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Gamification Article on ICE Business Times Magazine
1. Ideawatch
INTRODUCING
GAMIFICATION
A Vibrant user engagement technique that
every business should consider using
A
By Kabir Ahmad
Advent of using digital application in Game has something more than just it is predicted that 80% of Global 2000
business already proved the better user passing time that keep people engaged organization will have at least one
monetization metrics in terms of is called Game Techniques or Mechan- gamified applications by 2017.
marketing, social networking, and ics i.e. using point calculator, perfor- Still the big question remains, what
managing enterprise resources. Not mance ranking, rewarding user a actually Gamification is? By definition, it
even the technique, the web itself has badge, live competitions, wining is an embedded gaming technology
emerged into more vibrant way as Web trophy and showing it to live leader- where gaming techniques or mechanics
3 standard can function like a human board to name a few. are applied to non-game environment to
i.e. aggregating data & information and The digital marketing innovation create fun and pleasure. The process
producing as the way user demand. The continued and emerged “Gamification” starts with analyzing real life behavioral
different digital marketing techniques as a new user engagement technique pattern & innate motivators of targeted
i.e. Search marketing, paid marketing, in 2010 from Silicon Valley, USA. Within users followed by defining motivators as
social media marketing, apps style two years it spreads across the globe. game mechanic or technique, applying it
marketing, and lately game & mobile Big brands like IBM, CocaCola, Pepsi, to website or application or enterprise
marketing, everywhere the target is LinkedIn, Google, Facebook, Hallmark, resource program, monitoring the
attracting visitor and engaging them. Nike, BMW, Starbucks, American engagement performance and adding
For enterprise resource tools has also Airlines, Times of India, Expedia etc. has new motivators periodically. The process
started focusing users’ productive adopted Gamification technology to counts every single on-site action of
engagement issue along with adding their digital solution offering. It even users and rewards them as per defined
efficiency for organization. In a word crossed the industry bar, it can be program motivators targeted to engage
the media consumption has been applied to any industry solution i.e. both Gen X and Gen Y users in fun and
disrupted with the numbers of entertainment, consumer, news, interesting way. The technique can
techniques and tools. People are fashion, bank, social development, increase user engagement ratio to
continuously seeking new ways to pass research, education etc. The Gamifica- 80-90%. Ultimately Gamification can
time. The situation even became worst tion industry valuation has also set a create a Loyal User Base for any business.
for a business to decide of what to use, high growth promise reaching USD
how to use digital application for best $3.6 billion globally from its current
user monetization? level of USD $150 million. The industry
A notable trend is observed with the has also showed a good adoption rate,
acceleration of gaming industry
especially social gaming, smartphone
gaming, gaming on tablet and casual
gaming. These game play performs has
been able to show better user stay time
and targeting beyond the usual age
bracket. The research shows gamers
spend on an average 30-40 minutes per
day on game play which is 5 times
higher engagement time than other
digital marketing techniques can
generate as well as engaging people for
long hour game play from 30 + age
group. The research also proved that a