commerce landscape, the way we shop, and how businesses go to market with their products and services. And although marketplaces are based on the same concept of first- and third-party selling, they are vastly different from each other. But how do brands accelerate growth? And what are the requirements for success
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
The term "gamification" was coined in 2002 by Nick Pelling, a British-born computer programmer and inventor. As defined by Gartner “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” The target audience may be customers, employees or the general public, but first and foremost, they are people with needs and desires who will respond to stimuli.
This whitepaper highlights the application of gamification in various organizational areas.
Are You Listening To Your Customers? Engage Customers Like Never Before.SAP Asia Pacific
Social Media channels offer marketers a rich opportunity to really engage their customers like never before.
Sadly, customer engagement today has namely been oneway' with many marketers using Social Media as a Digital Megaphone to shout about their Brand and Products in the hope that someone will 'like' them and find their 'content' funny.
This presentation explores the challenges marketers face in effectively engaging todays digital natives, as well as the opportunities that Social Channels offer them in really being able to 'listen' to their customers and harness insights on what is influencing them so as to be able to craft content that is both contextual and relevant.
Marketplaces are one of the main online shopping destinations for consumers. Now present in all regions of the world, marketplaces have fundamentally changed the commerce landscape, the way we shop, and how businesses go to market with their products and services. And although marketplaces are based on the same concept of first- and third-party selling, they are vastly different from each other. But how do brands accelerate growth? And what are the requirements for success
Have you fallen victim to Social Media ‘sensationalism’? Find out why this rising phenomenon is causing waves online, and how to navigate the hype to stay ahead of the game in State of Social’s 10th edition!
Lead by Chris Walts, Social Strategy Director at Ogilvy UK, we explore the effect of sensationalism and what it means to marketers. Plus, the latest format updates from all the major platforms and a look at some best-in-class creative from the last quarter.
There has been much debate about the power, effectiveness and longevity of influencers. As social media platforms change, the realms of how influencers work with brands change - and the surrounding regulation evolves to keep up. Companies must understand how to harness influencer needs, and how to genuinely matter to people
What's Next: Health & Wellness - Disruption & Adapting for the ReboundOgilvy Consulting
The COVID-19 crisis is rapidly changing how individuals are managing their health and well-being, approaching life with more gratitude and resilience. Digital health solutions adoption is booming as are some wellness sectors, and will contribute to the emergence of new healthcare models faster than expected.
In this webinar, learn how it will become essential for any healthcare provider to propose compassionate and empathetic care experiences to their clients, leveraging wellness to stay relevant in these turbulent times. Join us to understand some quick wins and envision your post-crisis healthcare shift.
Our outlook for 2014 is optimistic. As marketers, it has never been a more exciting time. The following things to watch for range from very strategic to very tactical, but all are related in one big way. For marketers, none of them will matter, and none of them will work at all if not driven by a healthy, big idea.
Ogilvy Consulting’s “The Annual” is the power of behavioural science applied, showcasing 10 projects worked on over the last year with a particular focus on interventions for brands, charities, non-profits and local governments supporting social outcomes to drive “good”.
Presented by the Behavioural Science Practice within Ogilvy Consulting London, you will discover the insight behind the interventions and how the power of behavioural science and creativity can be used to overcome the stickiest of challenges.
The Deep Focus 2015 Marketing Outlook ReportDeep Focus
Deep Focus' third annual 2015 Marketing Outlook Report explores the nature of two critical elements: intricacies of social media becoming digital marketing and digital marketing becoming simply known as marketing. In the context of a seemingly never-ending deluge of marketing noise, we sift through the highlights and pitfalls of what's next and help guide you through the year and beyond.
Over 600 marketers, agencies, technologists and digital industry insiders have weighed in. Leading digital agencies have provided thought-provoking articles and case studies. And a 14-person panel comprised of guest contributors and notable CMO advisors have provided their insights. The result: an invaluable planning resource for marketers and agencies in 2011.
The 2011 Digital Marketing Outlook (DMO) study, conducted by SoDA and its research partner, AnswerLab, revealed significant information regarding budgets, hiring strategies and what marketers value the most. For example the study discovered that 80% of marketers plan to increase the volume of digital projects in 2011 with 43% planning to decrease traditional paid media investments.
Opportunities in the Age of Innovation - MobileGreg Stuart
Presentation given in Israel to http://www.adtechsummit.com/ on Feb 11 2014. Suggesting there is a huge opportunity for startups and founders like we've never seen.
Focus here is on how we are 1) living in the Age of Innovation, 2) Marketing & Media industries are in Chaos, & 3) Mobile is where the opportunities exist.
Effectiveness is at the heart of everything we do. David Ogilvy himself wrote a series of full-page ads in the New York Times in the 1960s with headlines such as "How To Create Advertising That Sells." His most famous book, Ogilvy on Advertising, is packed with guidance on the success factors of effective campaigns.
However, the marketing landscape has changed beyond recognition in the past fifty years. We are delighted to share our latest publication, The Ogilvy & Mather guide to effectiveness. In it, Worldwide Effectiveness Director, Tim Broadbent, deals with one of the most central questions in marketing: how to increase the effectiveness of our campaigns.
As marketing budgets come under increasing pressure in response to economic uncertainty in Europe and elsewhere, effectiveness is rising higher on clients' agendas. The message is timely.
Red Ant: Digital Strategy Whitepaper 2011Brian Crotty
In 2009, the IAB (Internet Advertising Bureau) predicted that internet advertising – just one small part of a digital strategy - would
overtake TV advertising by the end of the year. This was inaccurate – according to the IAB’s own figures, internet ad spend
outstripped TV ad spend a good three months before the end of 2009. The UK is now the world’s first major economy to spend
more on online advertising than on TV – currently, the internet takes 23% of all advertising spend, compared with 21.9% for TV.
And, according to analysis by business consultants Price Waterhouse Coopers, over the last 12 months most digital media
categories grew by more than originally forecast, despite a challenging economic climate which frequently had a devastating
effect on other, more traditional marketing activities. Digital is clearly still the fastest growing area of marketing, customer
retention and engagement. Inevitably, digital channels and engagement through digital channels are now not only an expected
part of audience experience when connecting with a brand - they are often at the core of an audience member’s engagement
with a brand. Audience expectation has increased to such a level when considering brand engagement that:
• it is no longer acceptable for a brand to wait for the audience to visit
• brands must actively communicate to prosper
• positive engagement snowballs, arrogance creates stagnancy
Is your marketing creating an ‘Expectation Debt’, and are your competitors now responsible for your customer's experience?
Customer Experience has taken great leaps forward as brands embrace the truth that good customer experience costs less than bad customer experience. However, for most businesses customer trust is eroded as expectations of experience fail to match the reality, forcing them to face their own ‘negative experience equity’.
CES 2015: A No Gadget Report for Marketers & BrandsBen Grossman
A fresh, no gadget take on the 2015 International CES, this report covers the top trends marketers and brands need to know as they enter 2015. Based on the evolution of the CES show over the last several years, the report also documents the rising in notoriety and popularity of CES within the marketing and advertising industry, now rivaling events like the Cannes Lions International Festival of Creativity and SXSW Interactive.
After 48 years in existence, the event shows no signs of slowing down. 2015 marked the largest CES in history, with over 170,000 industry professionals in attendance and more than 2.2 million net square feet of exhibit space occupied by exhibitors. Today, the show sits comfortably at, as the Consumer Electronics Association (CEA) has dubbed it, “the center of convergence among content, services and products.”
Millward Brown Egypt - Meaningfully Different BrandsKantar
We look at the challenges to conducting research in Egypt and how to overcome the barriers to capturing quality data by going mobile. Charles and Praveen discuss the findings of a local study on handsets and share brand equity findings that puts Millward Brown Egypt at the forefront of innovation in market research.
Charles Foster, Managing Director, Millward Brown Africa & Middle East & Praveen Abraham, Country Manager Egypt, Millward Brown
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
Have you fallen victim to Social Media ‘sensationalism’? Find out why this rising phenomenon is causing waves online, and how to navigate the hype to stay ahead of the game in State of Social’s 10th edition!
Lead by Chris Walts, Social Strategy Director at Ogilvy UK, we explore the effect of sensationalism and what it means to marketers. Plus, the latest format updates from all the major platforms and a look at some best-in-class creative from the last quarter.
There has been much debate about the power, effectiveness and longevity of influencers. As social media platforms change, the realms of how influencers work with brands change - and the surrounding regulation evolves to keep up. Companies must understand how to harness influencer needs, and how to genuinely matter to people
What's Next: Health & Wellness - Disruption & Adapting for the ReboundOgilvy Consulting
The COVID-19 crisis is rapidly changing how individuals are managing their health and well-being, approaching life with more gratitude and resilience. Digital health solutions adoption is booming as are some wellness sectors, and will contribute to the emergence of new healthcare models faster than expected.
In this webinar, learn how it will become essential for any healthcare provider to propose compassionate and empathetic care experiences to their clients, leveraging wellness to stay relevant in these turbulent times. Join us to understand some quick wins and envision your post-crisis healthcare shift.
Our outlook for 2014 is optimistic. As marketers, it has never been a more exciting time. The following things to watch for range from very strategic to very tactical, but all are related in one big way. For marketers, none of them will matter, and none of them will work at all if not driven by a healthy, big idea.
Ogilvy Consulting’s “The Annual” is the power of behavioural science applied, showcasing 10 projects worked on over the last year with a particular focus on interventions for brands, charities, non-profits and local governments supporting social outcomes to drive “good”.
Presented by the Behavioural Science Practice within Ogilvy Consulting London, you will discover the insight behind the interventions and how the power of behavioural science and creativity can be used to overcome the stickiest of challenges.
The Deep Focus 2015 Marketing Outlook ReportDeep Focus
Deep Focus' third annual 2015 Marketing Outlook Report explores the nature of two critical elements: intricacies of social media becoming digital marketing and digital marketing becoming simply known as marketing. In the context of a seemingly never-ending deluge of marketing noise, we sift through the highlights and pitfalls of what's next and help guide you through the year and beyond.
Over 600 marketers, agencies, technologists and digital industry insiders have weighed in. Leading digital agencies have provided thought-provoking articles and case studies. And a 14-person panel comprised of guest contributors and notable CMO advisors have provided their insights. The result: an invaluable planning resource for marketers and agencies in 2011.
The 2011 Digital Marketing Outlook (DMO) study, conducted by SoDA and its research partner, AnswerLab, revealed significant information regarding budgets, hiring strategies and what marketers value the most. For example the study discovered that 80% of marketers plan to increase the volume of digital projects in 2011 with 43% planning to decrease traditional paid media investments.
Opportunities in the Age of Innovation - MobileGreg Stuart
Presentation given in Israel to http://www.adtechsummit.com/ on Feb 11 2014. Suggesting there is a huge opportunity for startups and founders like we've never seen.
Focus here is on how we are 1) living in the Age of Innovation, 2) Marketing & Media industries are in Chaos, & 3) Mobile is where the opportunities exist.
Effectiveness is at the heart of everything we do. David Ogilvy himself wrote a series of full-page ads in the New York Times in the 1960s with headlines such as "How To Create Advertising That Sells." His most famous book, Ogilvy on Advertising, is packed with guidance on the success factors of effective campaigns.
However, the marketing landscape has changed beyond recognition in the past fifty years. We are delighted to share our latest publication, The Ogilvy & Mather guide to effectiveness. In it, Worldwide Effectiveness Director, Tim Broadbent, deals with one of the most central questions in marketing: how to increase the effectiveness of our campaigns.
As marketing budgets come under increasing pressure in response to economic uncertainty in Europe and elsewhere, effectiveness is rising higher on clients' agendas. The message is timely.
Red Ant: Digital Strategy Whitepaper 2011Brian Crotty
In 2009, the IAB (Internet Advertising Bureau) predicted that internet advertising – just one small part of a digital strategy - would
overtake TV advertising by the end of the year. This was inaccurate – according to the IAB’s own figures, internet ad spend
outstripped TV ad spend a good three months before the end of 2009. The UK is now the world’s first major economy to spend
more on online advertising than on TV – currently, the internet takes 23% of all advertising spend, compared with 21.9% for TV.
And, according to analysis by business consultants Price Waterhouse Coopers, over the last 12 months most digital media
categories grew by more than originally forecast, despite a challenging economic climate which frequently had a devastating
effect on other, more traditional marketing activities. Digital is clearly still the fastest growing area of marketing, customer
retention and engagement. Inevitably, digital channels and engagement through digital channels are now not only an expected
part of audience experience when connecting with a brand - they are often at the core of an audience member’s engagement
with a brand. Audience expectation has increased to such a level when considering brand engagement that:
• it is no longer acceptable for a brand to wait for the audience to visit
• brands must actively communicate to prosper
• positive engagement snowballs, arrogance creates stagnancy
Is your marketing creating an ‘Expectation Debt’, and are your competitors now responsible for your customer's experience?
Customer Experience has taken great leaps forward as brands embrace the truth that good customer experience costs less than bad customer experience. However, for most businesses customer trust is eroded as expectations of experience fail to match the reality, forcing them to face their own ‘negative experience equity’.
CES 2015: A No Gadget Report for Marketers & BrandsBen Grossman
A fresh, no gadget take on the 2015 International CES, this report covers the top trends marketers and brands need to know as they enter 2015. Based on the evolution of the CES show over the last several years, the report also documents the rising in notoriety and popularity of CES within the marketing and advertising industry, now rivaling events like the Cannes Lions International Festival of Creativity and SXSW Interactive.
After 48 years in existence, the event shows no signs of slowing down. 2015 marked the largest CES in history, with over 170,000 industry professionals in attendance and more than 2.2 million net square feet of exhibit space occupied by exhibitors. Today, the show sits comfortably at, as the Consumer Electronics Association (CEA) has dubbed it, “the center of convergence among content, services and products.”
Millward Brown Egypt - Meaningfully Different BrandsKantar
We look at the challenges to conducting research in Egypt and how to overcome the barriers to capturing quality data by going mobile. Charles and Praveen discuss the findings of a local study on handsets and share brand equity findings that puts Millward Brown Egypt at the forefront of innovation in market research.
Charles Foster, Managing Director, Millward Brown Africa & Middle East & Praveen Abraham, Country Manager Egypt, Millward Brown
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Gamification and the power of boosting engagement: Steve SimsBen Gilchriest
Presentation from a recent, joint Capgemini - Badgeville event in Sydney, Australia on the role of enterprise gamification in digital transformation.
This presentation, from Steve Sims, VP of Badgeville's Behaviour Lab, focuses on how gamification can boost engagement. It covers the background theory to game design and worked examples with real results that supports the theory.
Capgemini Australia's Digital Transformation practice, focused on helping our clients find, size and catalyse digital opportunities, and Badgeville, the #1 gamification and behaviour management platform, work in partnership to leverage innovative gamification techniques to accelerate digital transformation in major organizations by engaging, rewarding and motivating employees and customers.
Reinventing Customer, Employee Engagement Through GamificationCognizant
Abundant gamification examples from non-insurance companies offer insights into how insurers can employ gamification techniques to motivate their workforce, build customer loyalty, enhance product development and much more.
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
Improve Product Design and Increase Sales Through GamificationAIPMM Administration
Many people hear about gamification and think that it is not applicable to their work since they do not work in the gaming industry. However, companies like Dropbox and others have proven that gamification is applicable to any industry, product or service. This session will discuss how to use gamification within your company to generate ideas, improve product design and increase sales. Recent examples of successful gamification concepts will be shown.
About the Speaker:
Dr. Jose A. Briones is a Sr. Consultant with C-Level Advisors a team of senior level experts and analysts that work with companies in developing business strategy, acquiring and integrating companies, creating alliances, creating go-to-market strategies, and designing product portfolios. He has 20 years of commercial and technical experience in the manufacturing and technology industries, holding positions in the areas of marketing, innovation, sales, engineering and R&D.
Dr. Briones areas of expertise include: Innovation Management, Product Development, Business Model Assessments, Product Value Analysis, Probabilistic Forecasting and Social Media. He has a Ph.D. in Chemical Engineering from Clemson University and an MBA from Wharton Business School.
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Using game mechanics to drive your digital transformationBen Gilchriest
Enterprise gamification - the application of game design techniques to a business setting in order to make tasks more fun and engaging - is garnering attention from business leaders the world over.
This paper from Capgemini Consulting defines the key elements of gamification and game design, the benefits it can drive and the common pitfalls to watch.
Let the Games Begin Using Game Mechanics to Drive Digital TransformationCapgemini
Why Gamification Matters Now
Over-hyped or duly justified, enterprise gamification - the application of game design techniques to a business setting in order to make tasks more fun and engaging - is garnering attention from business leaders, world over.
Enterprise gamification is expected to exponentially increase over the next couple of years. Research indicates that by 2015, more than 40% of global 2000 organisations will have at least one application where gamification will be used.
We believe that enterprise gamification, when designed and implemented effectively, can help accelerate digital transformation by driving employee engagement and supporting change.
There are several advantages associated with the use of Gamification, but those inherent to the purely emotional side and linked to the user's ego, have a clearer positive impact, as they lead to a greater level of involvement and loyalty. In fact, gamification allows financial institutions to "exploit" the already collected data, to provide personalized and compelling experiences that encourage their customers towards specific and virtuous behaviours for the company.
5 simple steps to become a growth hacking expertItsECampus
Bring people from different departments (technical, analytical, creative, and marketing) The concept of a Unicorn Marketer is how you can lead such a team or even be your own team in case of lack of resources.
Gamification: Fact or Fiction. Presentation delivered at the Content Strategy Forum 2011 in London to introduce Gamification and its relationship to Content Strategy/ists.
This is the full deck, I presented a subset at the conference. Agenda includes Description, Real World Use Cases, Market Overview, Strategy and Risks/Considerations.
Enjoy.
The Winning Playbook for Experience PersonalizationRay Pun
Aligning strategy, people, processes, and technology to deliver great experiences. Personalized customer experiences can drive double-digit revenue growth for your business. However, poor personalization can hurt your bottom line, as consumers switch from companies that fail to meet expectations to those that do. In this playbook, we provide clear guidance to help you formulate a winning personalization strategy for your organization over three phases of maturity:
Gamification - Why it works and how to use it in your businessRelevantz
“Gamification” is the term used for this process of adding gaming elements to a non-traditional game setting in order to engage with customers or employees in a memorable and fun way.
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TOY - Gamification Decards - Oyunlastirma Kart Örnekleri.pdfErcan Altuğ YILMAZ
Türkiye'nin ilk Oyunlaştırma Kartları
Geleceğin iş modeli oyunların motivasyonlarını iş süreçlerine entegre etmek olan oyunlaştırma için tümüyle bizzat ülkemizin dünyadaki oyunlaştırma lideri Ercan Altuğ Yılmaz ve Gamfed Türkiye ekibi ile geliştirilen ve tümüyle ücretsiz olan oyunlaştırma modeli TOY ve oyunlaştırma kartları Gamification Decards ile siz de keşfedin ve işinize uygulayın.Oyun başlasın!
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For more information, visit-www.vavaclasses.com
1. HUMAN FOCUSED GAMIFICATION
An Introduction to Funifier’s Gamifiation Solutions
Every Manager should Understand what GAMIFICATION is,
because games are the new “NORM”.
- Bing Gordon
(Ex-CCO – Electronic Arts)
2. • It’s not a game
• Where is Gamification
• Why does Gamificaiton work
• Humans focused Strategy
• The Engine Model
• The Use Cases
• Who’s the Targeted Audiance
• Best Practices
• Why it’s a good time to start
FUNIFICATION: Gamification Re-Defined
At its core, gamification applies various game mechanics to non-game activities so as to
trigger specific behaviors. In a business sense, gamification is the process of integrating
these game mechanics into everyday tools such as a website, business service, online
community, content portal, marketing campaign, mobile applications or even internal
business processes, in order to enhance user experience and engagement for target
audiences.
The overall goal of gamification is to more deeply engage with consumers, employees,
partners and other audiences so as to inspire them to participate, collaborate, share and
interact in some activity or community. A compelling, dynamic, and sustained
gamification experience can be used to accomplish a variety of mission-critical business
goals. This is FUNIFICATION.
What’s covered
Gamification - the craft of deriving all the
fun and addicting elements found in games
and applying them to real-world or
productive activities.
- source: yukaichou.com
Gamification - the application of game-design elements and game principles
in non-game contexts.
- source: Wikipedia.org
Funification - The process of going between boredom and having a blast.
- source: urbandictionary.com
3. Gamification takes biology, psychology and game theory to the next level to
motivate people. And you need an Enterprise Tool to apply this knowledge.
DISCOVERY
TECHNIQUES
FOR
MOTIVATION98
OCTALYSIS
MOTIVATION ELEMENTS
& TECHNIQUES FOR GAMES
THE FOUR STAGES OF GAMIFICATION
PROPRIETARY METHODOLOGY
GAMIFICATION IS NOT A TOOL FOR KIDS
1st
ENTRY
2st
ROUTINE
3st
ENDGAME
4st
Source: Yu-Kai Chou
4. Gamification has been used for ages in various
situations to engage targeted audiences online...
GAMIFICATION IS EVERYWHERE
Educational with Duolingo
Rewards programs (Delta Skymiles, AirCanada, etc.)
Social Networks (Linkedin, Facebook, Twitter, etc.)
E-Commerce site (Amazon, eBay, etc)
5. But also offline…. Such as…
GAMIFICATION IS EVERYWHERE
The Worlds Deepest bin…
To throw rubbish in the bin instead of onto the floor shouldn’t really be
so hard. Many people still fail to do so. Can we get more people to
throw rubbish into the bin, rather than onto the ground, by making it fun
to do? See it here.
Piano Staircase…
”Take the stairs instead of the escalator or elevator and feel better” is
something we often hear or read in the Sunday papers. Few people
actually follow that advice. Can we get more people to take the stairs
over the escalator by making it fun to do? See it here
The Speed Camera Lottery…
The winning idea of the fun theory award, submitted by Kevin
Richardson, USA. Can we get more people to obey the speed limit by
making it fun to do? This was the question Kevin’s idea answered and
it was so good that Volkswagen, together with The Swedish National
Society for Road Safety, actually made this innovative idea a reality in
Stockholm, Sweden. See it here.
Bottle Bank Arcade Machine…
Many of us return our plastic bottles and cans. Noticeably fewer recycle
their glass. Maybe that's because we don't get any money in return, as
we do for cans and plastic. Can we change this attitude by making
recycling glass fun to do? So you are not just rewarded with a good
conscience, you also get a smile. See it here
6. SOCIETY IS
CHANGING,
COMPANIES HAVE TO
ADAPT
Reciprocity & Feedback
Immediate & Positive Feedback
Meritocracy & Visibility
Mesure to Improve
MYTHICAL
MILLENNIAL ?
Millennials have surpassed Baby Boomers as the nation’s largest living
generation
Millennials, whom are defined as those ages 18-34 in 2015, now
number 75.4 million, surpassing the 74.9 million Baby Boomers (ages
51-69).
The Millennial generation continues
to grow as young immigrants expand
its ranks & has taken part in many
important transformations from
shifting ways of communicating and
using technology, to changes in
parenting practices, educational and
career choices, and shifts in
homeownership and family life.
Corporates like LinkedIn & Oracle are hiring “Millennials Consultants” for their
expertise on how to manage and market to Millennials
WHY DOES
GAMIFICATION WORK
7. Where ever there are people, there can be gamification.
Funifier’s Funification Engine can be used and applied in a broad spectrum of situations/applications.
WHO’S THE TARGET AUDIANCE
Events & Marketing
Government Organization
Healthcare & Well-being
Sales, Partners
Human Resources & Onboarding
Renewable energy
Training & Education
Website & E-commerce
Mobile applications
Intranets & Extranets
Internet Of Things
Research & Development
Increase your feedback & participation across your company events
Motivate ministries to provide better service to your citizens
Incent patients to adopt & maintain a healthier lifestyle choices
Incentivize revenue growth for sales & channel partners by competitions
Decrease employee onboarding by 6 to 2 month via various win-states
Change the way people drive their car by means of a green indicator
Encourage staff to pursue optional training to enhance their careers
Honor returning visits & purchases and incentivize future ones
Apply the 80+ game technics to keep players glued to the game
Link intranets & other internal tools to increase adoptions
Why not gamify a hand gesture, clap or whistling?
Accelerate R&D by involving more than just the scientist in the research
8. Simple approach… targeted results.
All funifications are targeted to the Business Metrics that one would like to track.
HUMAN FOCUSED STRATEGY
1. Define Business Metrics
2. Define & understand who your users are
3. Define the Desired Actions
4. Define the Users Statistics
5. Define the Incentives
1. Game Objectives
2. Players
3. Win-States
4. Feedback mechanics
5. Drives
Players
Feedback Mechanics
Desired Actions
Business
Metrics
Win-States
Incentives
commits
tracks
triggers embedded
progress
impact
results
Source: Yu-Kai Chou
9. Funification through the worlds most advanced
& flexible Engine on the market
THE ENGINE MODEL
For Engineers, full stack APIs : using REST or JavaScript API to tracking user behavior & retrieving generated data (Widget such as player profile, leader
boards, newsfeeds, Win-State lists, Rewards)
For Designer & Marketers, Studio Admin Interface: using Funifier STUDIO, designers can create & modify trophies, badges, rewards & even make
changes to the User Engagement Strategy on the fly without having to touch the customer facing interface. Apply and your changes are live.
Various components make it possible: 4 stacked layer make it possible for you to use Funifier the best way the suite you. From the core Engine to the
FunPack and the Admin UI, the 700+ integration point provide the Engineers and Gamification Designers multiple options when it comes to their End
User Engagement Strategy.
Marketplace for a Pick & Chose of Funification Artifacts: a complete marketplace where one can pick and chose the widgets, languages, game
techniques and anything else that needs to be custom to the engagement strategy for the best Funification results.
FREE APIs
JS / REST
FUNIFIER CORE ENGINE
STUDIO: FUNIFIER ADMIN USER INTERFACE
CLIENT CUSTOMIZATIONS
CRM
FUNPACKs
EDUCATION
(LMS)
FUNPACKs
HUMAN
RESOURCES
FUNPACKs
EVENT
FUNPACKs
LOYALTY
PROGRAM
FUNPACKs
BPO
FUNPACK
CUSTOM
FUNPACK
MANAGEMENT LAYER
INTEGRATION LAYER
GAMIFICATION LAYER
CORE APPLICATION LAYER
INTRANET /
EXTRANET
FUNPACKS
MARKETPLACE
10. BUSINESS USE CASES
Gamification Case Studies and they results
EXAMPLE: LARGEST BRASILIAN BANK - Caixa Econômica Federal
With more than 200,000 employees and more than 75 million customers, the Bank created a gamification using the Funifier platform to
encourage bank customers to use digital channels. Most customers prefer to conduct their financial transactions with a teller. The gamification is
being used to engage customers to conduct their transactions through mobile and internet banking application.
Through the gamification, customers earn rewards points when they utilise the bank’s mobile application, perform transactions via internet
banking as well as when they invite friends using these channels. Customers also participate in monthly draws of various incentives such as
smartphones and travel packages.
Free to use for clients
Increased rate of Mobile app usage by 70% within the first month
By 800% within the first 6 months
Currently has over 10,000,000+ active players
300,000,000+ transaction per month
11. BUSINESS USE CASES
Gamification Case Studies and they results
EXAMPLE: ELO CREDIT CARD INSTITUTION:
A Brasilian Credit Card Processing company wanted to gain a larger market share in a specific
region. The company has created a mobile application to be able to expand the network of
establishement that will be accepting the card.
The App directly engages & rewards the 315,000 employee of various financial institutions to push
the new card into various retails spots around the area by means of enhancing the player experience
and rewards it with prizes to be won. Scoring, check-ins, awards, newsfeeds, social pressure and
market place are one of the many game techniques used.
Free to use for clients
Currently has over 1,600,000 active establishments
315,000 Employee at the banks are ambassadors
12. BUSINESS USE CASES
Gamification Case Studies and they results
EXAMPLE: INSURANCE COMPANY – WIZ (SalesForces Gamification)
This gamification was created solely to engage with a team of 1,500
sales staff of insurance broker to hit their targets.
Sellers have personal sales goals for each of the various products
marketed by the company. Funifier was used to keep the sales team
focus on business goals, as well as the possibility of personal financial
gain they can obtain if they reach their goals.
Custom Design and Gamification running through Funifier was
incorporated into SalesForce so as to measure the player's progress in
each segment and calculate sales bonus that he will receive. Every time
the player advances the system presents feedback to engage him even
more.
One of the interesting points of gamification was the use of the "Last
Mile Drive" game technique that kicks in when the player is close to
reaching a goal so as to inform him how much more sales he needs to
perform and how long he has so as to attain the maximum goal.
Proposal Draft
End Design
13. Funification Case Studies and they results
BUSINESS USE CASES
EXAMPLE: MAJOR ATHLETIC CLUB - CECAF
A common problem among athletics clubs is the difficulty of retaining customers. Most them
simply stop going to the club after the first few months. To reverse this scenario, it is necessary to
enhance the client experience from the start and for that to happen you need your club staff to
provide a good service and create a connection between them and the customers.
With gamification, customers began evaluating staff’s services who then appeared in weekly
leaderboards of the top performers. With the completion of check-in at the athletic club,
customers accumulate points to exchange for food supplements. In addition to that, a number of
challenges can be carried out individually or in groups encourage the customers to interact with
each other. All customers now receive feedback and have the daily feeling of progressing. And all
staff now are eyeing the ranking and striving to provide the best service.
Staff service is evaluated by students
Employee productivity increased by 116%
Clients accumulate points to spend on Supplements
14. Some keys principles to ponder on before you start…
BEST PRACTICES
Know your users, master the journey, involve them
and multidisciplinary teams at the early stages
Design for your users – be the Sherpa not the
mountain
Define clear KPIs and dare to measure what has
never been measured before
Playtest, again, again and again.
Dream big, but start small, then expand.
Collect data & feedback so as to improve over time
KISS – Keep It Simple & Smart, at all times.
Novelty, bring it often & in iterations
If it’s business related, don’t forget that it’s
business related!
It’s a marathon, not a sprint. You’re in it for the long
run.
Be transparent, it’s the key for success!
It does not have to be fun, but Exciting
Be smart is using game mechanics, specially the
PBL (Points, Badge, Leaderboards)
Keep as many touchpoints between the players
and the end application
15. 50%
2013
Of all social business
initiatives will include an
enterprise gamification
component
(Constellation Research)
2014
70%
Of the Forbes Global 200
companies will use
gamification for at least one
aspect of their organization
(Gartner)
2015
50%
Of companies that
manage innovation
processes will gamify
those processes
(Gartner)
2017+
0
2
4
6
8
10
12
14
2010 2011 2012 2013 2014 2015 2016 2017 2018
Spending on Social Media Marketing and Gamification
Social Media Marketing Gamification
(in Billions $)
Source: M2Research
Steady & Constant Rise
• 2012: $242 million
• 2015: $1.7 billion
• 2016: $2.8 billion
• 2018: $5.5 billion
• 2020: $10 billion
Effective
• 14% higher in skill-bases assessments,
• 11% higher in terms of factual knowledge,
• 9% increase in retention rates
On Demand
• 79% of employees and university students in a study said
a game introduced to their learning environment would
make them more productive.
• Millennials who make up 60% of today’s workforce love
the fun, play, transparency, design, competition and
addiction that they can achieve in a single social or
serious game.
It’s not all about fun nor technology
• Gamification uses 75% psychology and 25% Technology
Seeing increasing demand
from various firm and
government agencies to
leverage gamification
(Funifier & Partners)
WHY GETTING ONBOARD NOW IS GOOD TIMING?