Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
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Enterprise Gamification by itzCorinne
1. E NTERPRISE G AMIFICATION
REAL VALUE OR LEAP OF FAITH?
Corinne Schmid, ECMM
Director, Solution Marketing | OpenText
cschmid@opentext.com | Twitter: itzCorinne
2. Forbes
The Gamification of SAP,
Wall Street Journal
Gamification: Hype or Game-Changer?,
Iâve been reading a lot
about Gamification lately. Business Week
CEO Guide to Business Gamification
InformationWeek
Dell Hopes to Score with Gamification,
Financial Post
Gamification â Games Business Play
Los Angeles Times
Businesses are using game mechanics online
to rev up sales
BBC News
Gamification time: What if everything were
just a game?
Imediaconnections
15 Brand Examples of Gamification
Mashable
5 Predictions for Game Mechanics in 2011
3. Was this legit?
Or a leap of faith?
I needed to investigate:
⢠Whoâs using Gamification?
⢠Why?
⢠What is Gamification?
⢠Why would I want it?
⢠Does it drive business value?
⢠How do I get started?
5. Buffalo Wild Wings
They generated 100+ million social
impressions via Facebook and Twitter
First three weeks After three months -
30,000 players 184,000 players
Users completed 1 in 3 players
7 challenges returned to play again.
Source: http://mashable.com/2011/07/18/gamification-marketing/
6. Green Giant & Farmville gamified vegetables!
The campaign generated
420,000+ âLikesâ on Facebook
Source: Farmvillefreak.com
8. Playboy doubled its consumer base within 4
months
ďź 85 % rate of re-engagement
ďź 60 % improvement in
revenues from one month to
the next.
ďź December 2010 â March
2011, grew active user base
by 80,000.
Errr, I just read it for
the articles, of
courseâŚ
Source: VentureBeat
10. The US Army gamified recruitment.
Americaâs Army was more successful
than all other recruiting programs
combined.
11. SAP + Fun + Gamification?
âHad the most fun Iâve had at an analyst eventâŚâ
SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins
Josh Greenbaum, Posted on February 28, 2011
I went to a preview showing of a new SAP product last week, and had about the most fun
Iâve had an analyst event sinceâŚ.well, if I had more fun than I had at last weekâs event, I
canât remember⌠Thatâs because SAP chose to âgamifyâ the presentation
Michael Krigsman, on March 1, 2011 at 2:49 am said:
I was at the same event and must agree strongly with Joshâs positive
impression. The entire setup was designed to be engaging, substantive, and
thoughtfulâŚ.
13. Gamification
The use of game play thinking and mechanics to
solve problems and engage audiences.
Typically applied to non-game applications;
particularly consumer-oriented web and mobile sites,
in order to encourage people to adopt the
applications.
Source: Wikipedia
31. What on earth are game
mechanics and dynamics?!
I needed a quick run throughâŚ
GAME DYNAMICS GAME MECHANICS
Strategies commonly used in Tactics commonly used in games
game design based on to encourage gameplay. This
psychological motivations to includes Badges, Points, Leader
drive behavior. boards, Levels, Challenges, and
Achievements
32. Getting warmer.. But I still wasnât 100% clearâŚ
I didnât see the real value it
would bring to the businessâŚ
I looked to industry experts
35. Michael also says,
âRather than speak corporatese and
gobbleygook, start using game mechanics.â
http://gamificationofwork.com/2011/09/gamification-is-not-a-game/
38. SocialCast sees 5 Ways it can
strengthen your business
http://blog.socialcast.com/e2sday-adding-play-to-the-enterprise/
39. 1. Energize Your Workforce
2. Drive Performance Improvement
3. Innovate Organically
4. Motivate Teams
5. Identify Emerging Leaders
http://blog.socialcast.com/e2sday-adding-play-to-the-enterprise/
40. Quite compelling!
I knew that many
experts come from
software vendorsâŚ
âŚWould industry
analysts share
their enthusiasm?
41. Gartner seems to!
Webinar hosted by Mark Raskino, VP & Gartner Fellow, February 2011
42. Gartner also added Gamification to its Hype Cycle
for Emerging Technologies, 2011.
Source: Gartner (July 2011)
43. M2 Research forecasts rapid market growth â
from $100m (2011) to nearly $3 BILLION in 2016!
(in $100m)
$3,000
$2,500
$2,000
$1,500
$1,000
$500
$0
2011 2012 2013 2014 2015 2016
44. Gartner predicts significant adoption from the
Global 2000.
Gartner Says By 2015, âBy 2014, a gamified service
More Than 50 Percent of for consumer goods
Organizations That marketing and customer
Manage Innovation retention will become as
Processes Will Gamify important as Facebook,
Those Processes eBay or Amazon, and more
than 70% of Global 2000
organizations will have at
Press Release
least one gamified
Egham, UK,
application,â
April 12, 2011
Gartner
http://www.gartner.com/it/page.jsp?id=1629214
45. The analysts see potential and huge growth!
What about B2B? And
could it be effective
for non-marketing
applications?
47. Cisco gamified its annual sales kick-off
http://www.nomimes.com/casestudies/hunt/
48. Microsoft PowerPoint Ribbon taught the company that the
more users leverage additional portions of the platform, the
more it leads to retention and customer satisfaction.
http://blog.junta42.com/2011/07/gamification-examples-content-marketing/
50. SAPâs Gamification Strategy
âUnite 1 billion Earthlings within 48 moons to
defend the empire against the dark hordes.â
Their words, not mine. Iâm a
frog and not part of any
dark horde.
Source: SAP Gamification Overview
51. IBM saved millions by gamifying product
manual translation and localization.
The IBM Social laboratory is also using gamification and
crowdsourcing principles to reduce the cost of internal
projectsâŚ.[Jeff] Schick cited a language translation and localization effort
for product manuals that typically cost the company millions.
Yet IBM was able to significantly reduce the expense and increase
accuracy by awarding points to employees who helped translate the
documents. Employees with the highest point totals earned money for
their charities.â
http://gamification.com/post/7903026979/the-ibm-social-laboratory-is-also-using
53. Thatâs legit!
Enterprise Gamification
improves engagement
and participation among
employees, partners and
customers.
54. All together, Iâve seen
three ways that
Gamification can benefit
the businessâŚ
55. Gamification is being used to build brand loyalty
and awareness plus engage end users.
Brand Awareness Brand Loyalty User Engagement
Brand
Awareness,
User 22%
Engagement,
44%
Brand Loyalty,
33%
Source: M2 Research
57. We know that user
adoption is key to the
ROI of technology
investments.
Letâs take a look a the
state of end user
adoptionâŚ
58. 2010 Survey asked, What is the greatest factor preventing end-usersâ from deriving value from software?
60% cited âslow adoption/transference of
best practicesâ
Source: NeoChange (2010)
59. The same study cited the average effective
usage rate was 54%
Source: NeoChange (2010)
60. Up to 25% of end-users' application face-
time can be lost productivity.
Ho-hum
Source: NeoChange (March(2010)
Source: NeoChange 2011)
61. Gamers tend to be more
motivated than non-gamers to be
connected to others, and they
display a higher than average
propensity to interact with brands
on social networks...
Adam Kleinberg for Mashable
62. Thatâs cool.
User Adoption creates
business value by
improving ROI and
lowering TCO.
Thatâs important stuff for
IT and the business.
63. And gamification impacts
user adoption (by
improving user
engagement).
That will drive ROI and
TCO. Thatâs real value.
64. Brand loyalty is related to
customer satisfaction and
retention.
If customers are satisfied
and loyal â this reduces
churn rates.
65. Research shows that SaaS
companies experience
between 8.5% to 60%
churn rates.
If Gamification can reduce
churn rates, that impacts
real dollars.
Sources: Cloudave.com
66. I understood the value.
Now, I just needed to
skate through HOW one
applies gamification.
Sources: AIIM and Cloudave.com
70. And thereâs method to designâŚ
Source: Gabe Zichermann (Loop) and Gamificationofwork.com [Logo] . Note: Gabe is a Gamification super hero.
71. Gamification gurus from Bunchball recommend these
11 steps
Source: http://www.bunchball.com/
72. Know the Rules and Considerations â avoid
getting into deep Sheep!
Source: Davis Wright, Tremaine, An Introduction to Gamification, April 2011.
73. To evaluate âreadinessâ for gamification, I
needed to look into the state of ourâŚ
ďą Content Strategy
ďą Social Media Program
ďą User Experience & Design (UXD)
ďą Strategy! Yep, youâll need one of those with clear
objectives and performance metrics.
ď§ Oh yeah, donâtâ forget that budget and resource thing too!
ďą Commitment from executive sponsors and key
stakeholders
ďą Project management: experienced at coordinating
multiple departments, deadlines and diverse personalities.
ď§ Could also include agencies, vendors and/or contractors.
74. I had found answers:
ďź Whoâs using Gamification?
ďź Why?
ďź What is Gamification?
ďź Why would I want it?
ďź Does it drive business value?
ďź How do I get started?
I used many sources to find this
informationâŚ
75. Far from an exhaustive list, these are some
of my favâs
Gamification Gurus:
⢠Gabe Zicherman, gamification.co
⢠Mary Jo Kim, shufflebrain.com
⢠Michael Wu, Ph.D, Lithium.com
⢠Seth Priebatsch, SCVNGR.com
⢠Adam Kleinberg, Traction.com
Cool Companies:
Many out there - these ones have great information online.
⢠Bunchball
⢠Gamify.it
⢠Lithium
⢠Shufflebrain
⢠SCVNGR
76. I liked these books;
Amazon has many, many more.
Game-Based Marketing: Total Engagement: Using Fun Inc.: Why Gaming
Inspire Customer Loyalty Games and Virtual Will Dominate the
Through Rewards, Worlds to Change the Twenty-First Century
Challenges, and Contests Way People Work and By: Tom Chatfield
By: Gabe Zichermann and Businesses Compete (Nov 15, 2010)
Joselin Linder By: Byron Reeves and J.
(Mar 29, 2010) Leighton Read
(Nov 2, 2009)
78. You can contact this nice lady too.
⢠Sheâs the Director of Solution Marketing at OpenText,
⢠With over 15 years in B2B software marketing,
⢠And is a master, an AIIM certified ECM master, that is.
⢠She writes editorial and is a columnist with
CMSWire.com
⢠And she presented on Gamification and Content
strategy at the EU Content Strategy Forum, Europe,
2011
SHEâS PASSIONATE ABOUT
⢠Marketing 3.0, Apps (software & marketing automation) combined with the
consumerization of IT â and how itâs blazing a trail for new B2B marketing practices.
⢠Keeping up with the Joneses and writing | blogging | sharing info on Content Strategy,
Marketing and Mgmt.
⢠Managing an insatiable obsession for shoes.
⢠Certified Yoga Teacher and aspiring Yoga Therapist