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How to Use Game Mechanics to Reward Your Customers

How to Use Game Mechanics to Reward Your Customers
There's a green card. Then there's silver, gold, and platinum. And then there's the Centurion—the black American Express card. Which do you want in your wallet? A handful of luxury brands have for decades used promises of status to encourage customers to spend more through loyalty to their brands. Today, brands of all stripes are experimenting with the psychology of status and power in rewarding customers. Consider Foursquare, a company built entirely on a game-design model. The new rewards ecosystem is a marketer's dream. "Historically, customer engagement was something big brands did a lot better due to full scale loyalty programs," says Gabe Zichermann, a blogger who authored Game-Based Marketing and who hosts of the Gamification Summit. That's changing. Rewarding Customers Through Gamification: Why Game Mechanics? People are hard-wired to enjoy positive reinforcement. "Foursquare was a really great early example of this happening," McGonigal says.

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Five Essential Steps for Gamifying Education Whether you are considering gamifying a single lesson, an entire curriculum, or a whole school, it can be a daunting and confusing process. Those who try their hand at integrating game mechanics into the classroom setting may meet with less than stellar results and give up after just one attempt. But effective gamification is a complex undertaking that requires both the motivation to work harder at making learning engaging for students and the dedication to experience, accept, and learn from failures when doing so.

How to Use Gamification to Reward Customers and Engage Prospects Everyone wants new business. But sometimes we get so wrapped up in trying to predict what the next great lead-gen tactic will be, we forget that new business doesn't come just from new customers. It also comes from your current customers, and it's a lot cheaper to acquire, to boot. Most marketers have undoubtedly seen the Bain & Company study that put hard numbers to the new-versus-existing-customer conundrum: it's six to seven times more expensive to gain a new customer than it is to retain an existing one, and a 5% increase in customer retention can boost profit from 25%-95%. You can always try to make your customers happier by sending them free goodies, responding to emails quicker, and smiling more when you see them, but odds are that any gains you'll see aren't going to move the needle much.

Will Wright on Gamifying the World: From SimCity to the Future Will Wright Shares His Experience on Gamifying Systems and Simulations One of the most phenomenal experiences of GSummit SF 2013 happened with Will Wright’s keynote talk. As the creator of SimCity and countless other games and simulations, Wright’s talk goes deeply into games’ and their effect on us as humans in society and what that means for gamification in the grand scheme of things. He touches on the lessons can we take from games — and decades of experience designing for fun — to create engagement for large audiences with complex models and issues? How can we make simple everyday interactions more compelling and use them as teachable moments to energize society? Can everything really be fun — and what are the secrets for balancing detail and simplicity?

Why the Gamification of Learning Became so Successful Who could have predicted that the gamification of learning could have yielded such continued success, for students of all ages? If twenty or so years ago you were to tell an educator that the future of learning exists in digital gaming, you’d probably be laughed at. Not too long ago games were viewed almost universally as a deterrent to education—the word “videogame” had nothing but the most negative connotation to many parents and educators. Games weren’t viewed as sources of learning, but ones of distraction. Of course that has all changed in recent years. Playing games for employment: Defining the mission Young people dig into the problems they face when looking for jobs. Photo: Emerson College In one of our previous blog posts, we showed why we want to tackle the problem of youth unemployment in Moldova by playing games.

The 50 Best Videos For Teachers Interested In Gamification Image by Sezzles via Flickr Creative Commons Gaming in education is a really big deal, and a very fun way to get students more involved and interested in education. Board games, video games, even active outdoor games all have an important place in education, and these videos share more about their role in learning. Check out our list of 50 awesome videos for gaming teachers to discover what experts, teachers, and even students have to say about using games for education. Gabe Zichermann: How games make kids smarter : Check out Gabe Zichermann’s TED talk to find out how video games can actually make kids smarter and better problem solvers.

Gamification increases engagement and retention levels Gamification is on the rise and has become one of business’ recent buzzwords. But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. The concept, which borrows elements from game thinking, has been recently used to address challenges in different fields, such as recruitment, learning, employee engagement, and retention. What is Gamification and Why Should You Care? This is a community post, untouched by our editors. PREVIOUS: How To Bring An Event To Life With Augmented Reality When you think of gamification, what do you think of? Playing games?

5 Free Gamification Ideas: Motivate Your Employees The Old-fashioned Way Going from good to great in the workplace often means employing gamification to motivate your workforce. Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in.

8 Research Findings Supporting the Benefits of Gamification in Education On Sunday, Tess Pajaron sent me a great article from Open Colleges about “The Virtues of Daydreaming And 30 Other Surprising (And Controversial) Research Findings About How Students Learn”. One thing that really struck me about this article is how many of these findings indicated benefits that can come from the use of gaming in education. Some of the findings directly addressed the subject, while others were indirectly indicative of potential positive outcomes of gaming in an instructional context. Of course, the “gamification” of education generally refers to the idea of incorporating gaming elements in instruction and instructional tools, such as the use of digital badges in an online learning application.

Game on: could gamification help business change behaviour? The days of Atari and Pac-Man are long gone. Modern day video games use sophisticated psychology and neurochemistry to determine what motivates players and keeps them coming back for more. Now other businesses are borrowing a page from the video gaming playbook and engineering gaming methods and design concepts into everything from consumer apps to employee programs. "Gamification is hot right now," says Thomas Hsu, social collaboration and gamification expert at Accenture. "We're in the golden age of scientific and neurological research.

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