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Gamified Zamzee
                         Boosts Kids’
                         Physical Activity
                         by 59%



www.bunchball.com

2200 Bridge Pkwy
Suite 201
Redwood City, CA 94065

408-985-2034
sales@bunchball.com
                                             1
Zamzee is a social enterprise on a mission to help kids and their families make physical
                                       activity a fun part of daily life. Originally developed by HopeLab, Zamzee is an activity
                                       meter and motivational website meant to increase physical activity levels and, in doing
                                       so, help fight the sedentary behavior epidemic in the U.S., a key risk factor associated
                                       with obesity, heart disease and diabetes.
Challenge
                                       Bunchball’s Nitro gamification platform is a key part of the zamzee.com motivational
•	Create a youth-focused,
  gamified, online experience          experience. Zamzee’s gamified website--optimized through a series of scientific studies
                                       to initiate and sustain positive behavior change--allows kids to view their activity
•	Inspire kids to participate and
  stay motivated                       levels, earn points for movement, achieve goals, select rewards and customize their
                                       experience by designing their own avatar.
•	Drive increased activity levels to
  improve health
                                       A six-month study showed that the Zamzee program increased physical activity in kids
Solution                               by an average of 59% and had positive impact on risk factors associated with heart
•	The Zamzee activity meter to
                                       disease and diabetes.
  measure movement

•	The Zamzee motivational
  website, featuring Bunchball’s
  market-leading Nitro
  gamification platform                Challenge
•	A combination of extrinsic and       According to the World Health Organization, sedentary behavior is the fourth
  intrinsic rewards to initiate and    leading cause of death globally. Research shows that lack of physical activity is
  sustain behavior change
                                       a major risk factor for obesity, heart disease, type 2 diabetes and some cancers,
                                       contributing to 5.3 million deaths annually. Research shows that physical activity
Results
                                       can have positive impact on physical health, as well as psychological well-being.
•	59% increase in participants’
  moderate-to-vigorous physical        At Zamzee, the company’s social mission is to get kids and families more physical
  activity
                                       active as a way to improve health. However, young people today often lack the
•	Positive impact on biological        opportunity and motivation to exercise, particularly as technology and media
  risk factors associated with heart
  disease and diabetes                 increasingly compete for their attention. Zamzee set out to create a program that
                                       combined the fun of games and the science of motivation to boost physical activity
•	An engaging, interactive
  program that makes physical
                                       levels in participants.
  activity a part of daily life




                                                                                                                              2
Solution
The Zamzee device is an activity meter worn on a belt or carried in a pocket that
monitors physical activity throughout the day. Users regularly plug their devices
into their computers and upload recorded physical activity data into their online
personal profile. The profile is a key part of the motivational, game-based website,
designed to initiate and sustain behavioral change based on scientific principles.
Through the site, kids may view their activity levels, earn points for movement,
achieve goals, and convert data into points that can be redeemed for virtual goods
and real-world rewards.




     “This study shows that technology is not just part of the
     problem; it can also be part of the solution in helping kids
     to be more physically active.”
                                                          - Steve Cole, Ph.D.
                                                Professor of Medicine, UCLA
                                    HopeLab VP of Research and Development




                                                                             3
Results
The unprecedented success of the Zamzee program is a strong testament to the
power of gamification. Kids are inspired by the game mechanics (points, levels,
leaderboards, avatar) and game dynamics (rewards, status, competition) of the
program, and they work hard to succeed.

A study of Zamzee sponsored by HopeLab and Robert Wood Johnson Foundation
enrolled 448 middle-school-aged adolescents randomly assigned to two groups:
Those that used the Zamzee activity meter and also received access to the motivational
website, and those that received a Zamzee meter but had no access to the site. The
study found that the kids with access to the gamified website showed a 59% increase
in moderate-to-vigorous physical activity (MVPA) over those that were only given the
meter. These results persisted throughout the six-month study period, and access to the
game-based motivational web experience was the crucial differentiator.

Significant increases in physical activity were seen across a number of groups
at risk for sedentary behavior, including a 27% increase among overweight
participants and a 103% increase among girls. In addition, study results also
showed the program had a positive effect on key biological factors associated with
diseases linked to sedentary behavior. Participants experienced reduced gains in
LDL or “bad” cholesterol, a risk factor for heart disease, and also showed improved
blood sugar control, a risk factor for Type 2 diabetes




About the Nitro Gamification Platform                                About Bunchball
 Bunchball’s gamification engine, Nitro, is                     Bunchball is the market leader and visionary
the industry’s most scalable and reliable                       in gamification. Powering the Engaged
gamification platform, serving up to 70 million                 Enterprise, Bunchball enables organizations
unique users and 2.3 billion actions each                       to improve business performance throughout
month. Nitro’s flexible and easily implemented                  their ecosystem by creating highly active and
architecture enables businesses to create                       loyal customers, employees, and partners.
compelling, meaningful and enjoyable                            Bunchball’s comprehensive suite of innovative
experiences for consumers, employees, and                       cloud-based solutions empowers companies
partners that keep them interested, focused,                    to engage and motivate, leading to improved
collaborative and highly productive. Nitro                      employee productivity, customer loyalty and
delivers the industry’s most comprehensive                      ROI. Bunchball’s world-class customers include
set of game mechanics and is available as a                     Adobe, HP, Cisco, Warner Bros., Comcast,
platform for building customized gamification                   LiveOps, VMware and Hasbro. Based in
applications, or as a platform-specific solution                Silicon Valley, Bunchball’s investors include
for leading enterprise systems including Jive,                  Granite Ventures, Triangle Peak Partners,
Salesforce.com, and others.                                     Northport Investments, and Correlation
                                                                Ventures. For more information, visit www.
                                                                bunchball.com, our blog at www.gamification.
                                                                com, or follow @bunchball.


www.bunchball.com
                                               All of the images used in this document, including but not exclusive
408.985.2034                                   to screen shots and gamification program components, belong to the
sales@bunchball.com                            respective site owners and may not be copied or reproduced.



Copyright © Bunchball, Inc., 2013. All rights reserved.                       January 2013                       4

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Zamzee Case Study - How Gamification Boosted Kids’ Physical Activity by 59%

  • 1. Gamified Zamzee Boosts Kids’ Physical Activity by 59% www.bunchball.com 2200 Bridge Pkwy Suite 201 Redwood City, CA 94065 408-985-2034 sales@bunchball.com 1
  • 2. Zamzee is a social enterprise on a mission to help kids and their families make physical activity a fun part of daily life. Originally developed by HopeLab, Zamzee is an activity meter and motivational website meant to increase physical activity levels and, in doing so, help fight the sedentary behavior epidemic in the U.S., a key risk factor associated with obesity, heart disease and diabetes. Challenge Bunchball’s Nitro gamification platform is a key part of the zamzee.com motivational • Create a youth-focused, gamified, online experience experience. Zamzee’s gamified website--optimized through a series of scientific studies to initiate and sustain positive behavior change--allows kids to view their activity • Inspire kids to participate and stay motivated levels, earn points for movement, achieve goals, select rewards and customize their experience by designing their own avatar. • Drive increased activity levels to improve health A six-month study showed that the Zamzee program increased physical activity in kids Solution by an average of 59% and had positive impact on risk factors associated with heart • The Zamzee activity meter to disease and diabetes. measure movement • The Zamzee motivational website, featuring Bunchball’s market-leading Nitro gamification platform Challenge • A combination of extrinsic and According to the World Health Organization, sedentary behavior is the fourth intrinsic rewards to initiate and leading cause of death globally. Research shows that lack of physical activity is sustain behavior change a major risk factor for obesity, heart disease, type 2 diabetes and some cancers, contributing to 5.3 million deaths annually. Research shows that physical activity Results can have positive impact on physical health, as well as psychological well-being. • 59% increase in participants’ moderate-to-vigorous physical At Zamzee, the company’s social mission is to get kids and families more physical activity active as a way to improve health. However, young people today often lack the • Positive impact on biological opportunity and motivation to exercise, particularly as technology and media risk factors associated with heart disease and diabetes increasingly compete for their attention. Zamzee set out to create a program that combined the fun of games and the science of motivation to boost physical activity • An engaging, interactive program that makes physical levels in participants. activity a part of daily life 2
  • 3. Solution The Zamzee device is an activity meter worn on a belt or carried in a pocket that monitors physical activity throughout the day. Users regularly plug their devices into their computers and upload recorded physical activity data into their online personal profile. The profile is a key part of the motivational, game-based website, designed to initiate and sustain behavioral change based on scientific principles. Through the site, kids may view their activity levels, earn points for movement, achieve goals, and convert data into points that can be redeemed for virtual goods and real-world rewards. “This study shows that technology is not just part of the problem; it can also be part of the solution in helping kids to be more physically active.” - Steve Cole, Ph.D. Professor of Medicine, UCLA HopeLab VP of Research and Development 3
  • 4. Results The unprecedented success of the Zamzee program is a strong testament to the power of gamification. Kids are inspired by the game mechanics (points, levels, leaderboards, avatar) and game dynamics (rewards, status, competition) of the program, and they work hard to succeed. A study of Zamzee sponsored by HopeLab and Robert Wood Johnson Foundation enrolled 448 middle-school-aged adolescents randomly assigned to two groups: Those that used the Zamzee activity meter and also received access to the motivational website, and those that received a Zamzee meter but had no access to the site. The study found that the kids with access to the gamified website showed a 59% increase in moderate-to-vigorous physical activity (MVPA) over those that were only given the meter. These results persisted throughout the six-month study period, and access to the game-based motivational web experience was the crucial differentiator. Significant increases in physical activity were seen across a number of groups at risk for sedentary behavior, including a 27% increase among overweight participants and a 103% increase among girls. In addition, study results also showed the program had a positive effect on key biological factors associated with diseases linked to sedentary behavior. Participants experienced reduced gains in LDL or “bad” cholesterol, a risk factor for heart disease, and also showed improved blood sugar control, a risk factor for Type 2 diabetes About the Nitro Gamification Platform About Bunchball Bunchball’s gamification engine, Nitro, is Bunchball is the market leader and visionary the industry’s most scalable and reliable in gamification. Powering the Engaged gamification platform, serving up to 70 million Enterprise, Bunchball enables organizations unique users and 2.3 billion actions each to improve business performance throughout month. Nitro’s flexible and easily implemented their ecosystem by creating highly active and architecture enables businesses to create loyal customers, employees, and partners. compelling, meaningful and enjoyable Bunchball’s comprehensive suite of innovative experiences for consumers, employees, and cloud-based solutions empowers companies partners that keep them interested, focused, to engage and motivate, leading to improved collaborative and highly productive. Nitro employee productivity, customer loyalty and delivers the industry’s most comprehensive ROI. Bunchball’s world-class customers include set of game mechanics and is available as a Adobe, HP, Cisco, Warner Bros., Comcast, platform for building customized gamification LiveOps, VMware and Hasbro. Based in applications, or as a platform-specific solution Silicon Valley, Bunchball’s investors include for leading enterprise systems including Jive, Granite Ventures, Triangle Peak Partners, Salesforce.com, and others. Northport Investments, and Correlation Ventures. For more information, visit www. bunchball.com, our blog at www.gamification. com, or follow @bunchball. www.bunchball.com All of the images used in this document, including but not exclusive 408.985.2034 to screen shots and gamification program components, belong to the sales@bunchball.com respective site owners and may not be copied or reproduced. Copyright © Bunchball, Inc., 2013. All rights reserved. January 2013 4