Showing posts with label gamification examples. Show all posts
Showing posts with label gamification examples. Show all posts

3 Powerful Gamification Examples from The World’s Leading Gamification Companies


 
 

 

Super-Motivate Employees, Build High Performance Teams and Ignite Organizational Transformation with Bunchball

 

Tired of team underperformance and dysfunction? Want to bring your team and your team leadership role to truly high performance levels?
How about literally employee performance coaching for nothing short of continuous discretionary effort and active employee engagement?
In addition to its extraordinary cloud-based loyalty and branding initiatives with hundreds of the world’s leading companies (must read: This is why Bunchball is the world’s leading gamification company) Bunchball provides arguably the ultimate set of job performance management tools for results driven team building and real time behavior based performance management.

Bunchball seamlessly integrates big-data with applied behavioral science to super motivate employees around totally customizable data-driven performance goals. This allows you to unleash the kind of high value behaviors and discretionary effort that drive serious business success and competitive advantage.  

Real time performance feedback and positive reinforcement through points, badges and levels, fueled by highly salient social rewards and other powerful incentives are delivered through a robust, fun to use and extremely user friendly interface.

Full social media and mobile integration are just some of the features that will take your organization to the next level of business excellence, customer service leadership and accelerated brand amplification.
 
 

 

Radically Increase Engagement Levels, Target-Community-Build and Socially Amplify Your Website With Captain Up


Can't stand only having family members and your best friend visit and share content form your website or blog? Captain Up offers an easy to install and ready to use platform that will completely gamify your website and drive traffic to it.

Visitors earn points badges move through levels as they interact with your content, and socially share it on sites like Twitter, Facebook and Google+

Captain up unleashes the real possibility of transforming average sight visitors into vibrant communities of ragging follower fans and avid brand evangelists.

Real time sight analytics allows you to monitor visitors’ site behaviors so that you can discover and exploit user data trends, create fresh content and design new user experiences to further increase follower numbers and deepen reader engagement levels.

 

 
 

Quickly Grow Customer Loyalty, Incentivize Repeat Business and New Referrals with Belly


Looking for an incredibly cost effective and easy to use strategy to incentivize repeat purchases and generate large numbers of completely fresh customer referrals?
Want to systematically grow your brand loyalty through both social media driven and word of mouth branding growth?

 How about a totally customizable virtual brand loyalty card your customers carry around on just about any kind of mobile device, all via a quick-install iphone app?

Belly is a customer acquisition platform that enables purchasers to earn points through a gamification framework. Points can then be redeemed for rewards customized to include offerings from any business participating in the belly loyalty program network.

Belly offers full social integration and incentives social sharing and organic customer brand building along with a powerful, totally customizable and very appealing email campaign feature.

Unleash the powerful Belly-Bites program to bring potentially scores of new customers to your business.

Most importantly, Belly provides you with highly actionable business intelligence through state of the art customer analytics experience. This way you can continuously improve your loyalty rewards programs and email marketing campaigns based on real time customer buying patterns, preferences and behaviors.  

Belly is currently being implemented as core loyalty program by over 7 thousand business and over 3000 million customers have signed up across the USA and these numbers are growing every day.
 
 


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90 Gamification Success Stories To Guide You into 2015

Ok. So 80% of gamification projects currently  underway are destined to fail. 
But that's only because they fail to fully exploit the ultimate game mechanic: Engagement Behaviorization. 

Just check out top 10 reasons the world's ultimate high performance gamification company is so successful (amazing case studies!):

The Top 10 Reasons Bunchball is the World's Leading High Performance Gamification Company!

 
 Here are another 90 examples of some extraordinary Gamification initiatives that got it right and the incredible bottom line results that are going to fuel the high performance gamification revolution in 2015! 
Enterprise Gamification Case Stats and Figures
1. SAP: The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%
2. Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members
3. Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate
4. Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing
5. CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year
6. Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%
7. Galderma: pharmaceutical company, uses gamification to train their sales division regarding new products. Despite the voluntary participation, nearly 92% of targeted employees ended up playing
8. Deloitte: leverages mobile SDK along with a mobile social rewards program with Yammer to bring on 50K of their 200K Consultants to socialize and share knowledge with each other
9. Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily
10. Objective Logistics: the company motivates the employees through behavioral rewards and increases their profit margin by 40%
11. Inside View: gamifies their employee social media usage and increased Twitter updates by 312%
12. Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)
13.Danske Statsbaner: through their “Engaged” platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content
14.DWP: saved up to $41 million by letting employees send and discuss ideas to improve their work environments
15.Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses
16.Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement
17.Engine Yard: increased the response rate for its customer service representatives by 40% after posting response-time leaders to all employees
18.Nextjump: uses gamification to get 67% of their employees to go to the gym
19.Bluewolf: gamified online conversations and posting increased employee community activity by 57%
20.Ford Canada: gamified it’s learning portal for employees and increased actions per user by 100% within 5 weeks
21.Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral
22.Allstate: saved $18 Million per year by adapting a gamified social innovation platform
23.Idea Street: the Department of work In UK used game mechanics to get 120,000 people to contribute 4000 ideas, with 63 of them implemented in the marketing department
24.EMC RAMP: with their gamification platform, the company rewarded positive behavior from employees, partners and customers which led to a 10% increase in documentation, 40% more videos watched and 15% more discussions









Want an amazing Twitter Community for branding and social selling? :















Sales Gamification Case Stats and Figures



1.Autodesk: gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%
2.ePrize: increased the participation in their sales event by 10% by creating a participation-based point economy
3.LiveOps: call center reduces call time by 15% and increases sales by over 8%
4.Step2: children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded
5.Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app
6.Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures
7.Silver Grill Cafe: received a 66% Return on Investment for having its waiters/waitresses play a cross-selling game
8.Cisco: used gaming strategies to enhance its virtual global sales meeting and call centers to reduce call time by 15% and improved sales by around 10%
9.Popchips: uses games to personalize mobile advertising and has seen its sales rise 40% leading to $100 million in sales.
10.Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92%
11.America’s Army: 30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost 
12.Extraco Bank: raised customer acquisition by 700% through gamified system
13.Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined
14.Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue
15.Kill The Paper Invoice: increased website visits by 108.5%, and a conversion rate of 9.38% through a gamfiied system
16.Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy
17.Ford Escape Route: with this game, Ford’s customers bought over $8 million in vehicles, with 600% increased likes on FB page, and over 100 million impressions on Twitter
18.Investorville: with a property-investing game, Australia’s Commonwealth Bank created 600 new loans
19.Hewlett Packard: launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4% and $1 Billion increase in revenue
Product Gamification Case Stats and Figures
1.Microsoft: improved it’s translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported
2.Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months
3.Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system
4.EMC2: increased the amount of feedback it received by 41%
5.Dosomething.org: got a 26% response rate from teen audience to a scavenger hunt game
6.OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption
7.Volkswagen: got 33 million web access and 119,000 ideas through its People’s Car Project that lets people design their “perfect car”
8.Samsung Nation: 500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system
9.Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing
Lifestyle Gamification Case Stats and Figures
1.OPower: reduced measurable energy consumption by over $100M
2.Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site
3.ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%
4.Bottle Bank Arcade: bottle recycling increased by 50x
5.The World’s Deepest Bin: 132% more trash collected in this unusual bin
6.Piano Stairs: 66% more of people use the stairs, if they can produce music with it
7.Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed
8.Toilette Seat: 44% of increase in lifting the toilet seat when urinating
9.Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year
10.Recycle Bank increased recycling by 20% and reduced carbon emissions
11.Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%
Consumer Behaviour Gamification Case Stats and Figures
1. MTV My Chart: lets users create their video chart based on various game dynamics, and obtained 500,000 votes and 150,000 videos viewed within 3 months
2. Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies
3. Muchmusic.com: increased their music userbase by 59%
4. Marketo: layered a game platform on their community and saw a 67% increase engagement, 51% more active members and 10% more engagements per member
5. Interscope Records: the company obtained a 650% increase in engagement and interaction with the website
6. Verizon: users spend over 30% more time on-site with social login games versus a regular site login
7. Allkpop: during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews.
8. SessionM: offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities
9. Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate
10. Green Giant: generated 420,000 likes on Facebook through their gamified system
11. NickTV: introduces a game-based role-playing platform as heroes and within 2 months obtained 750,000 pages views (200% the amount of the usual traffic for the entire nicktv.it website), over 50,000 users and over 4,000,000 sessions on the website, with an increase in time spent on site by 25%
12. More than a Game: The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers
13. BlurbIQ: introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection
14. Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its website
15. Club Psych USA: saw a 130% jump in page views and a 40% increase in return visits towards the game 
16. American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system
17. Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website
18. Verizon Wireless: more than 50% of site’s user participate in this gamified environment and spend 30% more time on the site
19. Topliners: introducing the gamification in the community lifted active users by 55%
20. SAP ERP: introducing game mechanics improved user participation with telepresence increasing by 29.75%
21. GetGlue: During the TV series’s primetime, 20% of tweets came out from Getglue
22. Ask.com uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58%
23. MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%

Education Gamification Case Stats and Figures
1. Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days
2. Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%
3. Stray Boots & A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade
4. Math Land: special education teacher that got a 17% improvement in state wide assessment, with attendance increasing by 13%
5. Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it
6. OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system
7. Beat the GMAT: students increase their time spent on site by 370% through a gamified system

This Extraordinary List Courtesy of the Legendary: Yu-Kai Chou!
Image courtesy of:  

This is How NTT Data Got a 900% Increase in Employee Engagement via its Internal #Gamification Initiative!









In this powerful and deeply informative short video [bottom of page] global technology innovator NTT Data CTO Imran Sayeed highlights some simple yet truly epic steps that his team has taken to evolve and to radically accelerate the impact of their employee engagement gamification initiative.


 
NTT Data's Core Engagement Behaviorization Goals and Technology:

The NTT Data gamification project which targets team-based, cross functional collaborative learning and best practices knowledge sharing,  increased their employee participation from 400 to 4000 employees in just a few months That's a 900% increase!


“Gamification is just a fancy buzz word for Behavior Reinforcement.” - Imran Sayeed, NTT Data CTO.
 

At first they introduced a virtual token economy (also known as a points levels and badges program) awarding their employees Karma Points for key target behaviors like logging in, posting and sharing interesting value generating content and forming new Centers of Excellence Teams across the organization.  

NTT Data experienced an initial burst of  employee engagement when they incentivized or positively reinforced their Karma Points system with tangible back up reinforces  like IPods and IPads.

Certainly they could have achieved exponentially more sustained engagement with the system had they built a reinforcer assessment process into their program and data-collected around individualized ( far less expensive and far more frequent/effective tangible rewards) based on each employee's individual reward language. The rich predictive behavioral analytics data from such a process would have created even higher performance gains.

Next level gamification will systematically assess for social and tangible reinforcement responses based on different classes of social reinforcement, discovering and delivering the most effective mix of tangible and social incentives for the most precisely sequenced behavioral development and performance goals.

 
Guaranteeing Performance by Definition- It's Not Intrinsic vs Extrinsic Motivation But Positive Tangible vs Positive Social Reinforces 



Positive reinforcement by definition increases any behavior in follows. So by it's very definition it can't fail to get results.
In effective engagement behaviorization, precise language and technical behavior design are just as important as they are in radical application development programing for apps and games design in terms of the final product and its continuous improvement.
This means extending not just functional design but functional behavior analytic design goals into the gamification platform.

The NTT Data Gamification team has since replaced their so called “extrinsic rewards program”. They now provide top performers with so called “intrinsic rewards or motivators”, which are better explained as positive or additive social reinforces.

 How, when and how often social reinforces are delivered with in a gamification process will radically increase the effectiveness and reinforcement value of a point and level system. 
 
Combining certain reinforce classes can also radically explode behavior change speed and effectiveness. For example combing social and tangible reinforcers.
 
The vast majority of the reinforcement events that shapes and sustains human behavior are actually fully unconscious. Some of the most effective contingencies are unknown to the person responding to them. It’s time for big data to unlock and harness these powerful behavioral processes.

Introducing real-time functional behavior analytic design elements into future gamification programs may literally represent not just and ultimate game mechanic but an ultimate source of competitive advantage for the world’s leading gamification companies and their customers.  

Sayeed actually injected his highly effective employee facing gamification initiative with healthy doses of positive social reinforcement himself, by visiting top performers in the program as he traveled from city to city.
 
Really interesting assignments are also awarded, which themselves, re-defined engagement-behaviorally, represent a manipulateable chains or collections of analyzable positive and negative social and tangible reinforcement contingencies and response classes.

 
Engagement-Behaviorization's Answer to Those Trying To Game Your Gamification System

One of the major challenges NTT Data has experienced in the implementation phase of their gamification initiative was the tendency of some employees to try and game the system. Sound familiar?
The Solution here is to apply the same Engagement-Behaviorization technology to reliably replace the undesired user behavior (cheating) with more desirable target engagement behaviors or to shape these through successive approximations.

This means locating and eliminating the sources of reinforcement for the cheating behaviors, perhaps by actually formalizing and incentivizing the cheating process itself. This would mean rewarding and recognizing top cheaters for improving the system.
 










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