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Gamification marketing

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Agence marketing interactif - Jeux-concours web, mobile, tablette et Facebook. Can Gamification Boost Engagement? Customer Actions Are Saying Yes. Popular Today in Business: All Popular Articles Marketers often turn to social media to help boost traffic to their websites, and as a result, sales. But while some companies find tweeting and pinning to be a successful strategy, others are turning to gamification. Gamification is the concept of using game-like techniques to increase engagement with non-game activities.

A good example of this is unlocking badges in Foursquare for visiting new locations. More recently, educators and learning institutions have begun integrating gamification techniques into lesson plans. A study conducted by Gigya analyzed billions of user actions with partners like Pepsi, Nike, and Dell, and found that adding gamification to your site boosts engagement by almost one-third. “Gamification needs to be tied to social,” stated Victor White, Gigya’s marketing manager. Last summer, Verizon Wireless was able to increase engagement with its social hub by 30 percent through social login and gamification. NFL Gives Ticket Buyers A Locker Room Peek | News. Billions of online user actions say gamification increases site engagement 29%

Looking to increase commenting, social sharing, and other user engagement on your site? According to a Gigya study of billions of user actions with partners like Pepsi, Nike, and Dell, adding gamification to your site boosts engagement by almost a third. In fact, gamification boosts commenting 13 percent, social sharing to Facebook, Twitter, and networks 22 percent, and content discovery by a massive 68 percent.

“Sharing and comment are good for business, obviously,” Gigya marketing manager Victor White told me last week. “So having gamification tied in to to sharing and commenting is really valuable.” Gigya offers social infrastructure services that gamifies sites as well as providing services like social login. Adding gamification to a site, of course, means giving users points, badges, status, and rewards for engaging in desired actions. But you have to be careful, White says. Commenting and sharing are pretty obvious and simple. “Gamification needs to be tied to social,” White says.

Fitocracy’s 1M Users, Including Arnold Schwarzenegger, Are More Engaged Than Any Other Social Network Besides Facebook. As quantified self devices and services come into their own, gamified social fitness tracker Fitocracy has found itself smack dab in the middle of a movement. But alas! The 500 Startups-backed company isn’t shoving wrist bands, smartwatches or pocket pedometers in the faces of its users. In fact, founder Richard Talens believes that the quantified self devices of today actually encourage the wrong strategy of “eat less, move more.”

Instead, Fitocracy has grown to host over one million users, which it announced this morning, by focusing on true progress through gamification. This is how Fitocracy keeps its users in shape. “They come back seven days a week, even if they’re not working out, just because they’re so engrossed by the community,” said Talens. Arnold Schwarzenegger will be partnering with the platform with his own challenge. Android-2 android-3 iphone-0 iphone-1 iphone-2 iphone-4 Here’s what Arnold had to say about it: Fitocracy’s growth has been pretty incredible. Le blogue » Archive du Blogue » La «gamification» de la recherche marketing (3) : effets. Publié par Julie Fortin le 20 mars 2013 Dans ce troisième article sur la «gamification» de la recherche marketing, nous nous intéressons aux effets de telles pratiques pour les répondants, mais également pour la qualité des données recueillies. Un article1 publié en 2012 dans le International Journal of Market Research décrit les résultats d’une expérimentation fort intéressante.

L’article s’intitule «Myths and realities of respondent engagement in online surveys». L’expérimentation Quatre versions d’un même questionnaire ont été soumises à quatre groupes distincts de répondants (environ 250 répondants par groupe, tirés d’un panel web de volontaires, affectés de façon aléatoire à l’une ou l’autre des quatre conditions d’expérimentation). Les versions du questionnaire différaient essentiellement par leur aspect visuel : Les principaux résultats Le taux d’abandon est significativement plus élevé dans la version gamifiée. Que faut-il en conclure? À lire aussi : This Is Madness: The Star Wars Character Tournament.

The Winner Is...Thank you for participating in This Is Madness: The Star Wars Character Tournament! The noble Jedi Master Yoda, with your support, triumphed over Darth Vader in the Final and is officially the galaxy's most popular Star Wars character! Gamification : trois nouvelles campagnes pour Actiplay. Ces opérations démontrent le savoir-faire d'Actiplay dans la conception et le développement d'advergames destinés à mettre en scène les valeurs et l'univers des marques. A l'occasion de la sortie du film Boule et Bill, qui a atteint 1.5 million d'entrées en un peu plus de deux semaines après sa sortie, et du 34ème album, Actiplay lance en partenariat avec STUDIOCANAL et Mediatoon, une plateforme de jeux en 3D multi-supports (web, mobile, tablette, tv), destinée à un public familial et mettant en scène les personnages de la BD culte. Voir le jeu www.bouleetbill-lejeu.com Pour Quick, Performics (Publicis Group) a confié à Actiplay la conception de mini-jeux sur Facebook, au sein de l'application "Le Goût de la Win", afin de renforcer le lien entre la marque et ses fans.

Le but de ces 4 mini jeux (memory, casse-briques…), organisés de fin février au 31 décembre 2013, est de récolter des wins, à échanger contre des produits Quick dans tous les restaurants en France. How Real Businesses Are Using Gamification to Spice Up Their Marketing. Gamifi-wha? If that's your reaction to the word "gamification," you're in the right place. You might have heard the word thrown around a bit over the last several months, but never really dug into what it is and what it means for your marketing.

That's where I think most of us stand ... gamification is just one more thing to learn about, and maybe one day when we have the time (or the tide of marketing forces us to), we'll figure it out. Well luckily, there's been some pioneering brands out there experimenting with gamification, and lots of research coming out of it that shows whether it's worth all of the hulabaloo. We're going to dive into it all right now in this blog post, and figure out just what this gamification thing is, whether it's useful, and how we can all use it in our marketing. What Is Gamification? I've been trying to think of a way to explain what gamification is without saying, "it's the process of gamifying something. " Make sense? Yep! David B. Dr. Uhhh, this is genius.

Interview: VMware's Eric Nielsen on Engaging a Community of 2 Million with Gamification. I recently had time to interview Eric Nielsen, the director of Social Media and Communities at VMware. Eric has responsibility for the external community of VMware which has about two million people. My conversation with him was focused on this as well as the integration of gamification into his communities. David Coleman: How big is your online community now? Eric Nielsen: We have about 300 different communities, so we have some overlap, we have about 2 million members, but we think about 300,000 is overlap David: Last time we talked your external communities were built on a very customized version of Jive, and you were looking at upgrading to the current version? Eric: Yes, we did that. It was a big job going from Jive 1.X to Jive 4, and in the last year we have upgraded to Jive 5, which is the current version, it only took us 6 months to go from 4 to 5.

David: You talked earlier about adding gamification to your communities? But the problem is they are discussing VMware in other places. Gamification : le fun au service du marketing touristique. La semaine dernière se déroulait à Epitech Bordeaux l’édition de septembre du Blogcamp. Cette fois, c’est Marc Bagur qui s’est prêté au jeu, avec une conférence sur son thème de prédilection, la Gamification. Un bonne occasion de faire le point sur ce concept mouvement auquel on prédit un bel avenir, et qui offre des opportunités en etourisme. La gamification ne peut pas être résumée à Foursquare Bien souvent, lorsqu’on parle de gamification, le premier exemple qui vient à l’esprit est celui de Fourquare, le réseaux social n°1 de la géolocalisation, sur lequel les utilisateurs reçoivent des badges en fonction de leurs différents check-in.

L’utilisateur est valorisé socialement par l’obtention de ces badges, qui le confortent dans ses comportements quotidiens. Par exemple, ma passion pour le ski et les activités de plein air m’ont permis de recevoir les badges Ski Bum & Great Outdoors, et je suis particulièrement fier de le partager avec vous. Mise à jour de l’article. Une chasse au trésor interactive pour promouvoir un site de e-commerce.

[Vidéo] MultiScreen, Gamification, Social avec Connect By TF1. Qualcomm Makes Waiting for the Bus A Most Exciting Endeavour | Creativity Pick of the Day. Startups are disrupting the loyalty industry. By Gabe Zichermann On February 22, 2013 The loyalty industry is tough to size, but it touches almost everyone. American consumers maintain more than 2 billion loyalty program memberships, an average of 18 per household. While less than half are active, their combined point balances were worth close to $50 billion in 2010. Most loyalty programs fall into one of two categories: “Buy ten get one free,” as at your local café, or “Earn and burn” like United Airlines’ Mileage Plus. The former account for over 90 percent of total programs, while the majors represent 90 percent of revenues. As the number of large-scale loyalty programs has grown, their consumer engagement has declined by as much as 30 percent in the last five years.

Sensing weakness in incumbents and the fragmentation of retail loyalty, dozens of startups aimed at transforming the industry have entered the market in the last decade but with mixed results. In the last three years however, a quiet revolution is underway. MWC 2013: Des Suisses transforment la publicité en jeux - High-Tech. La start-up helvétique Questli est présente au salon mondial du mobile à Barcelone pour passer à la vitesse supérieure avec son concept de «gamification» appliqué à la publicité.

Image: Simon Koch Articles en relation Signaler une erreur Vous avez vu une erreur? Veuillez SVP entrez une adresse e-mail valide Partager & Commenter Votre email a été envoyé. La vie est une scène disait Shakespeare. C'est sur ce principe que se base la start-up suisse Questli, avec pour objectif de transformer la publicité en jeu via une application et un site internet. Questli n'a cessé de susciter l'intérêt depuis sa fondation fin 2011, attirant même l'attention du très respecté site high-tech TechCrunch, ou du salon parisien Le Web. Des prix à gagner Concrètement, depuis le site quest.li ou via l’application iOS éponyme, les joueurs ont la possibilité de répondre à des quiz ludiques portant sur une marque ou un produit.

La station de Gstaad a par exemple recouru à Questli pour une campagne de pub. Gamification: 3 tips for gamification apps as part of your content marketing. Game on! There are 120 million people enrolled in travel rewards programs and more than 200 million play reward-based online games, according to Bunchball. To help you get started with your own gamification app, here are three tips.

Since gamification apps are such a new and emerging tactic, we would love to hear your thoughts in the comments section of this MarketingSherpa blog post, as well. Tip #1: Provide value in game form For a gamification app to help your content marketing, it should tie into the value your paid products or services offer. All paid products or services do one of two things: Help a customer alleviate a pain pointHelp a customer achieve a goal In content marketing, you translate the value your products have in these two areas into some form of content, like a video or blog post.

With a gamification app, you take that value one step further by making pain point removal or customer goal achievement fun, and add a reward. Let’s take an example. Related Resources: AT&T Invests $3.8m In Gamification. How to Build an Audience Using Gamification. Nike and TechStars Betting Big on Gamification and the Quantified Self for 10 New Startups. Nike+ and TechStars Fitness Startup Accelerator Investing Big on Gamification If you weren’t sure where the future of fitness technology was heading towards, let the 10 winners of TechStars’ new Nike+ fitness startup accelerator give you a clue: it’s going to be all about gamification and the quantified self. Nike and TechStars first announced the launch of their digital fitness startup accelerator program in December 2012 to find startups that will help people lead more active lives. As of yesterday, they have officially picked the 10 lucky startups that will participate in their inaugural 3 month class. Each startup will receive $20,000 in funding, a workspace, and mentorship from big names like Foursquare Co-founder Naveen Selvadurai, TechStars founder David Cohen, and Nike’s VP of digital sport, Stegan Olander.

TechStars will receive a 6% stake in equity of each of the companies in exchange for their support. According to FastCompany, the ten participating startups will be: MTV Fantasy Election: Key Findings and Lessons for All. Lessons Learned from MTV’s Fantasy Election Game Prior to the 2012 elections, MTV was working on new ways to better engage US citizens to be involved in the American democratic process. With support from the Knight Foundation, MTV conceived Fantasy Election 2012, an online game which gave users a new way to hold electoral candidates accountable while being rewarded for getting involved in the electoral process. Inspired by the wide spread popularity of Fantasy Football, users are given the opportunity to draft their best team which include candidates running for the presidency and congressional seats. Upon assembling their lineup, players can gain or lose points based on the real time performance of its selected candidates. Candidates are evaluated based on 5 categories: constituent engagement, honesty, transparency, civility, and public opinion.

Fantasy Election participants can also gain bonus points when they involve themselves in the election. 1. 2. 3. Via Knight Foundation Blog. Le blogue » Archive du Blogue » La «gamification» de la recherche marketing (2) : tendance ou buzzword? Depuis quelque 10 ans, les médias sociaux ont imposé rapidement leur présence dans les conversations et au cœur de la majorité des foyers. De la même façon, la ludification, ou « gamification », gagne maintenant du terrain. S’agit-il du dernier «buzzword» à la mode ou plutôt d’une nouvelle tendance? En 2011, la firme Gartner prévoyait que la moitié des organisations innovantes utiliseraient les principes de la gamification sur un horizon de cinq ans. Quelques exemples Nike a créé le service Nike+, qui permet aux coureurs, grâce à un dispositif intégré dans ses chaussures de course, de se donner des objectifs, de faire un suivi de ses performances, d’obtenir des récompenses virtuelles (badges) et, s’ils le souhaitent, de faire état de leurs performances sur les réseaux sociaux (source).Le ministère du Travail et des Pensions du Royaume-Uni a créé « Idea Street », un jeu ayant pour objectif de décentraliser l’innovation et de permettre aux 120 000 employés de partager leurs idées.