Gamification: Should Your Brand Do It?

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HelloWorld eBook GAMIFICATION: SHOULD YOUR BRAND DO IT? 1

Transcript of Gamification: Should Your Brand Do It?

Page 1: Gamification: Should Your Brand Do It?

HelloWorld eBook GAMIFICATION: SHOULD YOUR BRAND DO IT?

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Page 2: Gamification: Should Your Brand Do It?

Gamification: using game concepts and mechanics to engage users and change behavior

But really it's about making ordinary tasks fun!

The marketing challenge: How to make programs more like games. Not turn them into games, but use compelling game elements to drive engagement and capture consumer attention.

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63% of American adults agree

that making everyday activities more like a game

would make them more fun and rewarding - JW Intelligence, 2012

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1 2 Accelerated feedback cycles Increases the velocity of feedback loops to maintain engagement

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A compelling narrative Engages players to

participate and achieve the goals of the activity

Clear goals and rules of play Ensures players feel

empowered to achieve goals

Challenging and achievable tasks Short-term, achievable goals

to maintain engagement

4 REASONS GAMIFICATION DRIVES ENGAGEMENT

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75M

Americans play games on mobile devices and social networks, 115M

play on websites Gartner, 2012

Users spend

30% more time on sites

with social login games

Demand Metric, 2012

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Research: Experiences with game mechanics increase participation and engagement

Including gaming elements keep members coming back

Adding gaming elements to a consumption diary dramatically increased completion rates

32%

68%

Non-Gamified (Control)

Observers Contributors

17%

83%

Gamified (Experiment)

Observers Contributors

User Participation Diary Completion

30%

70%

UK (Non-Gamified)

Completed Not complete

99%

1%

USA (Gamified)

Completed Not Complete

Source: Albert and Findlay, "Gamification: What It Is and What It's Not," 2011

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