Sunday 27 October 2013

Gamification for a better world

We know already that gamification is one important tool in the business field, but what about other areas?

Let’s go to the real world.  

Gamification can be applied to everything, but everything is not interesting and will not leave a real impact to the society.
We are going to show you 3 different examples of “social gamification” that give important impact to the world, let’s begin with Pain Squad app.

1. Cancer treatment is a complex process, patients have to take strong medicine and tell their symptoms every day to know the effectiveness of it, while they are feeling the pain from cancer. Pain Squad is a great application that applies gamification to give purpose to patients and data to doctors. It is an excellent solution to engage the patients and record data daily and offer a better treatment for them. We are sure that this app or similar app is going to use in the majority of hospitals around the world.




2. Our second example is FreeRice, giving a solution to the world hunger, one of the world’s biggest problem, people dying from starvation. FreeRice uses a quiz game to give 10 grains of rice to these people and sponsors of the website pay for it. It has been a huge success and the results show it: “To date, FreeRice has donated 6100 metric TONS of rice, consisting of 93 billion grains of rice and enough to feed 10 million people”




3. New Yorkblood center is our third example, it allows donors to earn points with each blood donation and they can exchange these points with a wide array of rewards, offering everything from food to car parts.  Moreover, they implemented different ways to earn points as referrals or competitions with other donors. This can be one more reason to donate blood or can be the excuse to donate more often than before.


As we could see, gamification is not just for increasing revenue in your businesses, it can also SAVE LIVES around the world.

If you think this is incredible, read the next post, it will blow your mind.

Sunday 20 October 2013

GAMIFICATION IN PRACTISE



There are examples of gamification everywhere in our daily lives and many brands are integrating game mechanics in unique and compelling ways all with the purpose of increase sales, user engagement, return on investment, data quality, speed of process, and improve learning. Like video games, business gamification uses elements like points, achievements, levels, leaderboards, missions and contests to drive desired behaviors. Below, you will find examples of websites and apps that successfully utilize gamification to foster closer relationships with customers. 



First, lets speak about Teleflora, a US florist. This company gamified its entire store by using power reviews’ social loyalty scheme.  Teleflora offers points to users for completing some specific actions such as reviews, comments, answering other customer questions or sharing and posting on Facebook. As customers accumulates more and more points, they are rewarded with badges that identify them as a key influencer, and then a leaderboard shows the top influencers. Following this social program, Teleflora noticed a 105% increased in Facebook traffic and a conversion rate improved by 92%.




The well-kown cloud storage supplier, Dropbox also used gamification on its platform by offering additional storage space to users who complete certain tasks. A free account gives you access to 2GB of storage, but you can earn an extra 250MB just by taking a tour of Dropbox’s services. You can also earn 125M more if you connect your account to either Twitter or Facebook, following Dropbox on Twitter or leaving feedback. Moreover, the biggest rewards can be earned breferring friends; indeed users will receive 500MB for each referral up to a maximum of 16GB.



Another example is LinkedIn who encourage users to complete and maintain accurate profiles by using a progress bar to show you how far along you are in completing your profile. This small feature has proven to be useful for companies in the way that it encourages customer to give more personal data.


In 2011, Nike created an online game in which players had to help athletes stay warm while they trained outside in the cold. Users competed for a trip to meet one of the athletes. But this is not just for fun, the website allowed users to buy the new Nike winter clothing worn by each of the athletes. With Nike+, the brand allows users to log physical activity using mobile app or other Nike gear. It rewards users with NikeFuel, the word Nike uses to describe points. Users also can share accomplishments with friends and with other Nike+members. As they earn more NikeFuel, users unlock awards, trophies and surprises.




Foursquare enables users to "check in" in various places and share their experiences with others, rewarding them for doing so. Users received special deals such as discount from restaurants or retailers. With Foursquare you can also ask for a "mayorship": if you check in at a given place enough times, you can become its "mayor", which can bring with it its own set of privileges, such as a special parking place.



Samsung’s social loyalty program uses gamification to recognize and empower the company’s most passionate fans. Users earn points, level up, unlock badges and gain entry into contests and promotions by performing behaviors such as watching videos, commenting on articles, reviewing products and participating in user-generated Q&As. Top users appear on a leaderboard, and an activity stream keeps users up to date on site activities.






There are numerous other examples that we could cite, indeed, business gamification is becoming a strategy for a growing number of companies. In this article we talk about business gamification, however it can be found in other field such as education or marketing. Moreover, in the near future, we can imagine that it will be our whole everyday life that will become a kind of giant game, with more and more applications of gamification. If you want to have an idea of what might be our "future gamificated life", have a look to this short video :) 




Saturday 12 October 2013

WHAT ARE THE MAIN 3 CATEGORIES OF GAMIFICATION?


After reading our first introduction blog of gamification, you may get some broad concept of what gamification is about. Today our Gamificaters are going to give you some examples of gamification in practice for different places. There are three main categories, where gamification adds value. And these are external, internal, and behavior change context.

1.     External

And here it means external to the firm or the organization that you're in. So these are applications of gamification for customers or for potential customers in areas like marketing & sales and customer engagement. For example, in order to encourage people to visit your website, most of the companies will choose point system, leader board, from which you might gain rewards from the company according to your frequent visit and participation on-line. We’ll talk more about this kind of application in our next posts.


2.     Internal

As you might guess, internal context is about applications of gamification to people, who are in your company already, like Employees. Gamification can involve people to participate and contribute more efforts in a joyful way.

3.     Behavior change

You had similar situations before? Maybe you already know you should take exercises everyday to keep fit, but it’s hard, right?

Gamification provides the motivation to help you change that behavior, get rid of this laziness and finally form a good habit. For example, gaining a no speeding lottery could be a fantastic motivation for drivers to slow down. If you are not speeding then you might win a lottery, and the money is from those are caught speeding.

Are you curious about our interesting and funny applications of gamification?

Do you want to play a “game” with us, gamificaters? Join us and get your REWARD!!!!!

Please feel free to make comments and give us your suggestions, we’ll keep you updated about our series of gamification. Your feedback is more than welcome !!!!


Saturday 5 October 2013

SO, WHAT IS GAMIFICATION?


In order to start a blog correctly we have decided to begin with a clear definition of this confusing term. 

Gamification uses game mechanics and dynamics to create game-like engagements in a non-game context. It’s the use of game design principles (e.g., gaming psychology or game play scripts) to engage individuals into areas such education, work, community participation or fitness. Gamification is not a game, as players don’t really know they are playing a game. It is created through a set of tools or incentives to achieve goals, rather than mare entertainment. (Michael Wu, 2012)



Although incentives are good game mechanics, as people have been using them for centuries, they do not constitute gamification by itself. Grades or salary promotions for example can be seen as a form of incentive system; However, they are not considered game attributes as they weren’t created with any game design principle. If they were, they would be terrible ones, as it is the reason why there are so many bored students at school and so many dispassionate employees. (Michael Wu, 2012)



Michael Wu, Ph.D., 09 July 2012, What Is Gamification, Really?

WELCOME TO THE WORLD OF GAMIFICATION!

Hi Gamification Lovers!

We are a “Technology & Information Management Team” who want to share all the information, the latest news and the most interesting examples about Gamification with YOU!

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Best wishes,

The Gamificaters