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Gamification	
  in	
  the	
  world	
  of	
  Digital	
  Marketing	
  
	
  
Introduction	
  to	
  Gamification	
  
	
  
Since	
   the	
   90s,	
   thanks	
   to	
   technological	
   development,	
   the	
   interest	
   toward	
   integration	
   of	
   video	
  
games,	
  marketing	
  and	
  business	
  is	
  increased.	
  New	
  elements	
  were	
  introduced	
  in	
  order	
  to	
  enrich	
  and	
  
renew	
  engagement	
  processes	
  to	
  increase	
  sales	
  performances	
  and	
  brand	
  engagement.	
  
	
  
Millennium	
  generation	
  is	
  the	
  first	
  to	
  embrace	
  gaming	
  as	
  primary	
  form	
  of	
  entertainment.	
  According	
  
to	
  Nielsen	
  2014	
  Report,	
  Millennials	
  are	
  one	
  of	
  the	
  largest	
  population	
  segment	
  in	
  the	
  USA.	
  These	
  
young	
  consumers	
  are	
  the	
  largest	
  segment	
  of	
  smartphones	
  owner,	
  about	
  77	
  Million	
  euros.	
  	
  
	
  
The	
  following	
  infographic	
  shows	
  smartphones	
  market	
  share	
  by	
  age	
  and	
  gender.	
  	
  
	
  
	
  
Gamification	
   can	
   influence	
   people's	
   behaviour	
   by	
   changing	
   brain	
   chemicals	
   and	
   stimulating	
  
dopamine	
  and	
  aiming	
  to	
  their	
  emotional	
  side.	
  
  4	
  
Game	
  has	
  always	
  been	
  part	
  of	
  human	
  activities	
  and	
  now	
  is	
  going	
  to	
  be	
  the	
  predominant	
  trend	
  in	
  
the	
  digital	
  business.	
  
	
  
Rewards	
  (badges,	
  levels,	
  leaderboards)	
  gratify	
  active	
  users	
  and	
  stimulate	
  competition.	
  
Finding	
   the	
   right	
   rewards	
   is	
   important	
   to	
   engage	
   new	
   customers	
   and	
   stimulate	
   active	
  
participation,	
   elaborating	
   a	
   series	
   of	
   activities	
   connected	
   to	
   behavioral	
   change	
   and	
   to	
   the	
  
development	
  of	
  player's	
  engagement.	
  
	
  
Companies	
  &	
  Markets,	
  in	
  its	
  latest	
  report	
  "Global	
  Gamification	
  Market	
  2012-­‐2016",	
  estimates	
  a	
  
99%	
  growth	
  rate	
  in	
  the	
  period	
  2012-­‐2016,	
  meaning	
  an	
  annual	
  increase	
  of	
  approximately	
  25%	
  on	
  
average.	
  
	
  
No	
  coincidence	
  that	
  gamification	
  market	
  has	
  reached	
  globally	
  nearly	
  half	
  a	
  billion	
  euro	
  and	
  the	
  
forecast	
  show	
  a	
  fast	
  growth	
  that	
  will	
  take	
  it	
  to	
  at	
  least	
  4	
  billion	
  per	
  year	
  by	
  2018.	
  
	
  
Different	
  studies	
  explained	
  the	
  complexity	
  of	
  fun	
  with	
  the	
  acronym	
  “MDA”	
  (Mechanics,	
  Design,	
  
Aesthetics).	
  
	
  
The	
   MDA	
   framework	
   was	
   created	
   by	
   Robert	
   Hunicke,	
   Merc	
   LeBlanc	
   e	
   Robert	
   Zubek	
   (Game	
  
Designers)	
   in	
   2001,	
   this	
   approach	
   helps	
   to	
   use	
   thinking	
   systems	
   to	
   describe	
   the	
   interaction	
   of	
  
game	
  elements	
  and	
  their	
  application	
  in	
  a	
  non-­‐game	
  context.	
  
	
  
Emotions	
  become	
  company's	
  objective	
  and	
  the	
  “mechanics”	
  are	
  the	
  basic	
  support	
  to	
  reach	
  the	
  
desired	
  purpose.	
  
	
  
To	
  design	
  a	
  game	
  influencing	
  users	
  behaviors,	
  we	
  need	
  to	
  understand	
  that	
  is	
  not	
  the	
  game	
  attracts	
  
the	
  player,	
  but	
  the	
  Mechanics	
  in	
  use,	
  meaning	
  the	
  procedures	
  and	
  rules	
  describing	
  what	
  can	
  be	
  
done,	
   the	
   aims	
   and	
   the	
   rewards.	
   	
   The	
   emotions	
   given	
   by	
   the	
   games	
   aesthetics	
   are	
   voluntarily	
  
caused	
   by	
   the	
   game	
   design.	
   The	
   system	
   causes	
   player's	
   emotions:	
   competition,	
   socialization,	
  
cooperation,	
   auto	
   expression,	
   discovery,	
   pleasure;	
   finally	
   Dynamics	
   are	
   the	
   behaviors	
   and	
   the	
  
choices	
  taken	
  by	
  the	
  player	
  in	
  the	
  game	
  system	
  regulated	
  by	
  emotions.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Framework	
  MDA	
  
	
  
  5	
  
The	
   main	
   purpose	
   of	
   gamification	
   is	
   to	
   influence	
   everyday	
   activities,	
   usually	
   thought	
   as	
  
boring,	
  looking	
  for	
  a	
  natural	
  and	
  fun	
  engagement,	
  making	
  engaging	
  context	
  that	
  usually	
  are	
  
not.	
  
	
  
Who	
  would	
  think	
  that	
  serve	
  a	
  table,	
  manage	
  a	
  farm,	
  raise	
  animals	
  or	
  plan	
  air	
  traffic	
  are	
  premises	
  
of	
  a	
  successful	
  game?	
  
	
  
Everything	
  can	
  turn	
  into	
  a	
  gameful	
  action,	
  suitable	
  for	
  creating	
  value,	
  but…	
  
	
  
What	
  is	
  the	
  difference	
  between	
  a	
  Gamification,	
  video	
  Games	
  and	
  Rewards	
  Programs?	
  
	
  
According	
  to	
  Gartner,	
  a	
  Key	
  characteristic	
  of	
  gamified	
  solutions	
  is	
  that	
  they	
  focus	
  on	
  goals	
  that	
  are	
  
shared	
  by	
  players	
  and	
  the	
  providers;	
  however,	
  there	
  is	
  a	
  lot	
  of	
  confusion	
  and	
  debate	
  surrounding	
  
the	
  similarities	
  and	
  difference	
  among	
  video	
  games,	
  rewards	
  programs	
  and	
  gamification.	
  Because	
  
they	
   share	
   some	
   similar	
   constructs,	
   such	
   as	
   points,	
   badges	
   and	
   levels,	
   people	
   often	
   think	
   they	
  
same	
  and	
  that	
  the	
  principles	
  that	
  are	
  applied	
  to	
  one	
  can	
  be	
  applied	
  to	
  another.	
  But	
  video	
  games	
  
and	
   rewards	
   programs	
   are	
   very	
   different	
   from	
   gamification,	
   and	
   it’s	
   important	
   to	
   have	
   a	
   clear	
  
understanding	
  of	
  the	
  different	
  goals	
  and	
  value	
  exchanges	
  to	
  avoid	
  confusion.	
  
	
  
Gamification,	
  video	
  Games	
  and	
  Rewards	
  Programs:	
  
	
  
	
  
	
  
Gamification,	
  video	
  games	
  and	
  rewards	
  programs	
  are	
  similar	
  in	
  a	
  few	
  ways:	
  
• They	
  engage	
  "players"	
  voluntarily.	
  	
  
• They	
  use	
  game	
  mechanics	
  such	
  as	
  points	
  and	
  levels.	
  	
  
• They	
  are	
  interactive.	
  	
  
• They	
  incorporate	
  progression	
  to	
  move	
  players	
  to	
  the	
  next	
  level.	
  	
  
  6	
  
But	
  the	
  differences	
  are	
  more	
  important	
  than	
  the	
  similarities.	
  Video	
  games,	
  rewards	
  programs	
  and	
  
gamification	
  engage	
  people	
  on	
  very	
  different	
  levels,	
  and	
  they	
  have	
  entirely	
  different	
  purposes:	
  
• Games	
  primarily	
  engage	
  players	
  on	
  a	
  whimsical	
  level	
  to	
  entertain	
  them.	
  	
  
• Rewards	
  programs	
  primarily	
  engage	
  players	
  on	
  a	
  transactional	
  level	
  to	
  compensate	
  them.	
  	
  
• Gamification	
  engages	
  players	
  on	
  an	
  emotional	
  level	
  to	
  motivate	
  them.	
  
We	
  believe	
  Nike	
  is	
  a	
  good	
  example	
  of	
  a	
  brand	
  using	
  gamification	
  strategies	
  to	
  engage	
  customers	
  
in	
   challenges,	
   thus	
   enhancing	
   their	
   athletic	
   performances	
   through	
   technology	
   and	
   community,	
  
combining	
  all	
  of	
  this	
  into	
  a	
  product,	
  associated	
  to	
  a	
  community	
  management	
  program.	
  	
  
	
  
Building	
  on	
  Nike+,	
  a	
  product	
  that	
  the	
  company	
  launched	
  in	
  2006	
  for	
  runners,	
  the	
  FuelBand	
  tracks	
  
what	
   the	
   company	
   calls	
   NikeFuel,	
   which	
   lets	
   people	
   compare	
   a	
   game	
   of	
   basketball	
   to	
   a	
   dance	
  
class,	
  for	
  example.	
  Nike’s	
  VP	
  Global	
  Brand	
  Trevor	
  Edwards	
  said	
  at	
  a	
  press	
  event	
  in	
  New	
  York	
  City	
  
that	
  the	
  product,	
  “Allows	
  everyone	
  to	
  measure	
  up	
  and	
  compete	
  with	
  others.”	
  
	
  
A	
  bracelet	
  that	
  allows	
  you	
  to	
  store	
  all	
  the	
  data	
  of	
  the	
  movements	
  that	
  our	
  bodies,	
  performs	
  during	
  
the	
  day	
  a	
  true	
  example	
  of	
  wearable	
  technology.	
  
	
  
The	
   Nike+	
   ecosystem	
   continues	
   to	
   expand	
   through	
   the	
   Nike+	
   Fuel	
   Lab	
   and	
   tech	
   industry	
  
partnerships.	
  By	
  integrating	
  NikeFuel	
  into	
  these	
  companies’	
  products,	
  over	
  100	
  million	
  potential	
  
new	
  athletes	
  will	
  be	
  able	
  to	
  use	
  NikeFuel	
  to	
  measure,	
  motivate	
  and	
  improve.	
  These	
  partnerships	
  
will	
   give	
   athletes	
   a	
   common	
   universal	
   currency	
   to	
   monitor	
   and	
   evaluate	
   their	
   many	
   forms	
   of	
  
activity.	
  
	
  
Nike	
  used	
  an	
  on-­‐line	
  role	
  multiplayer	
  game	
  (MMORPG	
  -­‐	
  Massive,	
  Multiplayer	
  Online	
  Role-­‐Playing	
  
Game)	
  in	
  its	
  digital	
  fitness	
  program,	
  characterized	
  by	
  daily	
  social	
  challenges	
  with	
  long	
  and	
  -­‐short	
  
term	
  objectives.	
  
In	
  this	
  case,	
  an	
  intrinsic	
  motivation	
  moves	
  the	
  players	
  toward	
  a	
  satisfying	
  action,	
  stimulating	
  in	
  
itself,	
  in	
  order	
  to	
  increase	
  his	
  engagement	
  and	
  the	
  bond	
  with	
  the	
  brand.	
  
	
  
  7	
  
	
  
(NIKE-­‐	
  http://goo.gl/WReoyR)	
  
	
  
	
  
The	
  reason	
  of	
  success	
  and	
  the	
  appeal	
  for	
  the	
  consumer,	
  is	
  the	
  fascination	
  “caused”	
  by	
  gamification	
  
programs.	
  
The	
   company	
   must	
   see	
   clearly	
   since	
   the	
   beginning	
   both	
   player's	
   motivation	
   and	
   objectives	
   to	
  
reach.	
   These	
   are	
   pursued	
   through	
   the	
   right	
   game	
   structure,	
   defined	
   by	
   specific	
   parameters	
   of	
  
interaction	
  between	
  players	
  and	
  final	
  end.	
  	
  
	
  
The	
  game's	
  structure	
  is	
  based	
  on	
  four	
  opposed	
  parameters,	
  that	
  will	
  be	
  proposed	
  again	
  in	
  the	
  
success	
  stories	
  analyzed	
  in	
  the	
  document:	
  
	
  
	
  
Collaborative/	
  competitive:	
  The	
  competition	
  is	
  one	
  of	
  the	
  possible	
  systems	
  to	
  engage	
  people,	
  but	
  
it	
  must	
  be	
  used	
  with	
  caution:	
  in	
  the	
  majority	
  of	
  cases,	
  more	
  collaborative	
  solutions	
  are	
  created,	
  in	
  
order	
  to	
  reach	
  personal	
  objectives	
  while	
  supporting	
  other	
  players.	
  Nike	
  combines	
  collaboration	
  
and	
  competition	
  in	
  its	
  digital	
  fitness	
  system;	
  it	
  motivates	
  players	
  to	
  succeed	
  in	
  the	
  fitness	
  program	
  
but	
  not	
  necessarily	
  in	
  a	
  competition.	
  
	
  
Intrinsic/	
  extrinsic:	
  Extrinsic	
  motivations	
  are	
  those	
  where	
  the	
  player	
  is	
  emotionally	
  stimulated	
  to	
  
perform	
  an	
  action	
  “for	
  its	
  own	
  sake	
  and	
  pleasure”.	
  Being	
  offered	
  intangible	
  rewards,	
  Nike	
  players	
  
are	
   impelled	
   by	
   and	
   intrinsic	
   motivation	
   to	
   rise	
   in	
   ranking,	
   reaching	
   their	
   personal	
   goals	
   (not	
  
elevating	
  player	
  status).	
  Meanwhile	
  the	
  same	
  player	
  gets	
  satisfaction	
  in	
  receiving	
  tangible	
  rewards	
  
for	
  the	
  achieved	
  goals.	
  In	
  this	
  last	
  case,	
  we	
  talk	
  about	
  a	
  extrinsic	
  motivational	
  factor.	
  
	
  
Multiplayer/Solitary:	
   As	
   previously	
   mentioned	
   Nike+	
   is	
   a	
   multiplayer	
   game,	
   where	
   players	
  
interact;	
  on	
  the	
  contrary,	
  in	
  solitary	
  games	
  the	
  player	
  plays	
  against	
  himself,	
  interacting	
  only	
  with	
  
the	
   game.	
   Game	
   designers	
   have	
   a	
   very	
   important	
   role	
   here:	
   they	
   pre-­‐determinate	
   the	
   game	
  
endings.	
   These	
   are	
   designed	
   to	
   enhance	
   interactions	
   between	
   players	
   or	
   between	
   game	
   and	
  
player	
  (one-­‐to-­‐one).	
  
  8	
  
	
  
Campaign/Endless:	
  often	
  we	
  think	
  gamified	
  application	
  as	
  endless,	
  but	
  the	
  real	
  aim	
  is	
  to	
  teach	
  and	
  
promote	
   new	
   skills	
   and	
   new	
   habits;	
   these	
   long-­‐term	
   processes	
   end	
   only	
   when	
   the	
   user	
   learns	
  
certain	
  skills.	
  Nike+	
  player's	
  aim,	
  simply	
  running,	
  ends	
  at	
  the	
  end	
  of	
  every	
  run;	
  still	
  the	
  players	
  can	
  
undertake	
  a	
  personal	
  training,	
  harder	
  and	
  long-­‐term.	
  
	
  
To	
   the	
   date,	
   companies	
   are	
   increasingly	
   involved	
   in	
   strategies	
   geared	
   toward	
   applying	
  
gamification	
  programs	
  to	
  solve	
  problems	
  inside	
  and	
  outside	
  the	
  company	
  and	
  to	
  build	
  customer	
  
loyalty.	
  
	
  
Gamification	
   means	
   motivate	
   people	
   to	
   achieve	
   their	
   goals,	
   not	
   those	
   of	
   the	
   company.	
   If	
   a	
  
company	
  identifies	
  the	
  objectives	
  that	
  can	
  be	
  shared	
  with	
  their	
  consumers	
  and	
  provide	
  them	
  with	
  
meaningful	
  personal	
  goals,	
  then	
  it	
  will	
  get	
  tangible	
  business	
  results”.	
  
Any	
  gamified	
  solution	
  succeeds	
  only	
  if	
  users	
  are	
  engaged	
  in	
  a	
  game	
  where	
  the	
  goals	
  that	
  can	
  be	
  
achieved	
  also	
  add	
  value	
  to	
  the	
  user,	
  regardless	
  of	
  the	
  company’s	
  goals.	
  
	
  
Nike	
  +	
  users,	
  for	
  example,	
  are	
  required	
  to	
  achieve	
  the	
  objectives	
  that	
  aim	
  to	
  improve	
  their	
  physical	
  
condition	
  through	
  sport;	
  these	
  goals	
  are	
  not	
  directly	
  linked	
  to	
  those	
  of	
  Nike	
  brand,	
  except	
  to	
  the	
  
extent	
  of	
  the	
  added	
  value	
  of	
  Nike's	
  	
  	
  offer,	
  that	
  the	
  player	
  absorbs	
  throughout	
  the	
  game;	
  in	
  other	
  
words,	
  the	
  dynamics	
  of	
  the	
  game	
  and	
  the	
  recommendation	
  of	
  specific	
  objectives	
  positively	
  affects	
  
the	
   perception	
   of	
   the	
   brand,	
   triggering	
   mechanisms	
   of	
   loyalty,	
   as	
   well	
   as	
   spontaneous	
   self-­‐
promotion	
  of	
  the	
  community	
  born	
  around	
  game.	
  
	
  
In	
  a	
  2012	
  survey	
  conducted	
  by	
  Pew	
  Research	
  Center,	
  53	
  percent	
  of	
  people	
  surveyed	
  said	
  that	
  by	
  
2020	
   the	
   use	
   of	
   gamification	
   will	
   be	
   widespread,	
   while	
   42	
   percent	
   predicted	
   that	
   by	
   2020	
  
gamification	
  will	
  not	
  evolve	
  to	
  be	
  a	
  large	
  trend	
  except	
  in	
  specific	
  realms.	
  
	
  
	
  
The	
  objectives	
  of	
  Gamification	
  
	
  
Gamification	
  is	
  becoming	
  year	
  by	
  year	
  a	
  major	
  trend	
  affecting	
  many	
  social	
  and	
  business	
  fields,	
  
oriented	
  to	
  reach	
  one	
  of	
  the	
  following	
  objectives:	
  
	
  
	
  
• Change	
  behaviors	
  	
  
• Develop	
  skills	
  
• Enable	
  innovation	
  
	
  
	
  
Changing	
  behavior:	
  the	
  main	
  purpose	
  of	
  gamification	
  is	
  to	
  attract	
  a	
  specific	
  audience,	
  encouraging	
  
them	
  to	
  change	
  their	
  behavior.	
  
	
  
In	
   the	
   game	
   frame	
   people	
   are	
   more	
   likely	
   to	
   adopt	
   new	
   habits	
   and	
   engage	
   new	
   users.	
  
From	
  companies'	
  point	
  of	
  view,	
  gamification	
  is	
  a	
  new	
  way	
  to	
  show	
  the	
  features	
  of	
  their	
  product	
  to	
  
consumers,	
   using	
   gaming	
   as	
   "social	
   connector"	
   (users	
   participating	
   in	
   the	
   game	
   can	
   become	
  
“evangelists”	
  of	
  company’s	
  products).	
  
Moreover,	
   Brands	
   can	
   use	
   it	
   as	
   a	
   real	
   business	
   strategy,	
   to	
   enhance	
   loyalty	
   programs	
   and	
   to	
  
improve	
  employee	
  performances.	
  
  9	
  
Finally,	
   some	
   gamified	
   solutions	
   are	
   aimed	
   at	
   improving	
   the	
   lifestyle	
   of	
   the	
   people	
   and	
   the	
  
environment	
  around	
  them.	
  
	
  
To	
  date,	
  brands	
  such	
  as	
  McDonalds,	
  Toyota,	
  Nike,	
  Volkswagen,	
  Coca-­‐Cola,	
  Heineken	
  and	
  others	
  
are	
   developing	
   engagement	
   strategies,	
   internal	
   and	
   external	
   to	
   the	
   company,	
   based	
   on	
  
gamification.	
  
Through	
  a	
  gamification	
  program,	
  many	
  companies	
  try	
  to	
  drive	
  workers	
  behavior	
  on	
  travel,	
  	
  
	
  Applying	
  prizes	
  and	
  rewards	
  designed	
  to	
  manage	
  their	
  traveling	
  habits.	
  	
  
	
  
This	
  is	
  the	
  case	
  of	
  Ovation,	
  a	
  company	
  for	
  the	
  management	
  of	
  corporate	
  travel.	
  Using	
  tangible	
  
rewards	
  to	
  ensure	
  the	
  correct	
  use	
  of	
  resources	
  given	
  to	
  an	
  employees	
  on	
  travel	
  for	
  a	
  company.	
  
	
  
Through	
  "Ovantage"	
  loyalty	
  program	
  and	
  rewards,	
  business	
  travelers	
  compelling	
  with	
  cost	
  saving	
  
policies	
  of	
  their	
  company	
  have	
  the	
  opportunity	
  to	
  earn	
  points	
  and	
  badges	
  that	
  can	
  be	
  used	
  to	
  
purchase	
  discounted	
  products	
  at	
  affiliated	
  stores.	
  
	
  
Enable	
   innovation:	
   Another	
   field	
   of	
   application	
   of	
   gamification	
   is	
   to	
   drive	
   innovation	
   within	
  
communities	
  and	
  companies.	
  A	
  playful	
  structure	
  can	
  provide	
  goals,	
  rules,	
  directions	
  to	
  users,	
  that	
  
are	
  stimulated	
  to	
  explore,	
  contribute,	
  experiment	
  and	
  solve	
  problems.	
  
In	
   this	
   field,	
   gamification	
   joins	
   crowdsourcing,	
   a	
   method	
   of	
   community	
   engagement	
   that	
   takes	
  
advantage	
  of	
  shared	
  knowledge	
  and	
  skills	
  of	
  a	
  collective	
  community.	
  
	
  
Fold	
   it,	
   for	
   example,	
   is	
   a	
   platform	
   developed	
   by	
   Biochemistry	
   Department	
   of	
   University	
   of	
  
Washington	
  Center	
  for	
  Science,	
  created	
  to	
  study	
  and	
  design	
  new	
  proteins,	
  using	
  game	
  mechanics	
  
and	
  crowdsourcing.	
  
	
  
Fold	
   it	
   includes	
   a	
   number	
   of	
   missions	
   in	
   which	
   the	
   user	
   "manipulates"	
   simple	
   proteins,	
   but	
  
periodically	
  puzzles	
  are	
  released	
  (proteins	
  to	
  design	
  or	
  challenges	
  to	
  find	
  proteins	
  real	
  structure).	
  
The	
   goal	
   is	
   to	
   help	
   research	
   on	
   protein	
   folding	
   and	
   design	
   of	
   new	
   proteins,	
   speeding	
   up	
   and	
  
reducing	
  the	
  costs	
  of	
  research	
  related	
  to	
  many	
  genetic	
  diseases.	
  
This	
  allows	
  to	
  solve,	
  in	
  only	
  ten	
  days,	
  AIDS-­‐related	
  problems	
  that	
  have	
  been	
  unsolved	
  for	
  fifteen	
  
years,	
  not	
  by	
  using	
  lab	
  scientists,	
  but	
  fans	
  at	
  no	
  expense	
  
There	
  have	
  been	
  over	
  240,000	
  players,	
  a	
  major	
  breakthrough	
  in	
  the	
  field	
  of	
  AIDS	
  research.	
  
	
  
	
  
Developing	
   skills:	
   another	
   area	
   suitable	
   to	
   implement	
   an	
   approach	
   based	
   on	
   gamification	
   is	
  
education.	
  
In	
   this	
   field,	
   games	
   mirror	
   the	
   behavioral	
   skills	
   of	
   the	
   player	
   and	
   by	
   simulating	
   real	
   work	
  
environment,	
  allow	
  the	
  user	
  to	
  implement	
  their	
  skills	
  through	
  interactive	
  and	
  engaging	
  processes,	
  
receiving	
  feedback	
  for	
  every	
  action	
  undertaken	
  in	
  the	
  simulated	
  scenario.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
  10	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
"Science	
  Daily",	
  an	
  online	
  magazine	
  of	
  scientific	
  articles,	
  published	
  a	
  study	
  by	
  Traci	
  Sitzmann,	
  
PhD	
   student	
   of	
   the	
   University	
   of	
   Colorado	
   Denver	
   Business	
   School.	
   According	
   to	
   this	
   study	
  
workers	
  are	
  "more	
  motivated,	
  learn	
  more	
  and	
  forget	
  less”	
  if	
  companies	
  are	
  using	
  videogames	
  for	
  
training	
  purposes.	
  
	
  
Throughout	
   a	
   year,	
   Sitzmann	
   examined	
   65	
   cases	
   and	
   collected	
   6476	
   questionnaires,	
   with	
   data	
  
showing	
   that,	
   "compared	
   to	
   other	
   trainees,	
   those	
   who	
   use	
   videogames	
   have	
   increased	
   their	
  
general	
  knowledge	
  by	
  11%,	
  their	
  basic	
  knowledge	
  by	
  14%	
  and	
  by	
  9%	
  memory	
  endurance".	
  
http://www.sciencedaily.com/releases/2010/10/101019171854.htm	
  
	
  
An	
  example	
  is	
  Renault's	
  project	
  Renault	
  Academy.	
  Training	
  of	
  managing	
  behavior,	
  exploiting	
  the	
  
assets	
  of	
  games	
  in	
  order	
  to	
  train	
  all	
  Renault	
  retailers.	
  Retailer	
  could	
  identify	
  with	
  their	
  professional	
  
role	
  and	
  virtually	
  improve	
  their	
  sales	
  performances.	
  The	
  game	
  was	
  developed	
  in	
  four	
  languages	
  
and	
  has	
  been	
  adapted	
  to	
  the	
  needs	
  of	
  the	
  company's	
  international	
  sales	
  network.	
  
	
  
Renault	
  wanted	
  to	
  increase	
  the	
  efficiency	
  of	
  the	
  sales	
  force	
  in	
  the	
  world	
  
	
  
The	
  famous	
  company	
  of	
  the	
  golden	
  "M",	
  Mc	
  Donald,	
  implemented	
  in	
  2014	
  a	
  gamification-­‐based	
  
program	
  to	
  speed	
  up	
  and	
  ease	
  the	
  understanding	
  of	
  the	
  new	
  cash	
  register	
  system	
  activated	
  in	
  
over	
  1300	
  sales	
  points	
  around	
  the	
  world	
  (currently	
  in	
  a	
  pilot	
  phase	
  in	
  UK).	
  
	
  
A	
   project	
   realized	
   by	
   Kineo	
   offers	
   global	
   learning	
   solutions	
   to	
   help	
   companies	
   improve	
  
performance	
   through	
   learning	
   and	
   technology.	
   The	
   project,	
   after	
   only	
   one	
   year	
   of	
  
implementation,	
  has	
  brought	
  remarkable	
  results,	
  so	
  that	
  now	
  the	
  portal	
  is	
  the	
  most	
  used	
  of	
  all	
  
time	
  by	
  Mc	
  Donald	
  employees,	
  although	
  not	
  mandatory.	
  
	
  
Results	
  obtained	
  after	
  a	
  year	
  of	
  implementation:	
  
	
  
• 145,000	
  page	
  views;	
  
• Reduction	
  by	
  7.9	
  seconds	
  on	
  the	
  average	
  time	
  of	
  a	
  customer	
  order;	
  
• On	
  Average	
  15	
  pence	
  increase	
  in	
  user	
  spending.	
  Total	
  amounts	
  to	
  18,000	
  pounds	
  per	
  store.	
  	
  
	
  
  11	
  
Since	
  the	
  program	
  began	
  in	
  2014	
  annual	
  growth	
  in	
  the	
  UK	
  was	
  23.7	
  million	
  pounds.	
  
	
  
How	
  does	
  it	
  work?	
  
	
  
Through	
  the	
  cash	
  register,	
  Mc	
  Donald's	
  employees	
  perform	
  their	
  usual	
  work,	
  but	
  in	
  an	
  innovative	
  
and	
  fun	
  way,	
  viewing	
  each	
  step	
  of	
  the	
  performed	
  procedure.	
  Gamification	
  (with	
  extrinsic	
  value)	
  
triggers	
  the	
  user	
  to	
  improve	
  his	
  working	
  performance	
  by	
  providing	
  bonus	
  and	
  points	
  for	
  specific	
  
actions	
  performed:	
  take	
  the	
  correct	
  order	
  or	
  more	
  orders	
  in	
  a	
  row	
  without	
  mistakes	
  and	
  complete	
  
the	
  order	
  in	
  the	
  shortest	
  possible	
  time.	
  More	
  information	
  is	
  available	
  on	
  Kineo	
  website	
  at	
  the	
  
following	
  link:	
  
http://goo.gl/tbghKH	
  	
  
	
  
	
  
	
  
	
  
Ultimately,	
  an	
  e-­‐learning	
  platform	
  with	
  gamification	
  elements	
  allows:	
  
	
  
• To	
  act	
  on	
  emotional	
  and	
  motivational	
  side,	
  improving	
  performance;	
  
	
  
• To	
  tackle	
  the	
  monotonousness	
  of	
  the	
  actions	
  with	
  fun,	
  showing	
  a	
  less	
  demanding	
  way	
  of	
  
learning;	
  
• To	
  stimulate	
  a	
  constant	
  growth	
  in	
  learning,	
  introducing	
  different	
  levels	
  of	
  complexity	
  in	
  the	
  
game	
  action.	
  
	
  
Thesepoints	
  are	
  essential	
  data	
  from	
  different	
  psychological	
  studies	
  that	
  identify	
  the	
  attention	
  time	
  
of	
  an	
  individual:	
  the	
  attention	
  of	
  a	
  person	
  lasts	
  for	
  a	
  relatively	
  long	
  period	
  (needed	
  to	
  learn	
  any	
  
kind	
  of	
  topic);	
  However,	
  there	
  is	
  a	
  gradual	
  deterioration	
  in	
  the	
  quality	
  of	
  cognitive	
  performance.	
  
	
  
  12	
  
In	
  a	
  lecture,	
  for	
  example,	
  the	
  attention	
  of	
  the	
  students	
  toward	
  the	
  lecturer	
  begins	
  to	
  decline	
  	
  after	
  
about	
  ten	
  minutes.	
  
	
  
In	
  training	
  contexts,	
  therefore,	
  multimedia	
  projects	
  integrated	
  with	
  gamification	
  are	
  ideal	
  to	
  keep	
  
a	
  high	
  level	
  of	
  attention.	
  When	
  the	
  information	
  to	
  be	
  stored	
  involves	
  many	
  feelings	
  (meaning	
  that	
  
involves	
  the	
  simultaneous	
  use	
  of	
  multiple	
  senses)	
  is	
  easier	
  to	
  remember.	
  
	
  
Edgar	
   Dale	
   (April	
   27th	
   1946),	
   American	
   educator,	
   invented	
   the	
   "cone	
   of	
   learning",	
   which	
  
investigates	
   the	
   relationships	
   between	
   different	
   types	
   of	
   audiovisual	
   materials	
   and	
   learning,	
  
arguing	
  that	
  "we	
  can	
  remember	
  10%	
  of	
  what	
  we	
  read,	
  20%	
  of	
  what	
  we	
  hear,	
  30%	
  of	
  what	
  we	
  see,	
  
50%	
  of	
  what	
  we	
  hear	
  and	
  see,	
  70%	
  of	
  what	
  we	
  say	
  and	
  90%	
  of	
  what	
  we	
  say	
  and	
  do.	
  
	
  
This	
   is	
   due	
   to	
   the	
   fact	
   that	
   a	
   greater	
   individual	
   involvement,	
   through	
   the	
   integration	
   of	
   multi-­‐
channel	
  information	
  and	
  the	
  incentive	
  to	
  move,	
  ease	
  learning.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Furthermore,	
  enriching	
  "Learning	
  games"	
  with	
  photos,	
  videos	
  and	
  interactions	
  is	
  a	
  great	
  way	
  to	
  
link	
  the	
  notions	
  to	
  a	
  memory.	
  
	
  
Such	
  kind	
  of	
  learning	
  game	
  is	
  Duolingo,	
  a	
  platform	
  committed	
  to	
  language	
  training,	
  appointed	
  by	
  
Apple	
  in	
  2013	
  as	
  "The	
  iPhone	
  app	
  of	
  the	
  year",	
  by	
  Google	
  as	
  "The	
  best	
  of	
  the	
  best	
  on	
  Android”	
  and	
  
by	
  TechCrunch	
  as	
  “Best	
  Startup	
  for	
  education.	
  
	
  
The	
  platform's	
  strategy	
  is	
  focused	
  on	
  the	
  "repetition"	
  of	
  the	
  action	
  by	
  the	
  user,	
  which	
  turns	
  the	
  
language	
  learning	
  into	
  a	
  fun	
  activity.	
  The	
  platform	
  uses	
  points	
  and	
  badges	
  as	
  intrinsic	
  rewards	
  and	
  
including	
  suggestions	
  of	
  a	
  game	
  assistant,	
  encouraging	
  the	
  repetition	
  to	
  help	
  him	
  to	
  get	
  to	
  the	
  
next	
  level.	
  
  13	
  
	
  
Duolingo's	
  web	
  and	
  mobile	
  application	
  are	
  completely	
  free,	
  but	
  it	
  has	
  been	
  defined	
  by	
  the	
  co-­‐
founder	
  Luis	
  Von	
  Ann,a	
  proper	
  business	
  model	
  for	
  language	
  learning.	
  
	
  
(TED	
  presentation	
  Duolingo)	
  
http://goo.gl/Vek3OT	
  
	
  
The	
  reason	
  that	
  moved	
  Luis	
  Von	
  Ahn	
  to	
  create	
  Duolingo	
  comes	
  from	
  this	
  question:	
  
"How	
  can	
  we	
  bring	
  100	
  million	
  people	
  on	
  the	
  web	
  to	
  translate	
  into	
  all	
  major	
  languages	
  for	
  free?"	
  
Duolingo,	
   moreover,	
   is	
   based	
   on	
   a	
   system	
   of	
   crowdsourcing	
   which	
   commits	
   all	
   users	
   of	
   the	
  
platform	
  to	
  translate	
  a	
  document	
  online,	
  by	
  practing	
  the	
  language.	
  
	
  
When	
   the	
   translation	
   is	
   complete,	
   Duolingo	
   returns	
   it	
   to	
   the	
   original	
   owner,	
   who	
   pays	
   the	
  
company	
  according	
  to	
  the	
  type	
  of	
  translation.	
  Meanwhile	
  the	
  players,	
  learn	
  by	
  translating	
  real	
  
content.	
  
Duolingo	
  thanks	
  to	
  this	
  system	
  has	
  signed	
  contracts	
  with	
  BuzzFeed	
  and	
  CNN,	
  to	
  translate	
  stories	
  
from	
  English	
  into	
  languages	
  such	
  as	
  Spanish,	
  French	
  and	
  Portuguese.	
  
Translated	
  documents	
  are	
  very	
  accurate,	
  as	
  each	
  translation	
  is	
  evaluated	
  and	
  controlled	
  by	
  many,	
  
until	
  the	
  final	
  version	
  perfectly	
  elaborated	
  is	
  sent	
  back	
  to	
  the	
  media.	
  
Doulingo's	
   app	
   has	
   12.5	
   million	
   active	
   users.	
   On	
   average	
   they	
   spend	
   30	
   minutes	
   a	
   day	
   on	
  
translations.	
   The	
   data	
   about	
   the	
   use	
   of	
   the	
   application,	
   were	
   analyzed	
   in	
   a	
   study	
   by	
   the	
   City	
  
University	
  of	
  New	
  York	
  (CUNY)	
  and	
  University	
  of	
  South	
  Carolina,	
  showing	
  that	
  spending	
  34	
  hours	
  
on	
  the	
  game	
  teaches	
  the	
  equivalent	
  of	
  one	
  semester	
  of	
  language	
  class	
  with	
  fee;	
  Furthermore,	
  the	
  
traffic	
  generated	
  by	
  the	
  mobile	
  app	
  shows	
  that	
  the	
  user	
  plays	
  in	
  particular	
  period	
  of	
  time	
  defined	
  
as	
  "Time-­‐killer":	
  that	
  is,	
  the	
  three	
  or	
  five	
  minutes	
  while	
  waiting	
  in	
  public	
  places).	
  
How	
  does	
  it	
  work?	
  
The	
  contents	
  are	
  organized	
  through	
  a	
  "skill	
  tree"	
  and	
  a	
  score	
  system	
  that	
  allows	
  to	
  skip	
  a	
  level	
  only	
  
by	
  passing	
  some	
  tests.	
  
The	
  lessons	
  are	
  organized	
  into	
  short	
  blocks,	
  thus	
  promoting	
  the	
  use	
  of	
  mobile	
  game.	
  Once	
  a	
  lesson	
  
is	
  over,	
  you	
  can	
  move	
  on,	
  with	
  the	
  possibility	
  of	
  going	
  back	
  to	
  refresh	
  the	
  weak	
  points	
  with	
  new	
  
exercises.	
  
The	
   Owl,	
   named	
   Duo,	
   is	
   the	
   mascot	
   of	
   the	
   game.	
   It	
   motivates	
   the	
   player	
   and	
   reminds	
   the	
  
importance	
  of	
  practicing	
  the	
  game	
  	
  daily	
  to	
  learn	
  a	
  new	
  language.	
  	
  	
  
According	
  to	
  Von	
  Ahn,	
  Duolingo	
  gains	
  between	
  16	
  million	
  and	
  20	
  million	
  users	
  in	
  a	
  matter	
  of	
  a	
  
week;	
  the	
  application	
  today	
  attracts	
  more	
  than	
  100,000	
  new	
  users	
  every	
  day.	
  
	
  
	
  
  14	
  
	
  
	
  
	
  
Von	
   Ahn,	
   built	
   Duolingo	
   on	
   the	
   same	
   logic	
   of	
   the	
   games	
   that	
   he	
   developed	
   previously,	
   like	
  
reCAPTCHA,	
  new	
  release	
  of	
  the	
  bot	
  verification	
  program	
  “CAPTCHA.”Unlike	
  CAPTCHA,	
  reCAPTCHA	
  
(http://en.wikipedia.org/wiki/ReCAPTCHA)	
  not	
  only	
  verifies	
  the	
  user	
  is	
  a	
  human	
  with	
  a	
  data	
  input,	
  
but	
   targets	
   a	
   second	
   issue.	
   This	
   is	
   the	
   impossibility	
   for	
   computers	
   to	
   recognize	
   (with	
   OCR)	
   the	
  
words	
  written	
  in	
  old	
  books	
  once	
  digitized.	
  Through	
  the	
  more	
  or	
  less	
  conscious	
  support	
  of	
  the	
  web	
  
community,	
  digitization	
  is	
  optimized.	
  The	
  patent	
  reCAPTCHA	
  was	
  purchased	
  by	
  Google	
  in	
  2009.	
  
(http://it.wikipedia.org/wiki/CAPTCHA)Unlike).	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
  15	
  
	
  
	
  
	
  
	
  
	
  
Gamification	
  and	
  Loyalty	
  programs.	
  
	
  
Take	
  part	
  to	
  a	
  game	
  is	
  a	
  dynamic	
  and	
  exciting	
  adventure,	
  where	
  we	
  are	
  the	
  protagonists	
  in	
  the	
  
epic	
  sense	
  of	
  the	
  term.	
  The	
  engagement	
  comes	
  from	
  the	
  sense	
  of	
  belonging	
  to	
  a	
  community	
  and	
  
from	
   the	
   competition	
   that	
   is	
   generated	
   among	
   members	
   who	
   are	
   part	
   of	
   it:	
   within	
   a	
   specific	
  
virtual	
  community,	
  anyone	
  wants	
  to	
  be	
  the	
  best	
  and	
  to	
  be	
  so	
  is	
  willing	
  to	
  use	
  all	
  he	
  has.	
  All	
  of	
  this	
  
works	
  as	
  long	
  as	
  the	
  experience	
  offered	
  to	
  the	
  user	
  is	
  "meaningful",	
  so	
  that	
  it	
  has	
  a	
  meaning	
  and	
  
is	
  built	
  upon	
  the	
  valuable	
  semiotic	
  rules	
  that	
  storytelling	
  preaches:	
  if	
  you	
  want	
  somebody	
  to	
  be	
  
emotionally	
  involved	
  in	
  a	
  process	
  you	
  have	
  to	
  create	
  a	
  story,	
  a	
  narrative	
  made	
  of	
  logical	
  blocks	
  to	
  
identify	
  in,	
  really	
  becoming	
  the	
  protagonist	
  of	
  a	
  story.	
  
	
  
	
  
	
  
  16	
  
	
  
	
  
What	
  are	
  the	
  fundamental	
  axes	
  of	
  the	
  playful	
  dimension?	
  
	
  
• Create	
  a	
  winning	
  narrative.	
  
	
  
• Offer	
  a	
  challenge	
  that	
  stimulates	
  the	
  player,	
  requiring	
  "few	
  minutes	
  to	
  learn	
  and	
  a	
  lifetime	
  
to	
  dedicate	
  to".	
  
	
  
• Increase	
   user	
   satisfaction,	
   through	
   two	
   assets	
   (essentials	
   to	
   gamification	
   as	
   a	
   business):	
  
attraction	
  and	
  sharing.	
  
	
  
For	
  this	
  reason	
  we	
  can	
  say	
  that	
  gamification,	
  as	
  powerful	
  tool	
  of	
  business	
  strategies	
  integrates	
  
with	
  the	
  marketing	
  of	
  emotions,	
  aimed	
  at	
  driving	
  through	
  our	
  unconscious	
  our	
  buying	
  behavior.	
  
	
  
In	
   this	
   regard,	
   the	
   fields	
   that	
   are	
   more	
   sensible	
   to	
   gaming	
   as	
   a	
   strategic	
   driver	
   are	
   the	
   loyalty	
  
programs	
  and	
  e-­‐commerce.	
  
	
  
The	
  research	
  lead	
  by	
  Maritz	
  Loyalty	
  Marketing	
  show	
  that	
  loyalty	
  programs	
  in	
  the	
  United	
  States	
  
are	
  increasingly	
  growing,	
  reaching	
  2.647	
  billion	
  of	
  customers.	
  On	
  average,	
  a	
  consumer	
  takes	
  part	
  
to	
  7.4	
  loyalty	
  programs,	
  but	
  its	
  an	
  active	
  participant	
  in	
  only	
  63%	
  of	
  these.	
  
	
  
Airlines	
  have	
  always	
  been	
  the	
  avant-­‐garde	
  in	
  the	
  pursuit	
  customer	
  satisfaction,	
  even	
  with	
  complex	
  
loyalty	
   programs,	
   which	
   together	
   with	
   gaming	
   techniques	
   have	
   played	
   a	
   dominant	
   role	
   in	
   the	
  
strategies	
  of	
  large	
  multinational	
  companies.	
  
	
  
Back	
  in	
  1981	
  American	
  Airlines	
  started	
  the	
  first	
  Frequent	
  Fly	
  Program.	
  
Americans	
   Airlines	
   is	
   a	
   TopVendor:	
   the	
   loyalty	
   program	
   (Frequent	
   Flyer)	
   AAdvantage	
   with	
   67	
  
million	
  subscribers	
  since	
  2001,	
  gives	
  the	
  possibility	
  to	
  its	
  customers	
  to	
  get	
  the	
  best	
  discounts	
  on	
  air	
  
travel	
  and	
  upgrades	
  to	
  first	
  class.	
  
AAdvantage	
  is,	
  in	
  fact,	
  a	
  loyalty	
  program	
  in	
  "coalition",	
  which	
  thanks	
  to	
  a	
  gamification	
  strategy,	
  
allows	
   customers	
   to	
   earn	
   miles	
   by	
   traveling	
   and	
   purchases	
   at	
   American	
   Airlines'	
   partners,	
   to	
  
convert	
  them	
  into	
  travel,	
  products	
  or	
  exclusive	
  events.	
  
The	
  rise	
  of	
  new	
  population	
  segments,	
  social	
  networks,	
  apps	
  and	
  smartphones	
  makes	
  it	
  necessary	
  
to	
   rethink	
   the	
   way	
   we	
   draw	
   and	
   run	
   these	
   programs	
   and	
   the	
   integration	
   with	
   gamification	
  
mechanics.	
  
	
  
	
  
	
  
	
  
	
  
  17	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
The	
  companies	
  by	
  introducing	
  elements	
  of	
  play	
  in	
  loyalty	
  programs,	
  give	
  their	
  customers	
  a	
  greater	
  
motivation	
  to	
  keep	
  on	
  working	
  with	
  their	
  brand,	
  by	
  visiting	
  the	
  website	
  and	
  increasing	
  purchases.	
  
Another	
   area	
   that	
   is	
   moving	
   towards	
   the	
   introduction	
   of	
   gamification	
   elements	
   is	
   Banking	
  
sector:	
  
Most	
  bank	
  clients	
  makes	
  its	
  payment	
  transactions	
  via	
  web	
  and	
  mobile;	
  often	
  unclear	
  and	
  boring	
  
operations.	
  
Banks	
   in	
   this	
   regard	
   have	
   to	
   develop	
   strategies	
   to	
   build	
   customers	
   loyalty	
   through	
   online	
  
applications	
  using	
  a	
  gamification	
  system	
  allowing	
  the	
  user	
  to	
  manage	
  their	
  banking	
  transactions	
  
easily	
  and	
  quickly.	
  
Some	
   banks	
   are	
   starting	
   to	
   regard	
   gamification	
   as	
   an	
   innovative	
   online	
   practice	
   leveraging	
  
partnerships	
  with	
  start-­‐ups	
  and	
  digital	
  companies.	
  The	
  aim	
  is	
  to	
  build	
  a	
  relationship	
  of	
  trust	
  with	
  
their	
  customers,	
  spreading	
  awareness	
  and	
  financial	
  education.	
  
  18	
  
Extraco	
   Bank	
  is	
  one	
  of	
  the	
  first	
  examples	
  of	
  a	
  bank	
  that	
  has	
  achieved	
  success	
  with	
  a	
  financial	
  
education	
  program	
  by	
  using	
  gamification.	
  
In	
  2011,	
  Extraco	
  introduced	
  a	
  new	
  service	
  on	
  bank	
  accounts	
  while	
  it	
  launched	
  a	
  gamified	
  web	
  
application	
  to	
  explain	
  the	
  customers	
  the	
  mode	
  of	
  operation	
  and	
  answer	
  questions	
  about	
  the	
  new	
  
service.	
  
Introducing	
  a	
  gamification	
  technique	
  Extraco	
  Bank	
  has	
  increased	
  its	
  performance,	
  the	
  growth	
  in	
  
new	
  customers	
  acquisition	
  was	
  700%	
  (source:	
  Huffington	
  Post).	
  
Recently	
  gamification	
  arrived	
  also	
  to	
  Italian	
  banks:	
  the	
  online	
  bank	
  UBI	
  Banca	
  Group,	
  launched	
  in	
  
late	
  2014	
  a	
  new	
  loyalty	
  program	
  called	
  "Smartyou".	
  
It	
   is	
   a	
   typical	
   commercial	
   platform,	
   complete	
   and	
   evolved,	
   in	
   which	
   you	
   can	
   reward	
   the	
   main	
  
incremental	
  behaviors	
  of	
  customer	
  relations,	
  while	
  giving	
  space	
  to	
  regular	
  promotions	
  to	
  enhance	
  
the	
  offer	
  and	
  the	
  service	
  model	
  	
  	
  of	
  "IWBank".	
  
Fabio	
  Viola,	
  a	
  leading	
  expert	
  of	
  gamification	
  in	
  Italy,	
  noted	
  that	
  the	
  gamified	
  platform	
  IWBank,	
  
although	
  well	
  organized,	
  is	
  directed	
  only	
  to	
  bank	
  customers	
  and	
  does	
  not	
  allow	
  to	
  attract	
  new	
  
customers;	
  while,	
  one	
  of	
  the	
  main	
  reasons	
  to	
  implement	
  gamification	
  programs	
  in	
  games	
  free	
  to	
  
play	
  is	
  really	
  to	
  attract	
  new	
  customers	
  
	
  
E-­‐Learning	
  Game	
  	
  
Every	
  day,	
  tens	
  of	
  millions	
  of	
  people	
  use	
  solutions	
  linked	
  to	
  gamification	
  in	
  order	
  to	
  improve	
  their	
  
lives,	
  their	
  skills	
  and	
  their	
  business,	
  with	
  tangible	
  results,	
  as	
  data	
  and	
  best	
  practices	
  show.	
  
In	
  business	
  field,	
  to	
  develop	
  innovative	
  gamification	
  strategies	
  adding	
  value	
  to	
  brand	
  and	
  product	
  
becomes	
  increasingly	
  important	
  in	
  the	
  CMO's	
  strategies.	
  
	
  
	
  
	
  
In	
  this	
  way	
  Paybay	
  is	
  moving,	
  a	
  digital	
  company	
  that	
  works	
  in	
  the	
  field	
  of	
  electronic	
  payments	
  
and	
  value	
  added	
  services.	
  	
  
Paybay	
   is	
   considering	
   to	
   start	
   a	
   gamification	
   program	
   for	
   the	
   shopkeepers	
   connected	
   to	
   the	
  
services	
  of	
  the	
  QUI!	
  Group	
  (which	
  it	
  takes	
  part	
  to),	
  with	
  the	
  aim	
  of	
  promoting	
  understanding	
  and	
  
use	
  of	
  Passpartù	
  platform,	
  through	
  game-­‐like	
  actions.	
  
“Passpartù”	
  is	
  the	
  project	
  that	
  Paybay	
  started	
  in	
  2014	
  with	
  the	
  aim	
  of	
  shifting	
  its	
  shopkeepers	
  
network	
   to	
   “full	
   digital”.	
   This	
   means	
   all	
   members	
   will	
   have	
   electronic	
   payment	
   systems	
   (POS,	
  
Mobile,	
  App	
  and	
  Mobile	
  POS,	
  innovative	
  register	
  system,	
  NFC)	
  as	
  well	
  as	
  systems	
  for	
  the	
  validation	
  
of	
   any	
   type	
   of	
   voucher	
   (electronic,	
   on	
   card,	
   mobile	
   and	
   dematerialized	
   ticket),	
   particularly	
  
regarding	
  the	
  dematerialization	
  of	
  paper	
  tickets.	
  
	
  
  19	
  
This	
  service	
  is	
  used	
  thanks	
  to	
  the	
  launch	
  on	
  the	
  market	
  of	
  the	
  dematerialized	
  voucher:	
  a	
  ticket	
  
with	
  a	
  univocal	
  code	
  (Barcode	
  or	
  QR	
  code)	
  covered	
  with	
  a	
  layer	
  of	
  removable	
  material,	
  which	
  once	
  
read	
   by	
   a	
   optic	
   reader	
   or	
   by	
   a	
   smartphone,	
   allows	
   the	
   shopkeeper	
   to	
   identify	
   and	
   certify	
   the	
  
validity	
  of	
  the	
  voucher	
  in	
  real	
  time	
  while	
  billing	
  it	
  online.	
  	
  
	
  
To	
  this	
  day	
  the	
  Passpartù	
  mobile	
  App	
  was	
  downloaded	
  3000	
  times	
  and	
  in	
  the	
  last	
  months	
  500	
  
merchants	
  switched	
  to	
  digital	
  with	
  Passpartù	
  standards.	
  Over	
  500	
  thousands	
  transactions	
  were	
  
processed	
  in	
  the	
  last	
  six	
  months.	
  
	
  
The	
   project	
   has	
   the	
   aim	
   to	
   spread	
   the	
   digital	
   culture	
   in	
   the	
   retail	
   world,	
   automate	
   operations,	
  
decrease	
  costs	
  linked	
  to	
  the	
  use	
  of	
  paper	
  vouchers,	
  boost	
  the	
  refunds	
  to	
  shopkeepers	
  and	
  reduce	
  
the	
  mistakes	
  linked	
  to	
  analogic	
  process	
  of	
  validation	
  and	
  billing.	
  
	
  
The	
  gamification	
  project	
  linked	
  to	
  Passpartù,	
  at	
  the	
  moment	
  in	
  a	
  beta	
  phase,	
  consists	
  of	
  three	
  
parts:	
  engagement,	
  verification	
  and	
  reward:	
  
	
  
-­‐ in	
  the	
  engagement	
  phase	
  merchants	
  of	
  the	
  Passpartù	
  network	
  log	
  into	
  a	
  private	
  area	
  of	
  the	
  
internet	
   portal.	
   Here	
   tutorial	
   video	
   will	
   show	
   each	
   Passpartù	
   service	
   accessible	
   by	
  
merchants	
   (other	
   dynamics	
   on	
   engagement	
   are	
   undergoing	
   study	
   and	
   will	
   be	
   released	
  
during	
  the	
  launch	
  phase	
  of	
  the	
  project);	
  
-­‐ in	
   the	
   verification	
   phase,	
   merchants	
   that	
   subscribed	
   to	
   the	
   program	
   will	
   take	
   a	
   test	
  
(regarding	
  the	
  single	
  Passpartù	
  services)	
  to	
  verify	
  the	
  developed	
  skills	
  after	
  the	
  vision	
  of	
  
the	
  videos;	
  
-­‐ the	
  reward	
  phase	
  gives	
  out	
  benefits,	
  virtual	
  and	
  real,	
  like	
  badges	
  to	
  link	
  to	
  the	
  facebook	
  
page	
   or	
   certification	
   proving	
   the	
   status	
   of	
   	
   “Passpartù	
   Digital	
   Retailer”	
   reached	
   by	
   the	
  
client.	
  
	
  
After	
  the	
  test	
  shopkeeper	
  will	
  upgrade	
  its	
  status	
  to	
  reach	
  specific	
  badges	
  (silver,	
  gold,	
  diamond	
  
etc);	
  meanwhile	
  it	
  will	
  gain	
  virtual	
  currency	
  to	
  purchase	
  items	
  in	
  a	
  dedicated	
  marketplace.	
  	
  
	
  
“The	
  first	
  steps	
  of	
  the	
  player	
  in	
  the	
  game	
  must	
  be	
  simple,	
  so	
  that	
  he	
  reach	
  success	
  immediately,	
  
facilitating	
  his	
  immersion	
  in	
  the	
  fun	
  of	
  the	
  game”.	
  
	
  
Once	
   all	
   the	
   tutorial	
   videos	
   are	
   viewed	
   and	
   the	
   status	
   points	
   are	
   gained,	
   then	
   the	
   merchant	
  
receives	
  a	
  certificate	
  certifying	
  the	
  achievement	
  of	
  the	
  necessary	
  skills	
  of	
  the	
  Passpartù	
  system.	
  
This	
  virtual	
  badge	
  can	
  also	
  be	
  a	
  real	
  acknowledgement:	
  a	
  possibility	
  can	
  be	
  to	
  give	
  a	
  reward	
  at	
  
every	
  status	
  reached	
  to	
  show	
  the	
  achievement	
  of	
  new	
  digital	
  skills	
  and	
  therefore	
  can	
  offer	
  to	
  its	
  
customers	
  a	
  proper	
  2.0	
  purchase	
  experience.	
  
Once	
   the	
   shopkeeper	
   will	
   understand	
   the	
   use	
   of	
   the	
   devices,	
   it	
   will	
   be	
   able	
   to	
   pile	
   up	
   virtual	
  
currency,	
   through	
   new	
   actions:	
   dematerialization	
   paper	
   vouchers,	
   downloading	
   Passpartù-­‐app;	
  
take	
  part	
  to	
  new	
  digital	
  QUI!	
  Group	
  services	
  ;	
  also	
  by	
  supporting	
  the	
  diffusion	
  of	
  the	
  project:	
  it	
  can	
  
be	
  planned	
  that	
  	
  the	
  merchant	
  can	
  get	
  more	
  benefits	
  by	
  engaging	
  new	
  users	
  to	
  join	
  Passpartù	
  
digital	
   services	
   (member-­‐get-­‐member	
   logic),	
   or	
   even	
   using	
   the	
   new	
   dematerialization	
   	
   service	
  
  20	
  
Tiketmat,	
   the	
   totem	
   powered	
   by	
   Paybay	
   that	
   allows	
   to	
   dematerialize	
   paper	
   vouchers	
  
autonomously,	
  receiving	
  refunds	
  in	
  real	
  time	
  on	
  a	
  payment	
  card	
  or	
  by	
  bank	
  transfer.	
  
Furthermore	
  the	
  service	
  Passpartù	
  Promotion	
  allows	
  the	
  merchant	
  to	
  reach	
  new	
  customers	
  and	
  
increase	
  sales	
  by	
  creating	
  offers	
  on	
  products	
  and	
  services	
  that	
  he	
  wants	
  to	
  offer	
  to	
  QUI!	
  Group	
  
clients,	
  to	
  be	
  sold	
  directly	
  online	
  or	
  via	
  	
  smartphone.	
  A	
  virtual	
  currency	
  and	
  specific	
  badges	
  for	
  
each	
  promotion	
  will	
  be	
  set,	
  to	
  be	
  given	
  for	
  each	
  promotion	
  the	
  merchant	
  offers	
  on	
  the	
  Passpartù	
  
Promotion	
  portal.	
  
	
  
The	
  Merchant,	
  the	
  intent	
  of	
  the	
  program,	
  will	
  be	
  engaged	
  in	
  increasingly	
  new	
  challenges,	
  such	
  as	
  
to	
  make	
  it	
  more	
  and	
  more	
  involved	
  with	
  the	
  use	
  of	
  the	
  platform.	
  
The	
  aim	
  of	
  the	
  program	
  is	
  that	
  the	
  Merchant	
  will	
  be	
  engaged	
  in	
  increasingly	
  new	
  challenges,	
  in	
  
order	
  to	
  make	
  it	
  more	
  and	
  more	
  engaged	
  	
  in	
  the	
  platform.	
  
	
  
The	
  Paybay	
  Gamification	
  project	
  includes,	
  in	
  addition	
  to	
  the	
  classic	
  levels	
  of	
  program	
  monitoring,	
  
the	
  fulfillment	
  of	
  tests,	
  to	
  have	
  direct	
  feedback	
  from	
  time	
  to	
  time	
  by	
  the	
  merchant,	
  or	
  "players".	
  
	
  
Conclusion	
  
	
  
This	
  analysis	
  aims	
  to	
  be	
  an	
  introduction	
  to	
  a	
  series	
  of	
  deeper	
  studies	
  	
  to	
  explain	
  how	
  to	
  treat	
  
business	
  with	
  a	
  gaming-­‐based	
  logic.	
  
	
  
In	
   few	
   pages	
   we	
   tried	
   to	
   describe	
   the	
   importance	
   gamification	
   systems	
   in	
   a	
   market	
   becoming	
  
increasingly	
  digital,	
  starting	
  from	
  a	
  more	
  general	
  point	
  of	
  view	
  and	
  illustrating,	
  for	
  every	
  analyzed	
  
brand,	
  the	
  structure	
  of	
  the	
  game	
  and	
  the	
  goal	
  of	
  the	
  specific	
  solution	
  adopted.	
  
In	
  conclusion,	
  we	
  can	
  state	
  that	
  the	
  gamification	
  programs	
  we	
  analyzed	
  are	
  strategic	
  results	
  for	
  
some	
  brands,	
  to	
  achieve	
  certain	
  goals	
  and	
  that	
  the	
  added	
  value	
  of	
  a	
  gamified	
  program	
  can	
  be	
  
deployed	
  in	
  different	
  contexts:	
  from	
  consumer	
  interaction	
  to	
  professional	
  training.	
  
Furthermore,	
  after	
  our	
  analysis	
  we	
  can	
  claim	
  that	
  the	
  introduction	
  of	
  gamification	
  in	
  business	
  has	
  
been	
  ease	
  by	
  the	
  widespread	
  digital	
  culture	
  brought	
  by	
  Millennials,	
  more	
  used	
  to	
  game	
  as	
  element	
  
of	
  incentive	
  and	
  interest.	
  
In	
  future	
  articles	
  we	
  will	
  analyze	
  the	
  dynamics	
  of	
  customer	
  involvement	
  in	
  the	
  ecosystem	
  of	
  social	
  
networks,	
  with	
  particular	
  attention	
  to	
  the	
  Mobile	
  Gaming.	
  We	
  will	
  also	
  take	
  into	
  consideration	
  the	
  
various	
  criticisms	
  to	
  the	
  gamification	
  techniques.	
  
Until	
  then,	
  we	
  leave	
  showing	
  you	
  this	
  infographic	
  about	
  market	
  specifications	
  of	
  gamification.	
  
	
  
  21	
  
	
  
	
  
	
  
  22	
  
Sources:	
  
. THE	
  GARTNER	
  REPORT	
  (REDEFINE	
  GAMIFICATION	
  TO	
  UNDERSTAND	
  ITS	
  OPPORTUNITIES	
  AND	
  LIMITATIONS)	
  
(THE	
  “GARTENER	
  REPORT”	
  RECOGNIZE	
  THAT	
  GAMIFICATION	
  SUCCESS	
  IS	
  LIMITED	
  TO	
  APPLICATIONS	
  WITH	
  SHARED	
  GOALS	
  AND	
  VALUE	
  EXCHANGE)	
  
ANALYST	
  :	
  BRIAN	
  BURKE	
  	
  
PUBLISHED:	
  03	
  APRIL	
  2014	
  
https://www.gartner.com/doc/2699119/redefine-­‐gamification-­‐understand-­‐opportunities-­‐limitations	
  
	
  
. BOOK:	
  BRIAN	
  BURKE	
  -­‐	
  GAMIFY:	
  HOW	
  GAMIFICATION	
  MOTIVATES	
  PEOPLE	
  TO	
  DO	
  EXTRAORDINARY	
  THING	
  	
  
FIRS	
  PUBLISHED	
  BY	
  BIBLIOMOTION,INC.	
  
Copyright	
  2014	
  by	
  Gartner,	
  Inc.	
  
	
  
. TED	
  PRESENTATION	
  	
  
	
  
. GAMIFICATION	
  BY	
  DESIGN-­‐	
  GABE	
  ZICHERMANN	
  &	
  CHRISTOPHER	
  CUNNINGHAM	
  	
  
	
  
. MDA	
  FRAMEWORK-­‐	
  WIKIPEDIA	
  HTTP://GOO.GL/ILFGYW	
  	
  
	
  
. NIKE	
  OFFICIAL	
  WEBSITE	
  
	
  
. FORBES:	
  HTTP://GOO.GL/S4KE30	
  	
  
	
  
. FABIO	
  VIOLA	
  HTTP://WWW.GAMEIFICATIONS.COM/	
  
	
  
. NIELSEN	
  REPORT	
  2014	
  MILLENNIALS	
  HTTP://GOO.GL/OI8SA6	
  
	
  
	
  
	
  
	
  
  23	
  
	
  

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Gamification in the world of digital marketing

  • 2.   2      
  • 3.   3   Gamification  in  the  world  of  Digital  Marketing     Introduction  to  Gamification     Since   the   90s,   thanks   to   technological   development,   the   interest   toward   integration   of   video   games,  marketing  and  business  is  increased.  New  elements  were  introduced  in  order  to  enrich  and   renew  engagement  processes  to  increase  sales  performances  and  brand  engagement.     Millennium  generation  is  the  first  to  embrace  gaming  as  primary  form  of  entertainment.  According   to  Nielsen  2014  Report,  Millennials  are  one  of  the  largest  population  segment  in  the  USA.  These   young  consumers  are  the  largest  segment  of  smartphones  owner,  about  77  Million  euros.       The  following  infographic  shows  smartphones  market  share  by  age  and  gender.         Gamification   can   influence   people's   behaviour   by   changing   brain   chemicals   and   stimulating   dopamine  and  aiming  to  their  emotional  side.  
  • 4.   4   Game  has  always  been  part  of  human  activities  and  now  is  going  to  be  the  predominant  trend  in   the  digital  business.     Rewards  (badges,  levels,  leaderboards)  gratify  active  users  and  stimulate  competition.   Finding   the   right   rewards   is   important   to   engage   new   customers   and   stimulate   active   participation,   elaborating   a   series   of   activities   connected   to   behavioral   change   and   to   the   development  of  player's  engagement.     Companies  &  Markets,  in  its  latest  report  "Global  Gamification  Market  2012-­‐2016",  estimates  a   99%  growth  rate  in  the  period  2012-­‐2016,  meaning  an  annual  increase  of  approximately  25%  on   average.     No  coincidence  that  gamification  market  has  reached  globally  nearly  half  a  billion  euro  and  the   forecast  show  a  fast  growth  that  will  take  it  to  at  least  4  billion  per  year  by  2018.     Different  studies  explained  the  complexity  of  fun  with  the  acronym  “MDA”  (Mechanics,  Design,   Aesthetics).     The   MDA   framework   was   created   by   Robert   Hunicke,   Merc   LeBlanc   e   Robert   Zubek   (Game   Designers)   in   2001,   this   approach   helps   to   use   thinking   systems   to   describe   the   interaction   of   game  elements  and  their  application  in  a  non-­‐game  context.     Emotions  become  company's  objective  and  the  “mechanics”  are  the  basic  support  to  reach  the   desired  purpose.     To  design  a  game  influencing  users  behaviors,  we  need  to  understand  that  is  not  the  game  attracts   the  player,  but  the  Mechanics  in  use,  meaning  the  procedures  and  rules  describing  what  can  be   done,   the   aims   and   the   rewards.     The   emotions   given   by   the   games   aesthetics   are   voluntarily   caused   by   the   game   design.   The   system   causes   player's   emotions:   competition,   socialization,   cooperation,   auto   expression,   discovery,   pleasure;   finally   Dynamics   are   the   behaviors   and   the   choices  taken  by  the  player  in  the  game  system  regulated  by  emotions.                                     Framework  MDA    
  • 5.   5   The   main   purpose   of   gamification   is   to   influence   everyday   activities,   usually   thought   as   boring,  looking  for  a  natural  and  fun  engagement,  making  engaging  context  that  usually  are   not.     Who  would  think  that  serve  a  table,  manage  a  farm,  raise  animals  or  plan  air  traffic  are  premises   of  a  successful  game?     Everything  can  turn  into  a  gameful  action,  suitable  for  creating  value,  but…     What  is  the  difference  between  a  Gamification,  video  Games  and  Rewards  Programs?     According  to  Gartner,  a  Key  characteristic  of  gamified  solutions  is  that  they  focus  on  goals  that  are   shared  by  players  and  the  providers;  however,  there  is  a  lot  of  confusion  and  debate  surrounding   the  similarities  and  difference  among  video  games,  rewards  programs  and  gamification.  Because   they   share   some   similar   constructs,   such   as   points,   badges   and   levels,   people   often   think   they   same  and  that  the  principles  that  are  applied  to  one  can  be  applied  to  another.  But  video  games   and   rewards   programs   are   very   different   from   gamification,   and   it’s   important   to   have   a   clear   understanding  of  the  different  goals  and  value  exchanges  to  avoid  confusion.     Gamification,  video  Games  and  Rewards  Programs:         Gamification,  video  games  and  rewards  programs  are  similar  in  a  few  ways:   • They  engage  "players"  voluntarily.     • They  use  game  mechanics  such  as  points  and  levels.     • They  are  interactive.     • They  incorporate  progression  to  move  players  to  the  next  level.    
  • 6.   6   But  the  differences  are  more  important  than  the  similarities.  Video  games,  rewards  programs  and   gamification  engage  people  on  very  different  levels,  and  they  have  entirely  different  purposes:   • Games  primarily  engage  players  on  a  whimsical  level  to  entertain  them.     • Rewards  programs  primarily  engage  players  on  a  transactional  level  to  compensate  them.     • Gamification  engages  players  on  an  emotional  level  to  motivate  them.   We  believe  Nike  is  a  good  example  of  a  brand  using  gamification  strategies  to  engage  customers   in   challenges,   thus   enhancing   their   athletic   performances   through   technology   and   community,   combining  all  of  this  into  a  product,  associated  to  a  community  management  program.       Building  on  Nike+,  a  product  that  the  company  launched  in  2006  for  runners,  the  FuelBand  tracks   what   the   company   calls   NikeFuel,   which   lets   people   compare   a   game   of   basketball   to   a   dance   class,  for  example.  Nike’s  VP  Global  Brand  Trevor  Edwards  said  at  a  press  event  in  New  York  City   that  the  product,  “Allows  everyone  to  measure  up  and  compete  with  others.”     A  bracelet  that  allows  you  to  store  all  the  data  of  the  movements  that  our  bodies,  performs  during   the  day  a  true  example  of  wearable  technology.     The   Nike+   ecosystem   continues   to   expand   through   the   Nike+   Fuel   Lab   and   tech   industry   partnerships.  By  integrating  NikeFuel  into  these  companies’  products,  over  100  million  potential   new  athletes  will  be  able  to  use  NikeFuel  to  measure,  motivate  and  improve.  These  partnerships   will   give   athletes   a   common   universal   currency   to   monitor   and   evaluate   their   many   forms   of   activity.     Nike  used  an  on-­‐line  role  multiplayer  game  (MMORPG  -­‐  Massive,  Multiplayer  Online  Role-­‐Playing   Game)  in  its  digital  fitness  program,  characterized  by  daily  social  challenges  with  long  and  -­‐short   term  objectives.   In  this  case,  an  intrinsic  motivation  moves  the  players  toward  a  satisfying  action,  stimulating  in   itself,  in  order  to  increase  his  engagement  and  the  bond  with  the  brand.    
  • 7.   7     (NIKE-­‐  http://goo.gl/WReoyR)       The  reason  of  success  and  the  appeal  for  the  consumer,  is  the  fascination  “caused”  by  gamification   programs.   The   company   must   see   clearly   since   the   beginning   both   player's   motivation   and   objectives   to   reach.   These   are   pursued   through   the   right   game   structure,   defined   by   specific   parameters   of   interaction  between  players  and  final  end.       The  game's  structure  is  based  on  four  opposed  parameters,  that  will  be  proposed  again  in  the   success  stories  analyzed  in  the  document:       Collaborative/  competitive:  The  competition  is  one  of  the  possible  systems  to  engage  people,  but   it  must  be  used  with  caution:  in  the  majority  of  cases,  more  collaborative  solutions  are  created,  in   order  to  reach  personal  objectives  while  supporting  other  players.  Nike  combines  collaboration   and  competition  in  its  digital  fitness  system;  it  motivates  players  to  succeed  in  the  fitness  program   but  not  necessarily  in  a  competition.     Intrinsic/  extrinsic:  Extrinsic  motivations  are  those  where  the  player  is  emotionally  stimulated  to   perform  an  action  “for  its  own  sake  and  pleasure”.  Being  offered  intangible  rewards,  Nike  players   are   impelled   by   and   intrinsic   motivation   to   rise   in   ranking,   reaching   their   personal   goals   (not   elevating  player  status).  Meanwhile  the  same  player  gets  satisfaction  in  receiving  tangible  rewards   for  the  achieved  goals.  In  this  last  case,  we  talk  about  a  extrinsic  motivational  factor.     Multiplayer/Solitary:   As   previously   mentioned   Nike+   is   a   multiplayer   game,   where   players   interact;  on  the  contrary,  in  solitary  games  the  player  plays  against  himself,  interacting  only  with   the   game.   Game   designers   have   a   very   important   role   here:   they   pre-­‐determinate   the   game   endings.   These   are   designed   to   enhance   interactions   between   players   or   between   game   and   player  (one-­‐to-­‐one).  
  • 8.   8     Campaign/Endless:  often  we  think  gamified  application  as  endless,  but  the  real  aim  is  to  teach  and   promote   new   skills   and   new   habits;   these   long-­‐term   processes   end   only   when   the   user   learns   certain  skills.  Nike+  player's  aim,  simply  running,  ends  at  the  end  of  every  run;  still  the  players  can   undertake  a  personal  training,  harder  and  long-­‐term.     To   the   date,   companies   are   increasingly   involved   in   strategies   geared   toward   applying   gamification  programs  to  solve  problems  inside  and  outside  the  company  and  to  build  customer   loyalty.     Gamification   means   motivate   people   to   achieve   their   goals,   not   those   of   the   company.   If   a   company  identifies  the  objectives  that  can  be  shared  with  their  consumers  and  provide  them  with   meaningful  personal  goals,  then  it  will  get  tangible  business  results”.   Any  gamified  solution  succeeds  only  if  users  are  engaged  in  a  game  where  the  goals  that  can  be   achieved  also  add  value  to  the  user,  regardless  of  the  company’s  goals.     Nike  +  users,  for  example,  are  required  to  achieve  the  objectives  that  aim  to  improve  their  physical   condition  through  sport;  these  goals  are  not  directly  linked  to  those  of  Nike  brand,  except  to  the   extent  of  the  added  value  of  Nike's      offer,  that  the  player  absorbs  throughout  the  game;  in  other   words,  the  dynamics  of  the  game  and  the  recommendation  of  specific  objectives  positively  affects   the   perception   of   the   brand,   triggering   mechanisms   of   loyalty,   as   well   as   spontaneous   self-­‐ promotion  of  the  community  born  around  game.     In  a  2012  survey  conducted  by  Pew  Research  Center,  53  percent  of  people  surveyed  said  that  by   2020   the   use   of   gamification   will   be   widespread,   while   42   percent   predicted   that   by   2020   gamification  will  not  evolve  to  be  a  large  trend  except  in  specific  realms.       The  objectives  of  Gamification     Gamification  is  becoming  year  by  year  a  major  trend  affecting  many  social  and  business  fields,   oriented  to  reach  one  of  the  following  objectives:       • Change  behaviors     • Develop  skills   • Enable  innovation       Changing  behavior:  the  main  purpose  of  gamification  is  to  attract  a  specific  audience,  encouraging   them  to  change  their  behavior.     In   the   game   frame   people   are   more   likely   to   adopt   new   habits   and   engage   new   users.   From  companies'  point  of  view,  gamification  is  a  new  way  to  show  the  features  of  their  product  to   consumers,   using   gaming   as   "social   connector"   (users   participating   in   the   game   can   become   “evangelists”  of  company’s  products).   Moreover,   Brands   can   use   it   as   a   real   business   strategy,   to   enhance   loyalty   programs   and   to   improve  employee  performances.  
  • 9.   9   Finally,   some   gamified   solutions   are   aimed   at   improving   the   lifestyle   of   the   people   and   the   environment  around  them.     To  date,  brands  such  as  McDonalds,  Toyota,  Nike,  Volkswagen,  Coca-­‐Cola,  Heineken  and  others   are   developing   engagement   strategies,   internal   and   external   to   the   company,   based   on   gamification.   Through  a  gamification  program,  many  companies  try  to  drive  workers  behavior  on  travel,      Applying  prizes  and  rewards  designed  to  manage  their  traveling  habits.       This  is  the  case  of  Ovation,  a  company  for  the  management  of  corporate  travel.  Using  tangible   rewards  to  ensure  the  correct  use  of  resources  given  to  an  employees  on  travel  for  a  company.     Through  "Ovantage"  loyalty  program  and  rewards,  business  travelers  compelling  with  cost  saving   policies  of  their  company  have  the  opportunity  to  earn  points  and  badges  that  can  be  used  to   purchase  discounted  products  at  affiliated  stores.     Enable   innovation:   Another   field   of   application   of   gamification   is   to   drive   innovation   within   communities  and  companies.  A  playful  structure  can  provide  goals,  rules,  directions  to  users,  that   are  stimulated  to  explore,  contribute,  experiment  and  solve  problems.   In   this   field,   gamification   joins   crowdsourcing,   a   method   of   community   engagement   that   takes   advantage  of  shared  knowledge  and  skills  of  a  collective  community.     Fold   it,   for   example,   is   a   platform   developed   by   Biochemistry   Department   of   University   of   Washington  Center  for  Science,  created  to  study  and  design  new  proteins,  using  game  mechanics   and  crowdsourcing.     Fold   it   includes   a   number   of   missions   in   which   the   user   "manipulates"   simple   proteins,   but   periodically  puzzles  are  released  (proteins  to  design  or  challenges  to  find  proteins  real  structure).   The   goal   is   to   help   research   on   protein   folding   and   design   of   new   proteins,   speeding   up   and   reducing  the  costs  of  research  related  to  many  genetic  diseases.   This  allows  to  solve,  in  only  ten  days,  AIDS-­‐related  problems  that  have  been  unsolved  for  fifteen   years,  not  by  using  lab  scientists,  but  fans  at  no  expense   There  have  been  over  240,000  players,  a  major  breakthrough  in  the  field  of  AIDS  research.       Developing   skills:   another   area   suitable   to   implement   an   approach   based   on   gamification   is   education.   In   this   field,   games   mirror   the   behavioral   skills   of   the   player   and   by   simulating   real   work   environment,  allow  the  user  to  implement  their  skills  through  interactive  and  engaging  processes,   receiving  feedback  for  every  action  undertaken  in  the  simulated  scenario.                  
  • 10.   10                                   "Science  Daily",  an  online  magazine  of  scientific  articles,  published  a  study  by  Traci  Sitzmann,   PhD   student   of   the   University   of   Colorado   Denver   Business   School.   According   to   this   study   workers  are  "more  motivated,  learn  more  and  forget  less”  if  companies  are  using  videogames  for   training  purposes.     Throughout   a   year,   Sitzmann   examined   65   cases   and   collected   6476   questionnaires,   with   data   showing   that,   "compared   to   other   trainees,   those   who   use   videogames   have   increased   their   general  knowledge  by  11%,  their  basic  knowledge  by  14%  and  by  9%  memory  endurance".   http://www.sciencedaily.com/releases/2010/10/101019171854.htm     An  example  is  Renault's  project  Renault  Academy.  Training  of  managing  behavior,  exploiting  the   assets  of  games  in  order  to  train  all  Renault  retailers.  Retailer  could  identify  with  their  professional   role  and  virtually  improve  their  sales  performances.  The  game  was  developed  in  four  languages   and  has  been  adapted  to  the  needs  of  the  company's  international  sales  network.     Renault  wanted  to  increase  the  efficiency  of  the  sales  force  in  the  world     The  famous  company  of  the  golden  "M",  Mc  Donald,  implemented  in  2014  a  gamification-­‐based   program  to  speed  up  and  ease  the  understanding  of  the  new  cash  register  system  activated  in   over  1300  sales  points  around  the  world  (currently  in  a  pilot  phase  in  UK).     A   project   realized   by   Kineo   offers   global   learning   solutions   to   help   companies   improve   performance   through   learning   and   technology.   The   project,   after   only   one   year   of   implementation,  has  brought  remarkable  results,  so  that  now  the  portal  is  the  most  used  of  all   time  by  Mc  Donald  employees,  although  not  mandatory.     Results  obtained  after  a  year  of  implementation:     • 145,000  page  views;   • Reduction  by  7.9  seconds  on  the  average  time  of  a  customer  order;   • On  Average  15  pence  increase  in  user  spending.  Total  amounts  to  18,000  pounds  per  store.      
  • 11.   11   Since  the  program  began  in  2014  annual  growth  in  the  UK  was  23.7  million  pounds.     How  does  it  work?     Through  the  cash  register,  Mc  Donald's  employees  perform  their  usual  work,  but  in  an  innovative   and  fun  way,  viewing  each  step  of  the  performed  procedure.  Gamification  (with  extrinsic  value)   triggers  the  user  to  improve  his  working  performance  by  providing  bonus  and  points  for  specific   actions  performed:  take  the  correct  order  or  more  orders  in  a  row  without  mistakes  and  complete   the  order  in  the  shortest  possible  time.  More  information  is  available  on  Kineo  website  at  the   following  link:   http://goo.gl/tbghKH             Ultimately,  an  e-­‐learning  platform  with  gamification  elements  allows:     • To  act  on  emotional  and  motivational  side,  improving  performance;     • To  tackle  the  monotonousness  of  the  actions  with  fun,  showing  a  less  demanding  way  of   learning;   • To  stimulate  a  constant  growth  in  learning,  introducing  different  levels  of  complexity  in  the   game  action.     Thesepoints  are  essential  data  from  different  psychological  studies  that  identify  the  attention  time   of  an  individual:  the  attention  of  a  person  lasts  for  a  relatively  long  period  (needed  to  learn  any   kind  of  topic);  However,  there  is  a  gradual  deterioration  in  the  quality  of  cognitive  performance.    
  • 12.   12   In  a  lecture,  for  example,  the  attention  of  the  students  toward  the  lecturer  begins  to  decline    after   about  ten  minutes.     In  training  contexts,  therefore,  multimedia  projects  integrated  with  gamification  are  ideal  to  keep   a  high  level  of  attention.  When  the  information  to  be  stored  involves  many  feelings  (meaning  that   involves  the  simultaneous  use  of  multiple  senses)  is  easier  to  remember.     Edgar   Dale   (April   27th   1946),   American   educator,   invented   the   "cone   of   learning",   which   investigates   the   relationships   between   different   types   of   audiovisual   materials   and   learning,   arguing  that  "we  can  remember  10%  of  what  we  read,  20%  of  what  we  hear,  30%  of  what  we  see,   50%  of  what  we  hear  and  see,  70%  of  what  we  say  and  90%  of  what  we  say  and  do.     This   is   due   to   the   fact   that   a   greater   individual   involvement,   through   the   integration   of   multi-­‐ channel  information  and  the  incentive  to  move,  ease  learning.                                                 Furthermore,  enriching  "Learning  games"  with  photos,  videos  and  interactions  is  a  great  way  to   link  the  notions  to  a  memory.     Such  kind  of  learning  game  is  Duolingo,  a  platform  committed  to  language  training,  appointed  by   Apple  in  2013  as  "The  iPhone  app  of  the  year",  by  Google  as  "The  best  of  the  best  on  Android”  and   by  TechCrunch  as  “Best  Startup  for  education.     The  platform's  strategy  is  focused  on  the  "repetition"  of  the  action  by  the  user,  which  turns  the   language  learning  into  a  fun  activity.  The  platform  uses  points  and  badges  as  intrinsic  rewards  and   including  suggestions  of  a  game  assistant,  encouraging  the  repetition  to  help  him  to  get  to  the   next  level.  
  • 13.   13     Duolingo's  web  and  mobile  application  are  completely  free,  but  it  has  been  defined  by  the  co-­‐ founder  Luis  Von  Ann,a  proper  business  model  for  language  learning.     (TED  presentation  Duolingo)   http://goo.gl/Vek3OT     The  reason  that  moved  Luis  Von  Ahn  to  create  Duolingo  comes  from  this  question:   "How  can  we  bring  100  million  people  on  the  web  to  translate  into  all  major  languages  for  free?"   Duolingo,   moreover,   is   based   on   a   system   of   crowdsourcing   which   commits   all   users   of   the   platform  to  translate  a  document  online,  by  practing  the  language.     When   the   translation   is   complete,   Duolingo   returns   it   to   the   original   owner,   who   pays   the   company  according  to  the  type  of  translation.  Meanwhile  the  players,  learn  by  translating  real   content.   Duolingo  thanks  to  this  system  has  signed  contracts  with  BuzzFeed  and  CNN,  to  translate  stories   from  English  into  languages  such  as  Spanish,  French  and  Portuguese.   Translated  documents  are  very  accurate,  as  each  translation  is  evaluated  and  controlled  by  many,   until  the  final  version  perfectly  elaborated  is  sent  back  to  the  media.   Doulingo's   app   has   12.5   million   active   users.   On   average   they   spend   30   minutes   a   day   on   translations.   The   data   about   the   use   of   the   application,   were   analyzed   in   a   study   by   the   City   University  of  New  York  (CUNY)  and  University  of  South  Carolina,  showing  that  spending  34  hours   on  the  game  teaches  the  equivalent  of  one  semester  of  language  class  with  fee;  Furthermore,  the   traffic  generated  by  the  mobile  app  shows  that  the  user  plays  in  particular  period  of  time  defined   as  "Time-­‐killer":  that  is,  the  three  or  five  minutes  while  waiting  in  public  places).   How  does  it  work?   The  contents  are  organized  through  a  "skill  tree"  and  a  score  system  that  allows  to  skip  a  level  only   by  passing  some  tests.   The  lessons  are  organized  into  short  blocks,  thus  promoting  the  use  of  mobile  game.  Once  a  lesson   is  over,  you  can  move  on,  with  the  possibility  of  going  back  to  refresh  the  weak  points  with  new   exercises.   The   Owl,   named   Duo,   is   the   mascot   of   the   game.   It   motivates   the   player   and   reminds   the   importance  of  practicing  the  game    daily  to  learn  a  new  language.       According  to  Von  Ahn,  Duolingo  gains  between  16  million  and  20  million  users  in  a  matter  of  a   week;  the  application  today  attracts  more  than  100,000  new  users  every  day.      
  • 14.   14         Von   Ahn,   built   Duolingo   on   the   same   logic   of   the   games   that   he   developed   previously,   like   reCAPTCHA,  new  release  of  the  bot  verification  program  “CAPTCHA.”Unlike  CAPTCHA,  reCAPTCHA   (http://en.wikipedia.org/wiki/ReCAPTCHA)  not  only  verifies  the  user  is  a  human  with  a  data  input,   but   targets   a   second   issue.   This   is   the   impossibility   for   computers   to   recognize   (with   OCR)   the   words  written  in  old  books  once  digitized.  Through  the  more  or  less  conscious  support  of  the  web   community,  digitization  is  optimized.  The  patent  reCAPTCHA  was  purchased  by  Google  in  2009.   (http://it.wikipedia.org/wiki/CAPTCHA)Unlike).                          
  • 15.   15             Gamification  and  Loyalty  programs.     Take  part  to  a  game  is  a  dynamic  and  exciting  adventure,  where  we  are  the  protagonists  in  the   epic  sense  of  the  term.  The  engagement  comes  from  the  sense  of  belonging  to  a  community  and   from   the   competition   that   is   generated   among   members   who   are   part   of   it:   within   a   specific   virtual  community,  anyone  wants  to  be  the  best  and  to  be  so  is  willing  to  use  all  he  has.  All  of  this   works  as  long  as  the  experience  offered  to  the  user  is  "meaningful",  so  that  it  has  a  meaning  and   is  built  upon  the  valuable  semiotic  rules  that  storytelling  preaches:  if  you  want  somebody  to  be   emotionally  involved  in  a  process  you  have  to  create  a  story,  a  narrative  made  of  logical  blocks  to   identify  in,  really  becoming  the  protagonist  of  a  story.        
  • 16.   16       What  are  the  fundamental  axes  of  the  playful  dimension?     • Create  a  winning  narrative.     • Offer  a  challenge  that  stimulates  the  player,  requiring  "few  minutes  to  learn  and  a  lifetime   to  dedicate  to".     • Increase   user   satisfaction,   through   two   assets   (essentials   to   gamification   as   a   business):   attraction  and  sharing.     For  this  reason  we  can  say  that  gamification,  as  powerful  tool  of  business  strategies  integrates   with  the  marketing  of  emotions,  aimed  at  driving  through  our  unconscious  our  buying  behavior.     In   this   regard,   the   fields   that   are   more   sensible   to   gaming   as   a   strategic   driver   are   the   loyalty   programs  and  e-­‐commerce.     The  research  lead  by  Maritz  Loyalty  Marketing  show  that  loyalty  programs  in  the  United  States   are  increasingly  growing,  reaching  2.647  billion  of  customers.  On  average,  a  consumer  takes  part   to  7.4  loyalty  programs,  but  its  an  active  participant  in  only  63%  of  these.     Airlines  have  always  been  the  avant-­‐garde  in  the  pursuit  customer  satisfaction,  even  with  complex   loyalty   programs,   which   together   with   gaming   techniques   have   played   a   dominant   role   in   the   strategies  of  large  multinational  companies.     Back  in  1981  American  Airlines  started  the  first  Frequent  Fly  Program.   Americans   Airlines   is   a   TopVendor:   the   loyalty   program   (Frequent   Flyer)   AAdvantage   with   67   million  subscribers  since  2001,  gives  the  possibility  to  its  customers  to  get  the  best  discounts  on  air   travel  and  upgrades  to  first  class.   AAdvantage  is,  in  fact,  a  loyalty  program  in  "coalition",  which  thanks  to  a  gamification  strategy,   allows   customers   to   earn   miles   by   traveling   and   purchases   at   American   Airlines'   partners,   to   convert  them  into  travel,  products  or  exclusive  events.   The  rise  of  new  population  segments,  social  networks,  apps  and  smartphones  makes  it  necessary   to   rethink   the   way   we   draw   and   run   these   programs   and   the   integration   with   gamification   mechanics.            
  • 17.   17                                       The  companies  by  introducing  elements  of  play  in  loyalty  programs,  give  their  customers  a  greater   motivation  to  keep  on  working  with  their  brand,  by  visiting  the  website  and  increasing  purchases.   Another   area   that   is   moving   towards   the   introduction   of   gamification   elements   is   Banking   sector:   Most  bank  clients  makes  its  payment  transactions  via  web  and  mobile;  often  unclear  and  boring   operations.   Banks   in   this   regard   have   to   develop   strategies   to   build   customers   loyalty   through   online   applications  using  a  gamification  system  allowing  the  user  to  manage  their  banking  transactions   easily  and  quickly.   Some   banks   are   starting   to   regard   gamification   as   an   innovative   online   practice   leveraging   partnerships  with  start-­‐ups  and  digital  companies.  The  aim  is  to  build  a  relationship  of  trust  with   their  customers,  spreading  awareness  and  financial  education.  
  • 18.   18   Extraco   Bank  is  one  of  the  first  examples  of  a  bank  that  has  achieved  success  with  a  financial   education  program  by  using  gamification.   In  2011,  Extraco  introduced  a  new  service  on  bank  accounts  while  it  launched  a  gamified  web   application  to  explain  the  customers  the  mode  of  operation  and  answer  questions  about  the  new   service.   Introducing  a  gamification  technique  Extraco  Bank  has  increased  its  performance,  the  growth  in   new  customers  acquisition  was  700%  (source:  Huffington  Post).   Recently  gamification  arrived  also  to  Italian  banks:  the  online  bank  UBI  Banca  Group,  launched  in   late  2014  a  new  loyalty  program  called  "Smartyou".   It   is   a   typical   commercial   platform,   complete   and   evolved,   in   which   you   can   reward   the   main   incremental  behaviors  of  customer  relations,  while  giving  space  to  regular  promotions  to  enhance   the  offer  and  the  service  model      of  "IWBank".   Fabio  Viola,  a  leading  expert  of  gamification  in  Italy,  noted  that  the  gamified  platform  IWBank,   although  well  organized,  is  directed  only  to  bank  customers  and  does  not  allow  to  attract  new   customers;  while,  one  of  the  main  reasons  to  implement  gamification  programs  in  games  free  to   play  is  really  to  attract  new  customers     E-­‐Learning  Game     Every  day,  tens  of  millions  of  people  use  solutions  linked  to  gamification  in  order  to  improve  their   lives,  their  skills  and  their  business,  with  tangible  results,  as  data  and  best  practices  show.   In  business  field,  to  develop  innovative  gamification  strategies  adding  value  to  brand  and  product   becomes  increasingly  important  in  the  CMO's  strategies.         In  this  way  Paybay  is  moving,  a  digital  company  that  works  in  the  field  of  electronic  payments   and  value  added  services.     Paybay   is   considering   to   start   a   gamification   program   for   the   shopkeepers   connected   to   the   services  of  the  QUI!  Group  (which  it  takes  part  to),  with  the  aim  of  promoting  understanding  and   use  of  Passpartù  platform,  through  game-­‐like  actions.   “Passpartù”  is  the  project  that  Paybay  started  in  2014  with  the  aim  of  shifting  its  shopkeepers   network   to   “full   digital”.   This   means   all   members   will   have   electronic   payment   systems   (POS,   Mobile,  App  and  Mobile  POS,  innovative  register  system,  NFC)  as  well  as  systems  for  the  validation   of   any   type   of   voucher   (electronic,   on   card,   mobile   and   dematerialized   ticket),   particularly   regarding  the  dematerialization  of  paper  tickets.    
  • 19.   19   This  service  is  used  thanks  to  the  launch  on  the  market  of  the  dematerialized  voucher:  a  ticket   with  a  univocal  code  (Barcode  or  QR  code)  covered  with  a  layer  of  removable  material,  which  once   read   by   a   optic   reader   or   by   a   smartphone,   allows   the   shopkeeper   to   identify   and   certify   the   validity  of  the  voucher  in  real  time  while  billing  it  online.       To  this  day  the  Passpartù  mobile  App  was  downloaded  3000  times  and  in  the  last  months  500   merchants  switched  to  digital  with  Passpartù  standards.  Over  500  thousands  transactions  were   processed  in  the  last  six  months.     The   project   has   the   aim   to   spread   the   digital   culture   in   the   retail   world,   automate   operations,   decrease  costs  linked  to  the  use  of  paper  vouchers,  boost  the  refunds  to  shopkeepers  and  reduce   the  mistakes  linked  to  analogic  process  of  validation  and  billing.     The  gamification  project  linked  to  Passpartù,  at  the  moment  in  a  beta  phase,  consists  of  three   parts:  engagement,  verification  and  reward:     -­‐ in  the  engagement  phase  merchants  of  the  Passpartù  network  log  into  a  private  area  of  the   internet   portal.   Here   tutorial   video   will   show   each   Passpartù   service   accessible   by   merchants   (other   dynamics   on   engagement   are   undergoing   study   and   will   be   released   during  the  launch  phase  of  the  project);   -­‐ in   the   verification   phase,   merchants   that   subscribed   to   the   program   will   take   a   test   (regarding  the  single  Passpartù  services)  to  verify  the  developed  skills  after  the  vision  of   the  videos;   -­‐ the  reward  phase  gives  out  benefits,  virtual  and  real,  like  badges  to  link  to  the  facebook   page   or   certification   proving   the   status   of     “Passpartù   Digital   Retailer”   reached   by   the   client.     After  the  test  shopkeeper  will  upgrade  its  status  to  reach  specific  badges  (silver,  gold,  diamond   etc);  meanwhile  it  will  gain  virtual  currency  to  purchase  items  in  a  dedicated  marketplace.       “The  first  steps  of  the  player  in  the  game  must  be  simple,  so  that  he  reach  success  immediately,   facilitating  his  immersion  in  the  fun  of  the  game”.     Once   all   the   tutorial   videos   are   viewed   and   the   status   points   are   gained,   then   the   merchant   receives  a  certificate  certifying  the  achievement  of  the  necessary  skills  of  the  Passpartù  system.   This  virtual  badge  can  also  be  a  real  acknowledgement:  a  possibility  can  be  to  give  a  reward  at   every  status  reached  to  show  the  achievement  of  new  digital  skills  and  therefore  can  offer  to  its   customers  a  proper  2.0  purchase  experience.   Once   the   shopkeeper   will   understand   the   use   of   the   devices,   it   will   be   able   to   pile   up   virtual   currency,   through   new   actions:   dematerialization   paper   vouchers,   downloading   Passpartù-­‐app;   take  part  to  new  digital  QUI!  Group  services  ;  also  by  supporting  the  diffusion  of  the  project:  it  can   be  planned  that    the  merchant  can  get  more  benefits  by  engaging  new  users  to  join  Passpartù   digital   services   (member-­‐get-­‐member   logic),   or   even   using   the   new   dematerialization     service  
  • 20.   20   Tiketmat,   the   totem   powered   by   Paybay   that   allows   to   dematerialize   paper   vouchers   autonomously,  receiving  refunds  in  real  time  on  a  payment  card  or  by  bank  transfer.   Furthermore  the  service  Passpartù  Promotion  allows  the  merchant  to  reach  new  customers  and   increase  sales  by  creating  offers  on  products  and  services  that  he  wants  to  offer  to  QUI!  Group   clients,  to  be  sold  directly  online  or  via    smartphone.  A  virtual  currency  and  specific  badges  for   each  promotion  will  be  set,  to  be  given  for  each  promotion  the  merchant  offers  on  the  Passpartù   Promotion  portal.     The  Merchant,  the  intent  of  the  program,  will  be  engaged  in  increasingly  new  challenges,  such  as   to  make  it  more  and  more  involved  with  the  use  of  the  platform.   The  aim  of  the  program  is  that  the  Merchant  will  be  engaged  in  increasingly  new  challenges,  in   order  to  make  it  more  and  more  engaged    in  the  platform.     The  Paybay  Gamification  project  includes,  in  addition  to  the  classic  levels  of  program  monitoring,   the  fulfillment  of  tests,  to  have  direct  feedback  from  time  to  time  by  the  merchant,  or  "players".     Conclusion     This  analysis  aims  to  be  an  introduction  to  a  series  of  deeper  studies    to  explain  how  to  treat   business  with  a  gaming-­‐based  logic.     In   few   pages   we   tried   to   describe   the   importance   gamification   systems   in   a   market   becoming   increasingly  digital,  starting  from  a  more  general  point  of  view  and  illustrating,  for  every  analyzed   brand,  the  structure  of  the  game  and  the  goal  of  the  specific  solution  adopted.   In  conclusion,  we  can  state  that  the  gamification  programs  we  analyzed  are  strategic  results  for   some  brands,  to  achieve  certain  goals  and  that  the  added  value  of  a  gamified  program  can  be   deployed  in  different  contexts:  from  consumer  interaction  to  professional  training.   Furthermore,  after  our  analysis  we  can  claim  that  the  introduction  of  gamification  in  business  has   been  ease  by  the  widespread  digital  culture  brought  by  Millennials,  more  used  to  game  as  element   of  incentive  and  interest.   In  future  articles  we  will  analyze  the  dynamics  of  customer  involvement  in  the  ecosystem  of  social   networks,  with  particular  attention  to  the  Mobile  Gaming.  We  will  also  take  into  consideration  the   various  criticisms  to  the  gamification  techniques.   Until  then,  we  leave  showing  you  this  infographic  about  market  specifications  of  gamification.    
  • 21.   21        
  • 22.   22   Sources:   . THE  GARTNER  REPORT  (REDEFINE  GAMIFICATION  TO  UNDERSTAND  ITS  OPPORTUNITIES  AND  LIMITATIONS)   (THE  “GARTENER  REPORT”  RECOGNIZE  THAT  GAMIFICATION  SUCCESS  IS  LIMITED  TO  APPLICATIONS  WITH  SHARED  GOALS  AND  VALUE  EXCHANGE)   ANALYST  :  BRIAN  BURKE     PUBLISHED:  03  APRIL  2014   https://www.gartner.com/doc/2699119/redefine-­‐gamification-­‐understand-­‐opportunities-­‐limitations     . BOOK:  BRIAN  BURKE  -­‐  GAMIFY:  HOW  GAMIFICATION  MOTIVATES  PEOPLE  TO  DO  EXTRAORDINARY  THING     FIRS  PUBLISHED  BY  BIBLIOMOTION,INC.   Copyright  2014  by  Gartner,  Inc.     . TED  PRESENTATION       . GAMIFICATION  BY  DESIGN-­‐  GABE  ZICHERMANN  &  CHRISTOPHER  CUNNINGHAM       . MDA  FRAMEWORK-­‐  WIKIPEDIA  HTTP://GOO.GL/ILFGYW       . NIKE  OFFICIAL  WEBSITE     . FORBES:  HTTP://GOO.GL/S4KE30       . FABIO  VIOLA  HTTP://WWW.GAMEIFICATIONS.COM/     . NIELSEN  REPORT  2014  MILLENNIALS  HTTP://GOO.GL/OI8SA6          
  • 23.   23