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Gamification
in a nutshell
Gamified.uk @daverage
Gamification Is…
• Gamification is the process of improving system
and people's experiences using lessons, techniques,
and elements taken from games.
• You can see it in everything from super market
loyalty schemes, to LinkedIn, to medicine and
beyond.
• Done well it can increase engagement, motivation,
retention and activity.
Examples
• Created an innovation “game”
• Within the first 18 months, the
project had around 4,000 users,
generated 1,400 ideas
• 63 of have been implemented
within the Department
• Project Everest offered resellers
rewards for selling ISS & ESS products
• $1bn revenue growth in first 3
months
• 950 sales people out of possible
1200 registered (80%)
• Aimed for 50% of revenue growth –
achieved 56.4%
• Groupon gamified their call centre
staff training.
• Combines gamification and videos
to increase motivation and
engagement
• Reduced agent training time by 50%
• Ford gamified their learning platform
• 417% increase in usage
• By week 5 of the program actions per
user more than doubled and total
actions increased another 60%
• Highly to moderately engaged users
of the platform outperformed other
sales agents by 14-19%
• Walmart used 3 minute mini games
to provide key lessons on security
for their employees.
• They saw a 54% reduction in safety
incidents during the pilot
• Glenroy applied the SuMo
gamification platform to their
SalesForce instance.
• Glenroy experienced:
– 295% increase in sales activity
– 275% increase in qualification
quality
– 200% increase in proposal quality
Game Element Examples
Get in Touch
Gamified.uk
@daverage
andrzej@gamified.uk
Thank
You!

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Gamification 3 pager

  • 2. Gamification Is… • Gamification is the process of improving system and people's experiences using lessons, techniques, and elements taken from games. • You can see it in everything from super market loyalty schemes, to LinkedIn, to medicine and beyond. • Done well it can increase engagement, motivation, retention and activity.
  • 3. Examples • Created an innovation “game” • Within the first 18 months, the project had around 4,000 users, generated 1,400 ideas • 63 of have been implemented within the Department • Project Everest offered resellers rewards for selling ISS & ESS products • $1bn revenue growth in first 3 months • 950 sales people out of possible 1200 registered (80%) • Aimed for 50% of revenue growth – achieved 56.4% • Groupon gamified their call centre staff training. • Combines gamification and videos to increase motivation and engagement • Reduced agent training time by 50% • Ford gamified their learning platform • 417% increase in usage • By week 5 of the program actions per user more than doubled and total actions increased another 60% • Highly to moderately engaged users of the platform outperformed other sales agents by 14-19% • Walmart used 3 minute mini games to provide key lessons on security for their employees. • They saw a 54% reduction in safety incidents during the pilot • Glenroy applied the SuMo gamification platform to their SalesForce instance. • Glenroy experienced: – 295% increase in sales activity – 275% increase in qualification quality – 200% increase in proposal quality