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