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Gamification
Why it’s important and what it
  means for your product




1
The Problem

                     Site/App




       Traffic                          User
    Optimization                   Optimization
     “Attract”        Content       “Influence”
                    Optimization
                     “Satisfy”
2
120 Million
people around the world are accruing points,
leveling up, and earning rewards.




         ?
                           (And they’ll go out of their
                           way to stick with the vendor
                           where they have the most
                           points and status.)


3
The world’s biggest
    coffee chain
    is rewarding users with virtual
    points and virtual badges for visiting
    their retail stores.




4
85 Million
People were earning virtual points, leveling up,
decorating virtual spaces, and earning
achievements every month. On virtual farms.




         ?
                            (That’s the entire population
                            of New York City. Times 10.)




5
What’s Their Secret?


            Frequent
              Flyer




    Farmville
                ?
            Gamification

                     Foursquare



6
ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn]
    integrating game dynamics into your site,
    service, community, content or campaign,
    in order to drive participation.




7
Any Kind of Participation
    Watching a
                       Subscribing          Listening         Reading
      video



    Taking a quiz       Searching           Sharing            Rating



     Writing a            Visiting       Participating in    Posting to
     comment          affiliated sites     discussions        forums


     Viewing a                            Visiting site
                       Taking a poll                        Other Actions
       photo                              more often

8
Participation
Builds lasting relationships &
Impacts fundamental business objectives




       Customers   Students   Employees   Fans



9
Gamification drives
       participation.



     Participation drives
       business value.
10
Gamification Works


              Status          Achievement




     Reward                             Competition

                       Statistics



11
2 Kinds of “Gamification”




     Core                  Core

     Value
                           Value




     Game
                        Game


12
GAME DYNAMICS EXAMPLE

     FARMVILLE


13
Virtual   Level
               Points     Up




     Virtual
      Farm




               Avatar

14
Challenges




15
Gamification Satisfies Human Desires

                                                     Self
                  Reward   Status   Achievement   Expression   Competition   Altruism

        Points

        Levels

  Challenges

Virtual Goods

Leaderboards

      Gifting &
       Charity




 16
And Drives Business Value


                   •   Acquisition
                   •   Activation
                   •   Retention
                   •   Referral
                   •   Revenue

17
Who’s Using Gamification?




18
55%    Increase in Participation
       on a social network.



20%    Increase in Time on Site
       on a community site.



400%
19
       Increase in Page Views on
       a portal site.
Heavy Users (%)
3

2                                5x
1                                Increase in the number of heavy users
0                                on a portal site
       Before            After



      Community Members



                                 19%
           (thousands)
300
280
260
240                              Increase in the members of a brand
220                              community site in 6 weeks.
         Before          After

20
NBC

     DUNDER MIFFLIN INFINITY


21
Home Page
SchruteBucks = Points




23
User-Generated Content Tasks




24
Profile Page: Levels, Points
Virtual Desk & Sponsored Goods
Virtual Desk Store
Leaderboards
MEDIA PLAYER

     IMHO


29
30
31
32
33
CAMPAIGN

     MISS SOCIAL


34
“We're seeing over 85% of the audience re-engage and
     60% growth in revenue month over month.”
35   – Greg Johnson, Playboy
LOYALTY

     CLUB PSYCH


36
37
Page Views: 9M > 16M
     Visits/Month: 2 > 4.5
     Time on Site: 14m > 22m
     40% increase in viewership for 18-34 demographic


38
Dual Screen




39
TEAMS

     TOP CHEF


40
41
42
BRAVO

     THE REAL HOUSEWIVES OF
     ATLANTA

43
Bravo - The Real Housewives of Atlanta
Wealthy Women
 High Fashion
 Conflict

Bravo - The Real Housewives of Atlanta
Earn Points for Site & SMS Activity
Use them to Customize Your Housewife
Reward Sharing to Facebook
Vote in the Housewife Throwdown
Compete for Top Honors
OFFLINE - EXERCISE

     ZAMZEE


51
52
53
OFFLINE - EXERCISE

     NIKE+


54
Nike+ - Personal Fitness




55
LOYALTY

     WARNER BROS. INSIDER REWARDS


56
MOVIES

     MINION MADNESS


58
CHIQUITA

     WAY TO RIO


63
64
65
66
DOTMENU

     CAMPUSFOOD.COM


67
68
69
70
MICROSOFT

     BETA1


71
The Beta1 Game

     Test Windows Vista
 Earn a b for installing beta,
                                  Your status visible to
 e for voting on a version, t
                                        everyone
for running it overnight, etc.
                                                            “People were talking smack in
                                                             the halls and bragging about
                                                           their status on the leaderboards.
                                                           VPs would run into my office and
                                                            yell, ‘Where’s my e? I earned it
                                                                      last night!’”
              Quadrupled
              participation

72
MICROSOFT OFFICE LABS

     RIBBON HERO


73
Learning MS Office w/ Game Mechanics


"Games for learning is an
increasingly popular field that’s
quickly gaining ground. When we
started this project, we wondered if
there was a place for games in
Office. We set out to understand
whether elements of game play
(things like scoring points,
competing with friends, and
earning achievements) could
motivate people to explore more of
the app, learn new features, and
ultimately become more
productive"


74
Ribbon Hero 2




75
SOME OTHER IDEAS

     ETC…


76
Who Buys Virtual Goods?




          You do.


77
Social vs. Commercial




 Thanksgiving
                       Lawyers
   Dinner


78
GAMIFICATION

     FINAL THOUGHTS


79
Can or Should you Gamify Anything?



                                 I am not
                                   a Pig.




80
3 Questions for Good Gamification


               What is          What is the
             Meaningful          Core User
              to Users?         Experience?
               (WIIFM)



                  What is Good for
                   my Business?
                          $$$



81
Kobo E-book Reader

• The Core Experience
  is reading an e-book.
• More reading is
  good. Presumably
  because you’ll buy
  more e-books from
  them.
• The Meaningful
  Value that the
  program provides to
  the end user is…?

82
Foursquare
• The Core Experience is
  checking in.
• More checking in is good.
  Because it generates data about
  interactions with the real world.
• The Meaningful Value that the
  program provides to the end
  user is…?
• There’s a short term boost as
  the gamification gets people
  engaged. But the experience
  lacks longevity, because the
  value is transient.


83
3 Questions for Good Gamification


               What is          What is the
             Meaningful          Core User
              to Users?         Experience?
               (WIIFM)



                  What is Good for
                   my Business?
                          $$$



84
Loyalty
           Programs

            Gamification
       User            Game
     Analytics         Design



85
rajat paharia
     rajat@bunchball.com
     @bunchball
     http://www.bunchball.com
     http://www.gamification.com



86

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Gamification: Why it's important and what it means for your product

  • 1. Gamification Why it’s important and what it means for your product 1
  • 2. The Problem Site/App Traffic User Optimization Optimization “Attract” Content “Influence” Optimization “Satisfy” 2
  • 3. 120 Million people around the world are accruing points, leveling up, and earning rewards. ? (And they’ll go out of their way to stick with the vendor where they have the most points and status.) 3
  • 4. The world’s biggest coffee chain is rewarding users with virtual points and virtual badges for visiting their retail stores. 4
  • 5. 85 Million People were earning virtual points, leveling up, decorating virtual spaces, and earning achievements every month. On virtual farms. ? (That’s the entire population of New York City. Times 10.) 5
  • 6. What’s Their Secret? Frequent Flyer Farmville ? Gamification Foursquare 6
  • 7. ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn] integrating game dynamics into your site, service, community, content or campaign, in order to drive participation. 7
  • 8. Any Kind of Participation Watching a Subscribing Listening Reading video Taking a quiz Searching Sharing Rating Writing a Visiting Participating in Posting to comment affiliated sites discussions forums Viewing a Visiting site Taking a poll Other Actions photo more often 8
  • 9. Participation Builds lasting relationships & Impacts fundamental business objectives Customers Students Employees Fans 9
  • 10. Gamification drives participation. Participation drives business value. 10
  • 11. Gamification Works Status Achievement Reward Competition Statistics 11
  • 12. 2 Kinds of “Gamification” Core Core Value Value Game Game 12
  • 13. GAME DYNAMICS EXAMPLE FARMVILLE 13
  • 14. Virtual Level Points Up Virtual Farm Avatar 14
  • 16. Gamification Satisfies Human Desires Self Reward Status Achievement Expression Competition Altruism Points Levels Challenges Virtual Goods Leaderboards Gifting & Charity 16
  • 17. And Drives Business Value • Acquisition • Activation • Retention • Referral • Revenue 17
  • 19. 55% Increase in Participation on a social network. 20% Increase in Time on Site on a community site. 400% 19 Increase in Page Views on a portal site.
  • 20. Heavy Users (%) 3 2 5x 1 Increase in the number of heavy users 0 on a portal site Before After Community Members 19% (thousands) 300 280 260 240 Increase in the members of a brand 220 community site in 6 weeks. Before After 20
  • 21. NBC DUNDER MIFFLIN INFINITY 21
  • 26. Virtual Desk & Sponsored Goods
  • 29. MEDIA PLAYER IMHO 29
  • 30. 30
  • 31. 31
  • 32. 32
  • 33. 33
  • 34. CAMPAIGN MISS SOCIAL 34
  • 35. “We're seeing over 85% of the audience re-engage and 60% growth in revenue month over month.” 35 – Greg Johnson, Playboy
  • 36. LOYALTY CLUB PSYCH 36
  • 37. 37
  • 38. Page Views: 9M > 16M Visits/Month: 2 > 4.5 Time on Site: 14m > 22m 40% increase in viewership for 18-34 demographic 38
  • 40. TEAMS TOP CHEF 40
  • 41. 41
  • 42. 42
  • 43. BRAVO THE REAL HOUSEWIVES OF ATLANTA 43
  • 44. Bravo - The Real Housewives of Atlanta
  • 45. Wealthy Women High Fashion Conflict Bravo - The Real Housewives of Atlanta
  • 46. Earn Points for Site & SMS Activity
  • 47. Use them to Customize Your Housewife
  • 48. Reward Sharing to Facebook
  • 49. Vote in the Housewife Throwdown
  • 50. Compete for Top Honors
  • 51. OFFLINE - EXERCISE ZAMZEE 51
  • 52. 52
  • 53. 53
  • 54. OFFLINE - EXERCISE NIKE+ 54
  • 55. Nike+ - Personal Fitness 55
  • 56. LOYALTY WARNER BROS. INSIDER REWARDS 56
  • 57.
  • 58. MOVIES MINION MADNESS 58
  • 59.
  • 60.
  • 61.
  • 62.
  • 63. CHIQUITA WAY TO RIO 63
  • 64. 64
  • 65. 65
  • 66. 66
  • 67. DOTMENU CAMPUSFOOD.COM 67
  • 68. 68
  • 69. 69
  • 70. 70
  • 71. MICROSOFT BETA1 71
  • 72. The Beta1 Game Test Windows Vista Earn a b for installing beta, Your status visible to e for voting on a version, t everyone for running it overnight, etc. “People were talking smack in the halls and bragging about their status on the leaderboards. VPs would run into my office and yell, ‘Where’s my e? I earned it last night!’” Quadrupled participation 72
  • 73. MICROSOFT OFFICE LABS RIBBON HERO 73
  • 74. Learning MS Office w/ Game Mechanics "Games for learning is an increasingly popular field that’s quickly gaining ground. When we started this project, we wondered if there was a place for games in Office. We set out to understand whether elements of game play (things like scoring points, competing with friends, and earning achievements) could motivate people to explore more of the app, learn new features, and ultimately become more productive" 74
  • 76. SOME OTHER IDEAS ETC… 76
  • 77. Who Buys Virtual Goods? You do. 77
  • 78. Social vs. Commercial Thanksgiving Lawyers Dinner 78
  • 79. GAMIFICATION FINAL THOUGHTS 79
  • 80. Can or Should you Gamify Anything? I am not a Pig. 80
  • 81. 3 Questions for Good Gamification What is What is the Meaningful Core User to Users? Experience? (WIIFM) What is Good for my Business? $$$ 81
  • 82. Kobo E-book Reader • The Core Experience is reading an e-book. • More reading is good. Presumably because you’ll buy more e-books from them. • The Meaningful Value that the program provides to the end user is…? 82
  • 83. Foursquare • The Core Experience is checking in. • More checking in is good. Because it generates data about interactions with the real world. • The Meaningful Value that the program provides to the end user is…? • There’s a short term boost as the gamification gets people engaged. But the experience lacks longevity, because the value is transient. 83
  • 84. 3 Questions for Good Gamification What is What is the Meaningful Core User to Users? Experience? (WIIFM) What is Good for my Business? $$$ 84
  • 85. Loyalty Programs Gamification User Game Analytics Design 85
  • 86. rajat paharia rajat@bunchball.com @bunchball http://www.bunchball.com http://www.gamification.com 86