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Terms & Taxonomy
• Actions–theactivitiespeopletakepartin,thedatapointsthatarecapturedfromthesystems,thebuildingblocksofthe
behaviorchange/motivationsystemyouareiscreating.
• Missions/Challenges–theconstructthatrewardsapersonfortakingoneormoreactions.
• Points–awaytoassignvaluetodesiredactivities. Amechanismforearningasaresultofgoodbehavior. Oftenrewardedfor
completingaMissionorChallenge.
• Badges–avisualindicatorofachievement. OftenrewardedforcompletingaMissionorChallenge.
• Icon–avisualsymbolthatisunderstoodbyemployeesataglance
• On-boarding–leadinganemployeestep-by-stepthroughasysteminordertoteachthemhowtobeproficientatthe
system. Learningbydoing.
• Levels–indicatorsofstatus,Levelsarearesultofachievinglongermilestonesthanbadges,arerepresentedinahierarchical
fashion,andareusuallybasedonanemployee’slifetimepointbalance. Generally,likealifetimepointbalance,levelsincrease
overtimeandarenotimpactedbythespendingofpoints.
• Leaderboards–alistpresentedtoemployeesthatshowswhichemployeesareleadingbasedonacertainmetric,suchaswho
hasthemostpointsorwhohasdonethemostofadesiredactivity.
• Rewards–Anythingthatanemployeeearnsorcanbepurchasedasaresultofpositiveengagementwiththeprogram
• Intrinsic–rewardsthatappealtoyourirrationalself,thesethingsaremotivatingbasedonourhumandesireforMastery,
Autonomy,Purpose,Progress,SocialConnection
• Extrinsic–rewardsthatappealtoyourrationalmind,offeredasanexchangebasedusuallyonfinancialgainsuchasmoneyor
stuff
• Profile–centralizeddashboardthatcontainsalloftheartifactsofyoursuccesswiththeprogramsuchasPointbalance,Badges
earned,Activityhistory,Level,Rewardsetc. Thesinglepointoftruthaboutwhatyou’veaccomplished.
Inthisfull-dayworkshopyou’lllearnthedetailsaboutsomeofthebuzz-wordsyou've
beenhearing–suchas‘gamification’and‘bigdata.’ You’llbegivenstepsto
successfullydesignamotivatingprogramwhetheryou’reinterestedinmotivating
salesrepstobemoreefficientandeffectiveorenticingclientstoengagemore
deeplywithyourproductsandservices.
Thefull-dayagendawillinclude:
OverviewPresentation
Consumer&EnterpriseExamples
Framework
Break-outworkingsessions
Wrap-uppresentations
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
loyalty 3.0
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
motivation
motivationWhat does mean to you?
Extrinsic
Choice
Acquire Bond
Defend Create
Lawrence’s 4-Drive Model
Courtesy of the Maritz Institute
The five intrinsic motivators.
As defined in Loyalty 3.0
Progress
There’s a never ending supply of it, and
whoever figures out how to harness that
energy is going to win.”
“Human motivation is like
cold fusion for loyalty.
Rajat Paharia
Founder, Bunchball
loyalty 3.0
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
BigData=
Volume
Velocity
Variety
Gartner’s 3Vs Model
Transactions
actionsInter
loyalty 3.0
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
Gamification is the
engine of Loyalty 3.0
ga∙mi∙fi∙ca∙tion
[gay-muh-fi-kay-shuhn]
Integrating game mechanics and dynamics
into your digital experience to increase
engagement, participation and retention.
Gamification is not
The Ten Key Mechanics Of Gamification
1. FastFeedback
2. Transparency
3. Goals
4. Badges
5. LevelingUp
6. Onboarding
7. Competition
8. Collaboration
9. Community
10. Points
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
The 5 Intrinsic
Motivators:
Autonomy
Mastery
Purpose
Progress
Social
Gartner’s
3Vs:
Volume
Velocity
Variety
The 10 Key
Gamification
Mechanics:
Fast Feedback
Transparency
Goals
Badges
Leveling Up
Onboarding
Competition
Collaboration
Community
Points
?
Gamification = Motivating People Through Data
Motivating
Better
Performance
Gamification captures the
BIG DATA that:
• Consumers
• Partners
• Employees
generate as they interact with
online experiences, and uses
that data to create a more
engaging experience and drive:
• Better Performance
• Better Business Results
• Competitive Advantage
LearningCollaborationService
Online
Experiences
BIG DATA
on User
Activity
Gamification = Motivating People Through Data
Motivating
Better
Performance
• Reward and
Recognize
• Measure and
Motivate
• Reputation
• Loyalty
• Guiding & Amplifying
High Value Activity
LearningCollaborationService
Online
Experiences
BIG DATA
on User
Activity
Motivating
Better
Performance
LearningCollaborationService
Online
Experiences
BIG DATA
on User
Activity
A Thermometer
measures
A Thermostat
regulates
Employees Consumers
• Better Knowledge -> Better Outcomes
• Speed to Proficiency
• Improving Performance
• Retain Top Talent (via Reputation)
• Sales, Service, Training, Collaboration
• Customer Community
• Fan Engagement
• Loyalty
• Trial Conversion
• Marketing
• Co-Innovation
• E-Commerce
Gamification = Motivating People Through Data
Vision: The Connected Ecosystem
Portal
Content
Intrane
t
.com
University
Bunchball
(Measure,
Message &
Motivate)
Platforms
(Devices,
social,
partners)
Marketing
(Consistent
messaging,
campaigns,
events…)
BEHAVIOR CHANGE
HEALTH & WELLNESS
Basis,HopeLab-Zamzee
Results!
• 59%increaseinphysicalactivity
• Doingpush-upsnon-stopfor45
min/week
• Scrubbingfloorsfor3hrs/month
• Chasingwildpigsfor6min/day
• Impactpersistedforatleast6mos
• Slowedgainin“bad”cholesterol
• Helpedcontrolbloodsugarlevels
LEARNING
Vmware,CourseHero,Adobe
LMS Journey
Courses
Welcome Widget
3. Course GHI
1. Course ABC Couse
2. Course DEF
CTA
CTA
CTA
STEP 1
Download!
Course ABC
STEP 2
Take Quiz!
Course Content
Far far away, behind the word mountains, far from the
countries Vokalia and Consonantia, there live the blind
texts. Separated they live in Bookmarksgrove right at the
coast of the Semantics, a large language ocean.Far far
away, behind the word mountains, far from the countries
Vokalia and Consonantia, there live the blind texts.
Separated they live in Bookmarksgrove right at the coast
of the Semantics, a large language ocean.
A small river named Duden flows by their place and
supplies it with the necessary regelialia. It is a
paradisematic country, in which roasted parts of
sentences fly into your mouth.
A small river named Duden flows by their place and
supplies it with the necessary regelialia. It is a
paradisematic country, in which roasted parts of
sentences fly into your mouth.
Video XYZ
STEP 4
Take Quiz!
STEP 3
Watch Video!
Course ABC Quiz
Answer 3
Answer 2
Answer 1
1. Quiz Question ABC
CTA
WOW!
100%
STEP 5
Watch Video 2
Video XYZ Quiz
Answer 3
Answer 2
Answer 1
1. Quiz Question ABC
CTA
WOW!
100%
1.0 2.0 3.0
4.0 5.0
Results:
21% course completion rate
44% better retention than other products
3x time on site
400% increase in social sharing
Customer loyalty drives profitability and growth
Customer satisfaction drives customer loyalty
Value drives customer satisfaction
Employee productivity drives value
Employee loyalty drives productivity
Employee satisfaction drives loyalty
Employee engagement drives employee satisfaction
Putting the Service-Profit
Chain to Work
HBR OnPoint, 2000
SALES
NitroforSalesforce
Top Motivators forSales Staff
1. Compensation
2. Internal Recognition
3. Competition
Activities vs. Outcomes
• Q:IsitbettertomotivateActivities:
• Entertitle,phoneandemailforeverycontact
• Keepyourpipelineuptodate
• Sharea“Win”story
• orOutcomes?
• Hit100%ofyourquotainthefirst6weeksofthequarter
• Sellapackagethatincludeseveryproductinourportfolio
• Close$1Millioninrenewalsthisquarter
TRAINING, SERVICE & SALES
LiveOps
Improve training and performance
for 20k Distributed Call Center Agents.
LiveOps – My Work Community
GamificationElements:
• Earnpointsbyhittingperformancegoals,completing
certifications,andinteractingwiththecommunity
• Applyforcertainopportunities,choiceofshift,etc.
• Badgessignifyaccomplishedtrainingandperformancegoals
• Profilepagesandleaderboardsshowagentswheretheystand
Results:
80% opt-in within 1 week of roll-out
Reduced onboarding from 4 weeks to 14 hours
Outperformed peers by 23% in avg call handle
time Boosted customer sat by 9%
2011 CLO “Excellence in Social Learning” Awards
SALES & SERVICE TRAINING
FordofCanada
Ford of Canada – The Ford p2p Cup
• Trainsales and service reps across 450 dealerships
• Goals:
• Drivesitetraffic
• Combatunder-utilizationofvaluableresources
• Encourageinformalandformallearning
• From“haveto”to“wantto”usep2pCup
Motivate dealer employees
to improve sales effectiveness.
2010 2011
• Motivate learning, watching informational videos, downloading and consuming the
latest product information, and taking web courses.
• Participants can earn RPMs (points) and Gear Up (level up), work toward individual
goals, earn badges that are visible in a trophy case, compete with their peers on
leaderboards, work together to accomplish team goals, compete against other
dealerships, and receive real-time feedback as they engage in desired behavior.
Ford of Canada – The Ford p2p Cup Results
• A417%increaseinsiteusagevs.thesameperiodthepreviousyear
• Withinthefirstthreemonthsoftheprogramthesiteexceededthe
trafficvolumeoftheentirepreviousyear
• ApositivecorrelationbetweenengagementintheFordp2pCupand
keyperformancemeasuresincludingsalesandcustomersatisfaction
• Increasedengagementbyyoungeraudiences,whichrepresented40%
ofthetotalaudience,intheFordp2pCup
• Anincreaseinvolunteerlearning–participantscompletingcourses
aboveandbeyondwhattheywererequiredtodofortheirannual
certificationrequirements
• Amonthovermonthincreaseinengagementwiththeirprogramas
wordofmouthspreadamongthesalesandservicecommunity
COLLABORATION & SERVICE
T-Mobile
T-Mobile– T-Community
Engagemore than30,000 frontlinerepresentativesso they
can effectivelyrespondto customers’queries,even as the
devicesthey sell and supportgrow more complex.
• Goals:
• Toprovidesuperiorcustomersupportandexpediteresolution
rates
• Tomotivatecustomercareandretailstorerepresentativesto
makeT-Mobile’sonlinesocialbusinesscommunitytheirgo-to
resourceforansweringcustomerquestions.
T-Mobile– T-Community Results
• Participationincreased1,000percentinthefirstsixweeks.
• Morethan15,000offrontlineemployeescompleteddifferentGetting
Startedmissionsinthefirsttwoweeks—aradicaldeparturefromthe
typicallylowadoptiontoself-guidedlearnings.
• MembersweresoactiveandsoquicktoadopttheplatformthatT-
Communityawarded187,000badgesinthefirstsixweeks.
• “Likes”—thoseassessmentsofthehelpfulnessoraccuracyofa
response—increasedastaggering6,000percent.
• Mostimportantly,thisvibrantcommunityfacilitatedsuperior
customersupport.Resolutionratesandcustomersatisfactionscores
havesteadilyimprovedeachmonthsinceimplementinggamification.
CONSUMER FINANCIAL EDUCATION
SunLifeCanada,Kapital
• ForemployeeswhohavetheirworkplaceretirementandsavingsplanwithSunLife.
• WhatismoneyUP?http://www.youtube.com/watch?v=VPQMHT0nrNU
• Increasedfinancialliteracyandconfidence
Themissionsaredesignedtoincreaseemployees’knowledgeaboutsavingandinvestingforretirement.
Andthey’requizzedateachleveltoensuretheirnewknowledgesticks.
• Afriendlycompetition
Asemployeescompletemissionsandmovethroughthelevels,theycompeteagainsttheircolleaguesby
movinguptheLeaderBoard.
• Earnmorebylearningmore
Themoreemployeeslearnaboutsettingasidemoneyforretirement,thebetterthey’llgetatitandthe
morethey’llsave.
• Havesomefun!
Withagametheme,amulti-mediaapproachtolearningandanabilitytosharewiththeirfriendson
FacebookandTwitter,employeesareguaranteedtohavefunalongtheway.
Site | Video
LOYALTY, MOBILE, SOCIAL,
COMMERCE
UrbanOutfitters
Year-over-Year
Results:
Voting increased by 236%
Page views up 530%
Downloads up 159% for MTV's mobile and tablet
apps
Gary Ellis, VP
International Digital @
Viacom:
"Time spent increased, the overall engagement
increased, and whether or not the activity
happened on a PC, a smartphone or a tablet,
everything connected to all the social networks
and with each other.
We absolutely want everything to be as
integrated, shareable and connected as
possible."
Results:
30% Increase in Overall Site Traffic
47% Increase In Online Merchandise Sales
130% Increase In Page Views
47% Increase In Return Visits
Lunch?
BIG DATA GAMIFICATION
LOYALTY
3.0+ =MOTIVATION +
The 5 Intrinsic
Motivators:
Autonomy
Mastery
Purpose
Progress
Social
Gartner’s
3Vs:
Volume
Velocity
Variety
The 10 Key
Gamification
Mechanics:
Fast Feedback
Transparency
Goals
Badges
Leveling Up
Onboarding
Competition
Collaboration
Community
Points
Engagement
Time
Autonomy
Mastery
Missions
Progress
Social
Connection
Loyalty 3.0
LoyaltyHabit
 Reward Schedules
 Groups & Teams
 Increasing Effort
 Moderate Value Rewards
 Social Feedback
 Sharing Milestones
 Advanced Paths & Quests
 Choice
 Scarcity
 Increased Time Pressure
 Status & Reputation Rewards
 Unlocks
 Visual Cues
 Fast Feedback
 Early Wins
 Tutorials
 Personal Achievement
 Exploration-focused
 Disincentives
Adoption Retention
Mastery – Autonomy – Social Interaction
Effort – Risk – Reward
+
Customer or Employee Lifecycle
Alignment
On-boarding
Convert
Creating Your Program: Checklist
How-toguidanceiskeyasweempowerBunchballclientstoexecute.
Followthesestepstosuccessfullydesignamotivatingprogram:
 ListGoals
 HighlighttheObstacles
 IdentifyActions(AssignValue,Difficultyetc.)
 ChooseChallengeConcepts
 PlanRewards
 WeaveintothePresentationLayer
 FollowRoll-outBestPractices
 MeasureandOptimize
Butfirst,weneedtomakesurewe’reallspeakingthesamelanguage…
Start with KPIs
IdentifyActions,AssignValue, Difficulty
Choose Challenge Concepts
Choose Challenge Concepts
 Visual Cues
 Fast Feedback
 Early Wins
 Tutorials
 Exploration-focused
 Single-Action Triggers (Moments)
 Disincentives
 Reward Schedules
 Groups & Teams (Missions)
 Increasing Effort
 Social Feedback
 Sharing Milestones
 Advanced employee Paths & Quests
 Choice
 Scarcity
 Increased Time Pressure
 Status & Reputation Based Rewards
 Unlocks
Thebestrewardsmixinagamifiedexperienceisonethatoffersawiderangeandvariety
ofoptionsandincludesamixofredeemableandnon-redeemablerewards:
• Status whereemployeesareheldupinarelevantcommunityoftheirpeers
• Recognition&Appreciation amazingthepowerofasimple“Thanks,”eithersite-
wideorwithinasmallergroup
• Early&ExclusiveAccesspresentedtoemployeeforcompletionofspecific
challenges,ratherthansimplybeingpresentedtotheentireemployeebaseandthe
offersbecomericherthemoreactivetheemployeeisintheexperience.
• Power&Abilitiesusuallyearnedforcontinuedengagement,havingprovenyoucan
betrusted,asinthecaseofmoderatorprivileges.canalsoincludestatus-based
offerings,theabilitytounlockspecialcontentonorearlyaccesstoupgradesornew
producttrials.
• Pro-Socialrewardsthatcanonlybegiventoothers.
Plan Rewards
Plan Rewards
(continued)
• VirtualRewards(redeemable)–cantaketheformofdigitaldownloads,discounts,
scarcedigitalgoods(ideallybrandorpartner-brandeditemsthatcanbedisplayedon
theemployee’sprofileorsharedouttotheirsocialnets).
• Surprise-and-Delight–cancomeintheformofbonuspointsoranyoftheabove
types,butisnotexplicitlycommunicatedasavailableuntiltheemployeehas
completedtherequisitebehaviors. Thisissupportedviathe“hidden-until-earned”
capabilityofchallenges.
• TangibleGoods(redeemable)–cantaketheformofphysicalgoods,partnergoods,
giftcards…
Thekeyistocreateacompellingmixofrewardsandtoincludeaheavypercentagethat
havehighperceivedvalueandlowmonetaryvalue. Gamificationcanhelpprovidea
highersenseofvalueforin-kindandvirtualrewardsbypresentingthemwithinthe
framingoflevel-restrictedaccess,unlocks,scarcityandchallengecompletion. Andwhile
itmayseemcounter-intuitive,employeeshaveshownaninclinationtoredeemfor
virtualgoodswiththesamepointsthatcouldberedeemedfortangiblegoods.
Plan Rewards
Break
Use Case Decision Criteria
• Whatisthebusinessinitiativethedeploymentsupports?
• Howisthesuccessofthatbusinessinitiativemeasured?
• Doyouhavetheabilitytoaccessthedatarequiredtotriggerrewardsforthe
keyactivitiesinvolvedintheusecase?
• Doyouhavetheabilitytoshowtheemployeecommunitytheirprogress
towardtheirgoals?
• CanyouisolatePhaseOnetooneroletypeand/orlocation? BestPracticeis
tobeginsimpleandmoveintosomethingmorecomplexinaPhased
approach.
• Isthereareasonabletime-linefordeployment? Doesthisfitwithyour
releaseschedule?
• Areyouabletomeasuretheimpactoftheusecase?Aretherebaselinesor
theabilitytoA/Btest?
Workshop 1: 7 Steps
To Build Your Case
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
KPI Definition
1. IncreasedAdoption&ContinuousEngagementofbusinesstools
2. Influenceandmotivatespecificbehaviorsimpactingenterprisesuccess
• Increasedactivity
• Fasteron-boarding
Short-term adoption (Quick wins) Long-term engagement
• Betterdataformanagementdecision-making(CRM)
• Increasedcompliance(HCM)
Significantly different business outcomes are driven by these measures…
• Points,Goals,Competition
• Mastery,Levelingup
+ Game Mechanics*
*Most if not all of the 10 game mechanics can lead to increases in long term engagement when applied correctly,
specifically Fast Feedback, Transparency & Goals.
• Increasedpipeline
• IncreasedUser-GeneratedContent
• ProductivityIncrease
• ProficiencyIncrease
• Goalsrelatedtoleads&sharing
• Newsfeeds,Community
• Progress,Goals,Competition
• LevelingUp
• IncreaseSales(CRM)
• Increasedcalldeflection(SocialCollaboration)
• Decreasedtimetoresolution(CRM)
• Highercustomersatisfaction(CRM)
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
gamification + KPIs = goal attainment
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
Playing Field: Who can help you be successful?
The 7 Steps
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps – Complete!
1. Problem
2. Audience
3. Behaviors
4. KPIs
5. Mission Statement
6. Playing Field
7. ROI
The 7 Steps Become Your Business Case
5. MissionStatement
4. KPIs
7. ROI
6. Playing Field
1. Problem
2. Audience
3. Behaviors
This willempoweryou to sell to internalstakeholders.
Creating Your Program:
How-toguidanceiskeyasweempowerBunchballclientstoexecute.
Followthesestepstosuccessfullydesignamotivatingprogram:
 ListGoals
 HighlighttheObstacles
 IdentifyActions(AssignValue,Difficultyetc.)
 ChooseChallengeConcepts
 PlanRewards
 WeaveintothePresentationLayer
 FollowRoll-outBestPractices
 MeasureandOptimize
FIN

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ReSource Pro - June IAC - Gamification

  • 1.
  • 2. Terms & Taxonomy • Actions–theactivitiespeopletakepartin,thedatapointsthatarecapturedfromthesystems,thebuildingblocksofthe behaviorchange/motivationsystemyouareiscreating. • Missions/Challenges–theconstructthatrewardsapersonfortakingoneormoreactions. • Points–awaytoassignvaluetodesiredactivities. Amechanismforearningasaresultofgoodbehavior. Oftenrewardedfor completingaMissionorChallenge. • Badges–avisualindicatorofachievement. OftenrewardedforcompletingaMissionorChallenge. • Icon–avisualsymbolthatisunderstoodbyemployeesataglance • On-boarding–leadinganemployeestep-by-stepthroughasysteminordertoteachthemhowtobeproficientatthe system. Learningbydoing. • Levels–indicatorsofstatus,Levelsarearesultofachievinglongermilestonesthanbadges,arerepresentedinahierarchical fashion,andareusuallybasedonanemployee’slifetimepointbalance. Generally,likealifetimepointbalance,levelsincrease overtimeandarenotimpactedbythespendingofpoints. • Leaderboards–alistpresentedtoemployeesthatshowswhichemployeesareleadingbasedonacertainmetric,suchaswho hasthemostpointsorwhohasdonethemostofadesiredactivity. • Rewards–Anythingthatanemployeeearnsorcanbepurchasedasaresultofpositiveengagementwiththeprogram • Intrinsic–rewardsthatappealtoyourirrationalself,thesethingsaremotivatingbasedonourhumandesireforMastery, Autonomy,Purpose,Progress,SocialConnection • Extrinsic–rewardsthatappealtoyourrationalmind,offeredasanexchangebasedusuallyonfinancialgainsuchasmoneyor stuff • Profile–centralizeddashboardthatcontainsalloftheartifactsofyoursuccesswiththeprogramsuchasPointbalance,Badges earned,Activityhistory,Level,Rewardsetc. Thesinglepointoftruthaboutwhatyou’veaccomplished.
  • 4.
  • 6. loyalty 3.0 BIG DATA GAMIFICATION LOYALTY 3.0+ =MOTIVATION +
  • 10. Choice Acquire Bond Defend Create Lawrence’s 4-Drive Model Courtesy of the Maritz Institute
  • 11. The five intrinsic motivators. As defined in Loyalty 3.0 Progress
  • 12. There’s a never ending supply of it, and whoever figures out how to harness that energy is going to win.” “Human motivation is like cold fusion for loyalty. Rajat Paharia Founder, Bunchball
  • 13. loyalty 3.0 BIG DATA GAMIFICATION LOYALTY 3.0+ =MOTIVATION +
  • 17. loyalty 3.0 BIG DATA GAMIFICATION LOYALTY 3.0+ =MOTIVATION +
  • 18. Gamification is the engine of Loyalty 3.0
  • 19. ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn] Integrating game mechanics and dynamics into your digital experience to increase engagement, participation and retention.
  • 21. The Ten Key Mechanics Of Gamification 1. FastFeedback 2. Transparency 3. Goals 4. Badges 5. LevelingUp 6. Onboarding 7. Competition 8. Collaboration 9. Community 10. Points
  • 22. BIG DATA GAMIFICATION LOYALTY 3.0+ =MOTIVATION + The 5 Intrinsic Motivators: Autonomy Mastery Purpose Progress Social Gartner’s 3Vs: Volume Velocity Variety The 10 Key Gamification Mechanics: Fast Feedback Transparency Goals Badges Leveling Up Onboarding Competition Collaboration Community Points
  • 23. ?
  • 24. Gamification = Motivating People Through Data Motivating Better Performance Gamification captures the BIG DATA that: • Consumers • Partners • Employees generate as they interact with online experiences, and uses that data to create a more engaging experience and drive: • Better Performance • Better Business Results • Competitive Advantage LearningCollaborationService Online Experiences BIG DATA on User Activity
  • 25. Gamification = Motivating People Through Data Motivating Better Performance • Reward and Recognize • Measure and Motivate • Reputation • Loyalty • Guiding & Amplifying High Value Activity LearningCollaborationService Online Experiences BIG DATA on User Activity
  • 27. Employees Consumers • Better Knowledge -> Better Outcomes • Speed to Proficiency • Improving Performance • Retain Top Talent (via Reputation) • Sales, Service, Training, Collaboration • Customer Community • Fan Engagement • Loyalty • Trial Conversion • Marketing • Co-Innovation • E-Commerce Gamification = Motivating People Through Data
  • 28. Vision: The Connected Ecosystem Portal Content Intrane t .com University Bunchball (Measure, Message & Motivate) Platforms (Devices, social, partners) Marketing (Consistent messaging, campaigns, events…)
  • 29. BEHAVIOR CHANGE HEALTH & WELLNESS Basis,HopeLab-Zamzee
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  • 36. Results! • 59%increaseinphysicalactivity • Doingpush-upsnon-stopfor45 min/week • Scrubbingfloorsfor3hrs/month • Chasingwildpigsfor6min/day • Impactpersistedforatleast6mos • Slowedgainin“bad”cholesterol • Helpedcontrolbloodsugarlevels
  • 38. LMS Journey Courses Welcome Widget 3. Course GHI 1. Course ABC Couse 2. Course DEF CTA CTA CTA STEP 1 Download! Course ABC STEP 2 Take Quiz! Course Content Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean.Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean. A small river named Duden flows by their place and supplies it with the necessary regelialia. It is a paradisematic country, in which roasted parts of sentences fly into your mouth. A small river named Duden flows by their place and supplies it with the necessary regelialia. It is a paradisematic country, in which roasted parts of sentences fly into your mouth. Video XYZ STEP 4 Take Quiz! STEP 3 Watch Video! Course ABC Quiz Answer 3 Answer 2 Answer 1 1. Quiz Question ABC CTA WOW! 100% STEP 5 Watch Video 2 Video XYZ Quiz Answer 3 Answer 2 Answer 1 1. Quiz Question ABC CTA WOW! 100% 1.0 2.0 3.0 4.0 5.0
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  • 43. Results: 21% course completion rate 44% better retention than other products 3x time on site 400% increase in social sharing
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  • 52. Customer loyalty drives profitability and growth Customer satisfaction drives customer loyalty Value drives customer satisfaction Employee productivity drives value Employee loyalty drives productivity Employee satisfaction drives loyalty Employee engagement drives employee satisfaction Putting the Service-Profit Chain to Work HBR OnPoint, 2000
  • 54. Top Motivators forSales Staff 1. Compensation 2. Internal Recognition 3. Competition
  • 55.
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  • 59. Activities vs. Outcomes • Q:IsitbettertomotivateActivities: • Entertitle,phoneandemailforeverycontact • Keepyourpipelineuptodate • Sharea“Win”story • orOutcomes? • Hit100%ofyourquotainthefirst6weeksofthequarter • Sellapackagethatincludeseveryproductinourportfolio • Close$1Millioninrenewalsthisquarter
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  • 66. TRAINING, SERVICE & SALES LiveOps
  • 67. Improve training and performance for 20k Distributed Call Center Agents.
  • 68. LiveOps – My Work Community GamificationElements: • Earnpointsbyhittingperformancegoals,completing certifications,andinteractingwiththecommunity • Applyforcertainopportunities,choiceofshift,etc. • Badgessignifyaccomplishedtrainingandperformancegoals • Profilepagesandleaderboardsshowagentswheretheystand
  • 69. Results: 80% opt-in within 1 week of roll-out Reduced onboarding from 4 weeks to 14 hours Outperformed peers by 23% in avg call handle time Boosted customer sat by 9% 2011 CLO “Excellence in Social Learning” Awards
  • 70. SALES & SERVICE TRAINING FordofCanada
  • 71. Ford of Canada – The Ford p2p Cup • Trainsales and service reps across 450 dealerships • Goals: • Drivesitetraffic • Combatunder-utilizationofvaluableresources • Encourageinformalandformallearning • From“haveto”to“wantto”usep2pCup
  • 72. Motivate dealer employees to improve sales effectiveness. 2010 2011
  • 73. • Motivate learning, watching informational videos, downloading and consuming the latest product information, and taking web courses. • Participants can earn RPMs (points) and Gear Up (level up), work toward individual goals, earn badges that are visible in a trophy case, compete with their peers on leaderboards, work together to accomplish team goals, compete against other dealerships, and receive real-time feedback as they engage in desired behavior.
  • 74. Ford of Canada – The Ford p2p Cup Results • A417%increaseinsiteusagevs.thesameperiodthepreviousyear • Withinthefirstthreemonthsoftheprogramthesiteexceededthe trafficvolumeoftheentirepreviousyear • ApositivecorrelationbetweenengagementintheFordp2pCupand keyperformancemeasuresincludingsalesandcustomersatisfaction • Increasedengagementbyyoungeraudiences,whichrepresented40% ofthetotalaudience,intheFordp2pCup • Anincreaseinvolunteerlearning–participantscompletingcourses aboveandbeyondwhattheywererequiredtodofortheirannual certificationrequirements • Amonthovermonthincreaseinengagementwiththeirprogramas wordofmouthspreadamongthesalesandservicecommunity
  • 76. T-Mobile– T-Community Engagemore than30,000 frontlinerepresentativesso they can effectivelyrespondto customers’queries,even as the devicesthey sell and supportgrow more complex. • Goals: • Toprovidesuperiorcustomersupportandexpediteresolution rates • Tomotivatecustomercareandretailstorerepresentativesto makeT-Mobile’sonlinesocialbusinesscommunitytheirgo-to resourceforansweringcustomerquestions.
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  • 80. T-Mobile– T-Community Results • Participationincreased1,000percentinthefirstsixweeks. • Morethan15,000offrontlineemployeescompleteddifferentGetting Startedmissionsinthefirsttwoweeks—aradicaldeparturefromthe typicallylowadoptiontoself-guidedlearnings. • MembersweresoactiveandsoquicktoadopttheplatformthatT- Communityawarded187,000badgesinthefirstsixweeks. • “Likes”—thoseassessmentsofthehelpfulnessoraccuracyofa response—increasedastaggering6,000percent. • Mostimportantly,thisvibrantcommunityfacilitatedsuperior customersupport.Resolutionratesandcustomersatisfactionscores havesteadilyimprovedeachmonthsinceimplementinggamification.
  • 82. • ForemployeeswhohavetheirworkplaceretirementandsavingsplanwithSunLife. • WhatismoneyUP?http://www.youtube.com/watch?v=VPQMHT0nrNU • Increasedfinancialliteracyandconfidence Themissionsaredesignedtoincreaseemployees’knowledgeaboutsavingandinvestingforretirement. Andthey’requizzedateachleveltoensuretheirnewknowledgesticks. • Afriendlycompetition Asemployeescompletemissionsandmovethroughthelevels,theycompeteagainsttheircolleaguesby movinguptheLeaderBoard. • Earnmorebylearningmore Themoreemployeeslearnaboutsettingasidemoneyforretirement,thebetterthey’llgetatitandthe morethey’llsave. • Havesomefun! Withagametheme,amulti-mediaapproachtolearningandanabilitytosharewiththeirfriendson FacebookandTwitter,employeesareguaranteedtohavefunalongtheway. Site | Video
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  • 101. Year-over-Year Results: Voting increased by 236% Page views up 530% Downloads up 159% for MTV's mobile and tablet apps
  • 102. Gary Ellis, VP International Digital @ Viacom: "Time spent increased, the overall engagement increased, and whether or not the activity happened on a PC, a smartphone or a tablet, everything connected to all the social networks and with each other. We absolutely want everything to be as integrated, shareable and connected as possible."
  • 103.
  • 104. Results: 30% Increase in Overall Site Traffic 47% Increase In Online Merchandise Sales 130% Increase In Page Views 47% Increase In Return Visits
  • 105. Lunch?
  • 106. BIG DATA GAMIFICATION LOYALTY 3.0+ =MOTIVATION + The 5 Intrinsic Motivators: Autonomy Mastery Purpose Progress Social Gartner’s 3Vs: Volume Velocity Variety The 10 Key Gamification Mechanics: Fast Feedback Transparency Goals Badges Leveling Up Onboarding Competition Collaboration Community Points
  • 108. LoyaltyHabit  Reward Schedules  Groups & Teams  Increasing Effort  Moderate Value Rewards  Social Feedback  Sharing Milestones  Advanced Paths & Quests  Choice  Scarcity  Increased Time Pressure  Status & Reputation Rewards  Unlocks  Visual Cues  Fast Feedback  Early Wins  Tutorials  Personal Achievement  Exploration-focused  Disincentives Adoption Retention Mastery – Autonomy – Social Interaction Effort – Risk – Reward + Customer or Employee Lifecycle Alignment On-boarding Convert
  • 109. Creating Your Program: Checklist How-toguidanceiskeyasweempowerBunchballclientstoexecute. Followthesestepstosuccessfullydesignamotivatingprogram:  ListGoals  HighlighttheObstacles  IdentifyActions(AssignValue,Difficultyetc.)  ChooseChallengeConcepts  PlanRewards  WeaveintothePresentationLayer  FollowRoll-outBestPractices  MeasureandOptimize Butfirst,weneedtomakesurewe’reallspeakingthesamelanguage…
  • 113. Choose Challenge Concepts  Visual Cues  Fast Feedback  Early Wins  Tutorials  Exploration-focused  Single-Action Triggers (Moments)  Disincentives  Reward Schedules  Groups & Teams (Missions)  Increasing Effort  Social Feedback  Sharing Milestones  Advanced employee Paths & Quests  Choice  Scarcity  Increased Time Pressure  Status & Reputation Based Rewards  Unlocks
  • 114. Thebestrewardsmixinagamifiedexperienceisonethatoffersawiderangeandvariety ofoptionsandincludesamixofredeemableandnon-redeemablerewards: • Status whereemployeesareheldupinarelevantcommunityoftheirpeers • Recognition&Appreciation amazingthepowerofasimple“Thanks,”eithersite- wideorwithinasmallergroup • Early&ExclusiveAccesspresentedtoemployeeforcompletionofspecific challenges,ratherthansimplybeingpresentedtotheentireemployeebaseandthe offersbecomericherthemoreactivetheemployeeisintheexperience. • Power&Abilitiesusuallyearnedforcontinuedengagement,havingprovenyoucan betrusted,asinthecaseofmoderatorprivileges.canalsoincludestatus-based offerings,theabilitytounlockspecialcontentonorearlyaccesstoupgradesornew producttrials. • Pro-Socialrewardsthatcanonlybegiventoothers. Plan Rewards
  • 115. Plan Rewards (continued) • VirtualRewards(redeemable)–cantaketheformofdigitaldownloads,discounts, scarcedigitalgoods(ideallybrandorpartner-brandeditemsthatcanbedisplayedon theemployee’sprofileorsharedouttotheirsocialnets). • Surprise-and-Delight–cancomeintheformofbonuspointsoranyoftheabove types,butisnotexplicitlycommunicatedasavailableuntiltheemployeehas completedtherequisitebehaviors. Thisissupportedviathe“hidden-until-earned” capabilityofchallenges. • TangibleGoods(redeemable)–cantaketheformofphysicalgoods,partnergoods, giftcards… Thekeyistocreateacompellingmixofrewardsandtoincludeaheavypercentagethat havehighperceivedvalueandlowmonetaryvalue. Gamificationcanhelpprovidea highersenseofvalueforin-kindandvirtualrewardsbypresentingthemwithinthe framingoflevel-restrictedaccess,unlocks,scarcityandchallengecompletion. Andwhile itmayseemcounter-intuitive,employeeshaveshownaninclinationtoredeemfor virtualgoodswiththesamepointsthatcouldberedeemedfortangiblegoods.
  • 117. Break
  • 118. Use Case Decision Criteria • Whatisthebusinessinitiativethedeploymentsupports? • Howisthesuccessofthatbusinessinitiativemeasured? • Doyouhavetheabilitytoaccessthedatarequiredtotriggerrewardsforthe keyactivitiesinvolvedintheusecase? • Doyouhavetheabilitytoshowtheemployeecommunitytheirprogress towardtheirgoals? • CanyouisolatePhaseOnetooneroletypeand/orlocation? BestPracticeis tobeginsimpleandmoveintosomethingmorecomplexinaPhased approach. • Isthereareasonabletime-linefordeployment? Doesthisfitwithyour releaseschedule? • Areyouabletomeasuretheimpactoftheusecase?Aretherebaselinesor theabilitytoA/Btest?
  • 119. Workshop 1: 7 Steps To Build Your Case
  • 120. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 121. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 122. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 123. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 124. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 125. KPI Definition 1. IncreasedAdoption&ContinuousEngagementofbusinesstools 2. Influenceandmotivatespecificbehaviorsimpactingenterprisesuccess • Increasedactivity • Fasteron-boarding Short-term adoption (Quick wins) Long-term engagement • Betterdataformanagementdecision-making(CRM) • Increasedcompliance(HCM) Significantly different business outcomes are driven by these measures… • Points,Goals,Competition • Mastery,Levelingup + Game Mechanics* *Most if not all of the 10 game mechanics can lead to increases in long term engagement when applied correctly, specifically Fast Feedback, Transparency & Goals. • Increasedpipeline • IncreasedUser-GeneratedContent • ProductivityIncrease • ProficiencyIncrease • Goalsrelatedtoleads&sharing • Newsfeeds,Community • Progress,Goals,Competition • LevelingUp • IncreaseSales(CRM) • Increasedcalldeflection(SocialCollaboration) • Decreasedtimetoresolution(CRM) • Highercustomersatisfaction(CRM)
  • 126. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI gamification + KPIs = goal attainment
  • 127. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 128. Playing Field: Who can help you be successful?
  • 129. The 7 Steps 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 130. The 7 Steps – Complete! 1. Problem 2. Audience 3. Behaviors 4. KPIs 5. Mission Statement 6. Playing Field 7. ROI
  • 131. The 7 Steps Become Your Business Case 5. MissionStatement 4. KPIs 7. ROI 6. Playing Field 1. Problem 2. Audience 3. Behaviors This willempoweryou to sell to internalstakeholders.
  • 132. Creating Your Program: How-toguidanceiskeyasweempowerBunchballclientstoexecute. Followthesestepstosuccessfullydesignamotivatingprogram:  ListGoals  HighlighttheObstacles  IdentifyActions(AssignValue,Difficultyetc.)  ChooseChallengeConcepts  PlanRewards  WeaveintothePresentationLayer  FollowRoll-outBestPractices  MeasureandOptimize
  • 133. FIN