The document discusses 10 case studies of companies that used gamification in customer engagement. It describes how Autodesk redesigned their 3D modeling software trial as an interactive game called "The Apocalypse Trigger" which increased trial time by 40% and conversions by 15%. It also discusses how Dropbox gamified additional cloud storage by rewarding users for inviting friends and completing tasks, and how FourSquare turned location check-ins into a game using points, badges and mayor status to drive engagement.
Comprehensive overview of game play on smartphones. More than 65% of smartphone users play games on their phones. This presentation given in Sydney in September 2012 looks at how brands and content owners can harness this large and demographically diverse audience to meet commercial objectives.
In this presentation we look at the case for including mobile games and play-based activity in the marketing mix. 75% of Australian adults now own a smartphone. On average, smartphone owners play for games for 24 minutes each day. Together with social networking, that's the largest amount of time spent on any smartphone activity. And everyone plays - the smartphone has made men and women of all ages into game players.
So the question for marketers becomes, if your customers and potential customers are playing why not allow them to play with you?
Take a look at the presentation to find out how games and play-based activity delivers for marketers.
Here are some of the most amazing digital campaign that gives us at Kuliza our daily dose of inspiration. There is just so much more to be mesmerized by, but a little reminder to better ourselves everyday is always a great idea. Hope you enjoy them as much as we enjoyed exploring them.
Comprehensive overview of game play on smartphones. More than 65% of smartphone users play games on their phones. This presentation given in Sydney in September 2012 looks at how brands and content owners can harness this large and demographically diverse audience to meet commercial objectives.
In this presentation we look at the case for including mobile games and play-based activity in the marketing mix. 75% of Australian adults now own a smartphone. On average, smartphone owners play for games for 24 minutes each day. Together with social networking, that's the largest amount of time spent on any smartphone activity. And everyone plays - the smartphone has made men and women of all ages into game players.
So the question for marketers becomes, if your customers and potential customers are playing why not allow them to play with you?
Take a look at the presentation to find out how games and play-based activity delivers for marketers.
Here are some of the most amazing digital campaign that gives us at Kuliza our daily dose of inspiration. There is just so much more to be mesmerized by, but a little reminder to better ourselves everyday is always a great idea. Hope you enjoy them as much as we enjoyed exploring them.
We've been working in the gamification space for a number of years now and still we are constantly asked about what exactly it is, so this short presentation is designed to answer that basic question. Please let us know if you'd like to understand more.
The 7 Awesome Ways GoPro Wins in the Sharing Economy (GrahamDBrown)Graham Brown
Enjoy my latest presentation about how GoPro built its brand to a multi billion dollar business with virtually no money spent on Big Idea advertising. The 7 Awesome Ways GoPro Wins in the Sharing Economy (GrahamDBrown)
Download a sample of my latest book here
http://www.grahamdbrown.com/digital-ape-slideshare
Layar December 11th Webinar - Intro to Interactive PrintLayar
Learn the ins and outs of interactive print, including how it can grow your business and increase customer engagement. We’ll help you understand the benefits of this exciting new field and inspire you with our most recent case studies.
5 things you need to know to make you a smarter mobile marketeer - Seattle Mo...Paul Booth
Julie Lynn Try (Southard) of Xbox takes us through her 5 important lessons of mobile marketing for Seattle Mobile Mixers.
For more information, please follow @MobileMixers on Twitter
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
Learn how developers and brands are using the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Experiences, Inc, to build next-generation educational, shopping and gaming experiences.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=TWh3Uynt_qc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=17
Learn more about Vuforia: https://www.qualcomm.com/vuforia
Gamification in customer engagement - 20 compelling case studies - Manu Me...manumelwin
SeatPG Connection Game
Air Miles Reward Miles
All eyes on S4
Autodesk - Undiscovered Territory
The Apocalypse Trigger
ClubPsyche
Cocacola Shake It
Disney Movie Rewards
Dropbox
Hash Tag Killer
Heineken’s Star Player Game
Home Shopping Network
Ionopolis
Magnus Pleasure Hunt
McDonald’s Casestudy
Mileage Plus
Monopoly Game
My Starbucks Rewards
NBC Universal Case Study
Pocari Sweet Case Study
Bespoke games for brands, also known as Advergaming is a powerful way to connect with consumers. Unlike traditional advertising which is passive and one way, a well-executed Advergame engages the consumer deeply. A sound strategy, great creative and an experienced mobile app developer are essential ingredients though.
We've been working in the gamification space for a number of years now and still we are constantly asked about what exactly it is, so this short presentation is designed to answer that basic question. Please let us know if you'd like to understand more.
The 7 Awesome Ways GoPro Wins in the Sharing Economy (GrahamDBrown)Graham Brown
Enjoy my latest presentation about how GoPro built its brand to a multi billion dollar business with virtually no money spent on Big Idea advertising. The 7 Awesome Ways GoPro Wins in the Sharing Economy (GrahamDBrown)
Download a sample of my latest book here
http://www.grahamdbrown.com/digital-ape-slideshare
Layar December 11th Webinar - Intro to Interactive PrintLayar
Learn the ins and outs of interactive print, including how it can grow your business and increase customer engagement. We’ll help you understand the benefits of this exciting new field and inspire you with our most recent case studies.
5 things you need to know to make you a smarter mobile marketeer - Seattle Mo...Paul Booth
Julie Lynn Try (Southard) of Xbox takes us through her 5 important lessons of mobile marketing for Seattle Mobile Mixers.
For more information, please follow @MobileMixers on Twitter
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
Learn how developers and brands are using the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Experiences, Inc, to build next-generation educational, shopping and gaming experiences.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=TWh3Uynt_qc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=17
Learn more about Vuforia: https://www.qualcomm.com/vuforia
Gamification in customer engagement - 20 compelling case studies - Manu Me...manumelwin
SeatPG Connection Game
Air Miles Reward Miles
All eyes on S4
Autodesk - Undiscovered Territory
The Apocalypse Trigger
ClubPsyche
Cocacola Shake It
Disney Movie Rewards
Dropbox
Hash Tag Killer
Heineken’s Star Player Game
Home Shopping Network
Ionopolis
Magnus Pleasure Hunt
McDonald’s Casestudy
Mileage Plus
Monopoly Game
My Starbucks Rewards
NBC Universal Case Study
Pocari Sweet Case Study
Bespoke games for brands, also known as Advergaming is a powerful way to connect with consumers. Unlike traditional advertising which is passive and one way, a well-executed Advergame engages the consumer deeply. A sound strategy, great creative and an experienced mobile app developer are essential ingredients though.
Digital Yalo is a creative agency skilled in marketing strategy, visual & experiential design, and content ideation & creation.
Our drive is to entertain your audiences using concepts from film, art, music and sports to focus their attention on your brand and your products. We deliver these entertaining experiences across channels, both on line (web, commerce, social, mobile, campaigns, organic search, paid search, retargeting, email, etc) and off line (banners, events, adverts, collateral, brochures, training guides, presentations, etc).
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 in customer engagement - 10 compelling case studies - Manu Melw...manumelwin
UNTAPPD Success Story
Verizon Insider
Steam Trading Cards
Tcabs Case Study
#Nwplyng
Viggle
All eyes on S4
Star Player Game
The Apocalypse Trigger
Undiscovered Territory
The Why and How of E-commerce Gamification with Examplesi95Dev
We know you have seen the trend reports and forecasts for 2016 and beyond. Some of those ideas seem right to you, you can see the change happening already. But some seem a tad bit fanciful, making you scoff. Things like “gamification,” applying game elements to your E-commerce store! Why do you have to turn into a game shop to boost sales?
Well, you are in the right place. We will be telling you the ‘Why’ and showing you the ‘How’.
Autodesk - Gamification in customer engagement - Manu Melwin Joymanumelwin
For software company Autodesk, the 30-day software trial period offered to customers is critical.Trials are a key part of the customer’s purchase decision and account for a significant percentage of the company’s website traffic.
GKIM is a full service digital agency with a soup to nuts offering in apps, websites, games and digital solutions for consumer marketing and entrepreneurs.
We partner on product management, development and marketing or can simply provide reliable tech outsourcing.
All our customers are assured of the same levels of professional service, accountability and transparent billing.
Gamification in recruitment - 10 compelling case studies - Manu Melwin Joymanumelwin
Resource Solutions recently ran a campaign through Hackertrail, a website which is set up to invite IT candidates to complete challenges – for example, hacking a website – the results of which are then shared with potential employers.
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.
AR Marketing Conference: Mike Halstead talk sales promotion and AR ARMarketing.org
AR Marketing Conference Dublin April 15th 2014
Mike Halstead MD with m2end shared examples of how his company have developed solutions to augment sales promotions
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.
Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
Volkswagen was in need of skilled mechanics. So clearly, they should just jumped on the web and started advertising for open positions, right? Wrong. The best candidates may already be working somewhere else. Volkswagen chose a no less unusual place for their vacancy ads.
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...manumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
The Swedish Armed Forces are recruiting. They need young men and women for an occupation that in many ways is about giving up your own safety in order to help others. They wanted to activate the target group while simultaneously raising the question. Would people sacrifice their own freedom for someone they have no relation to? Are people prepared to show that they care in ways that don’t include sharing something on Facebook or tweeting a specific hash-tag?
IKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
In an attempt to recruit a large number of workers for their new megastore in Australia, IKEA amusingly decided to include what they called ‘Career Instructions’ into each of their flat packs. Based on their traditional furniture instructions, all customers took home the witty application forms without realising. The clever initiative not only minimised the costs on advertising, but it also ensured IKEA fans were targeted.
Bletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
One great historical example of gamification is the Daily Telegraph’s crossword, which British Intelligence agents created along with Alan Turing, to help them recruit new code breakers from the public.
Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...manumelwin
In statistics, a Yates analysis is an approach to analyzing data obtained from a designed experiment, where a factorial design has been used. This algorithm was named after the English statistician Frank Yates and is called Yates' algorithm.
Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...manumelwin
In statistics, a full factorial experiment is an experiment whose design consists of two or more factors, each with discrete possible values or "levels", and whose experimental units take on all possible combinations of these levels across all such factors.
Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...manumelwin
In 1955, Duncan devised a method to compare each treatment mean with every other treatment mean. The procedure is simple and powerful and has become very popular among researchers, especially in the plant science area.
Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...manumelwin
The Latin square design is used where the researcher desires to control the variation in an experiment that is related to rows and columns in the field.
Randomized complete block design - Dr. Manu Melwin Joy - School of Management...manumelwin
A completely randomized design (CRD) is one where the treatments are assigned completely at random so that each experimental unit has the same chance of receiving any one treatment.
For the CRD, any difference among experimental units receiving the same treatment is considered as experimental error.
ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...manumelwin
Analysis of Variance technique is used to test whether the mean of several samples differ significantly. An agronomist may like to know whether yield per acre will be the same if four different varieties of wheat are sown in different identical plots. A diary farm may like to test whether there is significant difference between the quality and quantity of milk obtained from different classes of cattle. A business manager may like to find out whether there is any difference in the average sales by four salesmen.
Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...manumelwin
Planning an experiment to obtain appropriate data and drawing inference out of the data with respect to any problem under investigation is known as design and analysis of experiments.
This might range anywhere from the formulations of the objectives of the experiment in clear terms to the final stage of the drafting reports incorporating the important findings of the enquiry
How information system is transforming business - - Dr. Manu Melwin Joy - Sch...manumelwin
In 2010, American businesses will spend over $562 billion on information systems hardware, software, and telecommunications equipment. In addition, they will spend another $800 billion on business and management consulting and services—much of which involves redesigning firms’ business operations to take advantage of these new technologies.
Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...manumelwin
The computer networking revolution began in the early 1960s and has led us to today s technology. The Internet was first invented for military purposes, and then expanded to the purpose of communication among scientists. The invention also came about in part by the increasing need for computers in the 1960s. The Internet is bringing a revolution along with it. Access to information combined with global supply and demand is reshaping established conventions and destroying old world definitions.
Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...manumelwin
A smartphone is a handheld personal computer with a mobile operating system and an integrated mobile broadband cellular network connection for voice, SMS, and Internet data communication; most if not all smartphones also support Wi-Fi. Smartphones are typically pocket-sized, as opposed to tablets, which are much larger.Smartphones became widespread in the late 2000s. In the third quarter of 2012, one billion smartphones were in use worldwide. Global smartphone sales surpassed the sales figures for feature phones in early 2013.
Definition of information system - Dr. Manu Melwin Joy - School of Management...manumelwin
An information system is a set of interrelated components that collect, process, store, and distribute information to support decision making and control in an organization.
PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...manumelwin
Image result for pestel analysis
A PESTEL analysis is a framework or tool used by marketers to analyse and monitor the macro-environmental (external marketing environment) factors that have an impact on an organisation. The result of which is used to identify threats and weaknesses which is used in a SWOT analysis.
Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joymanumelwin
Neuro human resource management is a new field of human resource management which uses medical technologies such as functional Magnetic Resonance Imaging (fMRI) to study the brain's responses to enhance employee experience. The term Neuro Human Resource Management (NHRM) was coined by noted HR expert Dr. Manu Melwin Joy in April 2017.
Industrial marketing (B2B) is the marketing of goods and services by one business to another. Industrial goods are those an industry uses to produce an end product from one or more raw materials.
Industrial marketing (B2B) is the marketing of goods and services by one business to another. Industrial goods are those an industry uses to produce an end product from one or more raw materials.
Green marketing is the of products that are presumed to be environmentally safe. It incorporates a broad range of activities, including product modification, changes to the production process, sustainable packaging, as well as modifying advertising.
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Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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. SeatPG Connection Game
2. Air Miles Reward Miles
3. All eyes on S4
4. Autodesk - Undiscovered Territory
5. The Apocalypse Trigger
6. ClubPsyche
7. Cocacola Shake It
8. Disney Movie Rewards
9. Dropbox
10.Hash Tag Killer
4. SeatPG Connection Game
• Seat PG is a telephone
directories company and
publisher of street maps.
5.
6. SeatPG Connection Game
• They used gamification to
promote their newly
developed mobile app which
can be used to find
information such as the best
places to eat and job
opportunities posted by
companies.
7.
8. SeatPG Connection Game
• The brand developed a treasure
hunt set in Italy. Players are
grouped into teams of three to
five to contend for the prize of
1,000 Euros raffled by the
company. Users solve quizzes
based on the brand throughout
the game.
9.
10. SeatPG Connection Game
• Each player is initially
given a trial to decide
whether they are
interested in
participating and want
to keep playing.
11.
12. SeatPG Connection Game
• Shortly after launch,
Seat PG’s site received
15,000 visits. The game
itself elicited more 400
teams, all actively
engaged in the brand.
14. AIR MILES REWARD MILES
• AIRMILES seem to understand
the true power of gamification
in loyalty programs:
– Accelerating engagement and
understanding
– Targeting the underlying drivers of
loyalty program impact
– Controlling PR related costs
15.
16. AIR MILES REWARD MILES
• Air Miles recognizes
that the impact of its
loyalty program is
ultimately driven by
earning and spending
rates.
17.
18. AIR MILES REWARD MILES
• Any loyalty specialist
will tell you that when
both rates go higher,
the ulitmate winner is
the loyalty factor
19. AIR MILES REWARD MILES
• By creating a competitive
element between
members, Air Miles will
drive check-in (and hence
visits) to its sponsor
locations -- a key driver of
earning levels.
20. AIR MILES REWARD MILES
• What’s best about this effort
is that it is driving
engagement among the best
members -- often not the
focus of companies --
despite it being the highest
likely ROI in terms of
business value
21. AIR MILES REWARD MILES
• All this is achieved by
gamification which offers
much higher visibility while
keeping costs per
impression lower (without
impacting good will)
22. ALL EYES ON S4
Gamification in Customer Engagement
23. ALL EYES ON S4
• “Pranksvertising” is a
promotional method that
is growing as a marketing
trend for major
enterprises. One example
is “All eyes on S4.”
24.
25. ALL EYES ON S4
• As you can see from the
video, players are
challenged to win a new
generation mobile phone
simply by keeping their
eyes on it for a certain
period of time.
26.
27. ALL EYES ON S4
• They are challenged to avoid
all types of outrageous
distractions such as barking
dogs, bickering couples and
motorcycles as a crowd
gathers around the
contestant.
28.
29. ALL EYES ON S4
• The question that
everyone is asking, after
a level is passed is: what
will happen now?
30.
31. ALL EYES ON S4
• Here Samsung tests the
will and resilience of the
players, challenging
them to overcome the
“levels” of the game.
32.
33. ALL EYES ON S4
• Samsung created an
experience that increases
its brand awareness on
more than one level.
34. ALL EYES ON S4
• Not only does this involve
the contestants themselves,
but also the secondary
audience of spectators at
the scene and online as
well.
35. ALL EYES ON S4
• This is a great example of
where gamification is used
to create an extremely
entertaining and immersive
social experience.
37. Undiscovered Territory
• For software company
Autodesk, the 30-day
software trial period
offered to customers
is critical.
38. Undiscovered Territory
• Trials are a key part of the
customer’s purchase
decision and account for a
significant percentage of
the company’s website
traffic.
39. Undiscovered Territory
• Commercial designers are
largely unfamiliar with 3D
techniques, used in video
game design, so the trial
was intended to show
them the possibilities the
software offered.
40. Undiscovered Territory
• Autodesk knew the longer users
stayed with the trial, the more
likely they were to license the
software. But 3D modeling is
difficult to master, especially
through traditional tutorial
instruction, and many of these
commercial users got frustrated
and quit.
41. Undiscovered Territory
• So when the 2013 version of
the Autodesk(r) 3ds Max(r)
software released, the
company turned to digital
marketing agency Resource
to create a fresh and
innovative way to increase
trial conversion.
42. Undiscovered Territory
• Known for consumer research
and innovation, Resource
developed an online game
called “Undiscovered
Territory” that took
customers on an entertaining
and educational journey.
43. Undiscovered Territory
• The result was a significant
increase in trial downloads
and usage and the
campaign earned a
Forrester B2B Groundswell
Award.
44. The Apocalypse Trigger
• Autodesk offered a free
trial of their expensive
3D modeling software
program to commercial
software designers.
47. The Apocalypse Trigger
• Commercial designers are
largely unfamiliar with 3D
techniques, used in video
game design, so the trial
was intended to show
them the possibilities the
software offered.
48. The Apocalypse Trigger
• Autodesk knew the
longer users stayed with
the trial, the more likely
they were to license the
software.
49. The Apocalypse Trigger
• But 3D modeling is difficult
to master, especially
through traditional tutorial
instruction, and many of
these commercial users
got frustrated and quit.
50. The Apocalypse Trigger
• Gamifeye explains how
Autodesk then redesigned
the software trial as a game,
called The Apocalypse
Trigger,using a fun theme ─
solve the “Mystery of the
Missing Gems”.
51. The Apocalypse Trigger
• The missions take you around
the world to different
examples of famous
architecture that the user
must then create 3D models
of in order to find the gems
and win the game.
52. The Apocalypse Trigger
• The interactive levels and
elaborate imagery appeal to
this visual audience and
have helped them learn the
Autodesk software.
53. The Apocalypse Trigger
• The results: Trial time
increased by 40% and
conversion from trial to
license holders increased by
15%.
55. CLUBPSYCHE
• 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.
56. CLUBPSYCHE
• First, they launched a fan
loyalty program called
Club Psych that lets
users win weekly prizes
by completing different
challenges.
57.
58. CLUBPSYCHE
• 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.
59. CLUBPSYCHE
• 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.
60.
61. CLUBPSYCHE
• 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.
62. CLUBPSYCHE
• 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.
63. CLUBPSYCHE
• A gamified social
experience such as Club
Psych can turn engaged
fans into valuable brand
ambassadors.
64.
65. CLUBPSYCHE
• 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.
66. CLUBPSYCHE
• "To reward those
ambassadors, USA Network
has given away prizes such
as Nintendo Wii systems,
Psych DVDs and character
bobbleheads.
68. COCACOLA SHAKE IT
• Coca-Cola is known to be
at the forefront for
developing creative and
innovative product
promotions.
69.
70. COCACOLA SHAKE IT
• In Hong Kong, teenagers
are offered a free and
branded app for their
phones. A television spot
ran during the evening.
71.
72. COCACOLA SHAKE IT
• During this time, fans
are asked to run the app
and shake their phones
to win discounts and
prizes from partners like
McDonald’s.
73.
74. COCACOLA SHAKE IT
• In the evening, a spot was
broadcast on television
during which time it was
possible to run the
application and … begin to
shake the smartphone in
front of the TV!
75.
76. COCACOLA SHAKE IT
• Coca Cola aligns this campaign
with its mission. The company
succeeds in bringing happiness
and optimism in the world, by
creating advertisement that
allows young people to interact
enthusiastically with the brand.
78. DISNEY MOVIE REWARDS
• Disney created an
online gamified
loyalty rewards
program called Disney
Movie Rewards.
79.
80. DISNEY MOVIE REWARDS
• Users earn points for
every Disney Blu-Ray,
DVD, CD, and theater
ticket they purchase.
81.
82. DISNEY MOVIE REWARDS
• Users can also earn
points by testing their
Disney knowledge in
quiz games and by
taking surveys.
83.
84. DISNEY MOVIE REWARDS
• Points can be cashed
in for Disney
merchandise and
experiences exclusive
to the rewards club.
85.
86. DISNEY MOVIE REWARDS
• Special sweepstakes,
coupons, and kids
activities are also
offered to participating
members.
87.
88. DISNEY MOVIE REWARDS
• Disney keeps customers
engaged with their brand
through this gamified loyalty
program, and they get to
learn more about their
customers through tracking
their purchase history and
survey answers.
90. DROPBOX
• If you want to be a member of
their free service, you can
register quickly, and get 2 GB of
data storage. What makes it
incredibly interesting is how they
inspire you to do the marketing
work for them by thinking in
terms of your own self-interest.
91. DROPBOX
• Here's where their gamification kicks
in: you receive additional data storage
if you do certain activities such as
invite your friends to use Dropbox,
view Dropbox's how-to video online or
download and install the Dropbox
application onto another device such
as your computer or smartphone.
92. DROPBOX
• It's simple: the more you do,
the more data storage you
get for FREE. It becomes
addicting if you want to get
more free data storage —
but Dropbox is not stupid.
93. DROPBOX
• They allocate just
the right amount of
additional storage during the
gamification process to
satisfy the light users who
use the freemium service.
94. DROPBOX
• They want to use the service for free
and are happy to become evangelists
of Dropbox to their friends. Dropbox
segments the data storage usage in just
the right increments. They suck in the
medium to heavy users like me that
need more data than what is allocated
for free.
95. DROPBOX
• Dropbox focuses on every
usage level of the customer
demographics initially.
Customers market the
product to their friends at
the lowest cost possible.
96. DROPBOX
• And it helps that Dropbox's
service itself has a viral aspect.
These instant gamification
principles can be applied to other
businesses seeking to add
gamification to the selling
process of their own products.
97. DROPBOX
• Think like Dropbox — let your
users bring you new customers
through gamification. The key is
to show light users the value of
how your gamification scheme
allows them to use more of your
product.
98. DROPBOX
• Gamification could be
applied throughout the
company's value chain —
not just the demand or
customer side of the
business.
100. FOUR SQUARE
• In 2009, Foursquare
launched a location based
social network that allowed
you to “check-in” at various
venues, turning “life into a
game”.
101.
102. FOUR SQUARE
• The service was initially
limited to certain metro
areas, but after it opened, it
reached 10 million users,
which enabled the company
to raise $ 50 M in 2011 at a
valuation of $ 600 M.
103.
104. FOUR SQUARE
• One of the core drivers
behind the craze to check-in
using Foursquare and not
competing services was
Foursquare’s use of
gamification.
105.
106. FOUR SQUARE
• Foursquare gamified check-ins,
letting users get points for
certain activities (such as
checking into a new place), get
badges for checking in and even
get mayor status, if a user
checked into a certain venue on
more days than anyone else in
the past 60 days.
107.
108. FOUR SQUARE
• Recently Foursquare separated
its check-in service into an app
called swarm and the new
Foursquare, which “learns
what you like and leads you to
the places you’ll love”.
109.
110. FOUR SQUARE
• Now Foursquare wants to
move into the local search
space, targeting yelp and
google reviews for places such
as restaurants.
111. FOUR SQUARE
• And to do that it needs users
to create a lot of reviews, so it
can offer meaningful reviews
and compete in the restaurant
search space. As a result, the
company is introducing a new
kind of status – expert.
112. FOUR SQUARE
• Expertise is a function of the user’s
performance within foursquare and
not outside of it (the opposite of the
Linkedin influencer, whose expertise
is external to the Linkedin service).
This should encourage users to
review more places and submit
more tips, making the Foursquare
service valuable.
113. FOUR SQUARE
• The story of Foursquare holds
a valuable truth: Gamification
mechanics are powerful and
can drive user behavior; but
the behavior has to contain
an intrinsic value without the
game mechanics.
115. Hash Tag Killer
• 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.
116. Hash Tag Killer
• First, they launched a fan
loyalty program called
Club Psych that lets
users win weekly prizes
by completing different
challenges.
117.
118. Hash Tag Killer
• 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.
119. Hash Tag Killer
• 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.
120.
121. Hash Tag Killer
• 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.
122. Hash Tag Killer
• 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.
123. Hash Tag Killer
• A gamified social
experience such as Club
Psych can turn engaged
fans into valuable brand
ambassadors.
124. Hash Tag Killer
• 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.
125. Hash Tag Killer
• "To reward those
ambassadors, USA Network
has given away prizes such
as Nintendo Wii systems,
Psych DVDs and character
bobbleheads.