background preloader

Gamification Platform Matrix

Gamification Platform Matrix
Conventional wisdom has it that sales people love competition. They want a challenge, beat their friends and colleagues, and be on top of the leaderboard. And sales managers constantly use carrots and competition, because this is what “motivates" sales agents. We know that sales reps have to make money for the company. #1 Competition is the opposite of collaboration. When we consider the reason why we start companies, it’s because together we can achieve more than as individuals. #2 Only a handful of people compete. If you’ve used competition in the past, have you also crunched the numbers?

A Checklist for Evaluating Gamification Platforms Conventional wisdom has it that sales people love competition. They want a challenge, beat their friends and colleagues, and be on top of the leaderboard. And sales managers constantly use carrots and competition, because this is what “motivates" sales agents. But is this true? We know that sales reps have to make money for the company. #1 Competition is the opposite of collaboration. When we consider the reason why we start companies, it’s because together we can achieve more than as individuals. #2 Only a handful of people compete. If you’ve used competition in the past, have you also crunched the numbers? Massively Multiplayer Online ... Shopping? It's Real, Addictive and Brutal | Wired Business Photo: Little Black Bag Every New Year’s, Japanese shoppers line up to snag so-called “lucky bags” stuffed with last year’s clothes, shoes and even tea bags. Deal-hungry buyers have no clue what’s inside, but they do know they’re getting their loot at a hefty discount. If they don’t like what they get, they can trade with other shoppers. This tradition, known as fukubukuro, goes back at least 100 years. The service’s key difference with fukubukuro is that Little Black Baggers can choose one of the products in their bags. You start off by taking a style quiz, a survey of what styles fit your personality, like hipster, boho, downtown glam, or preppy. My fashion personality turned purse. The company crunches all your data to compute your personal style. Digital bag clutched tightly, I was free to roam through hundreds of purses, bracelets, earrings, necklaces, lotions, scarves and fragrances from brands like Big Buddha, Steve Madden, Nila Anthony and Betsy Johnson. In a word: data.

Mention - Mention, LLC Engaginglab Millennial Moms: Good Gaming at Home Bio Samantha Skey Samantha Skey works with top consumer internet companies to build scalable business models amid rapid growth. As Chief Revenue Officer for Recyclebank, a New York City-based clean web company, Skey built the company’s advertising and rewards strategy to serve thousands of brands. Recyclebank motivates and rewards green actionsamong mainstream consumers. Skey was Chief Marketing Officer at Passenger, Inc., a social software company providing online community for consumer brands, where she remains an advisor. A frequent presenter and commentator for digital and advertising business and trade media, Skey lends free time to consult leading organizations in driving social impact through digital engagement. Skey sits on the advisory board of The Bronx Academy of Letters, YouthNoise, ad:tech and SmartyPants Ltd. To download this program become a Front Row member. ZOOM IN: Learn more with related books and additional materials.

How Three Businesses Scored Big with Gamification Ready or not, gamification is taking the business world by storm. For anyone unfamiliar with gamification, it's the application of game-like elements such as challenges, points, badges and levels to business and other nongame websites. An estimated 70 percent of the top 2,000 public companies in the world will have at least one gamified application by 2014, Stamford, Conn. Patrick Salyer, CEO of gamification platform Gigya, believes there are two keys to success with gamification. The other is to focus on rewarding activities that create value for your businesses. Companies should weigh a number of factors before deciding whether to get into the gamification game. USA Network's Club Psych fan loyalty site 1. To enhance Club Psych, USA launched Psych Vision, a mobile app that let users access behind-the-scenes videos, play trivia games to earn points and unlock prizes, and chat with other fans, all while watching the show. Related: How Badgeville Is Gamifying the Internet 2. 3.

Gamification and Increased Productivity Bio Byron Reeves Byron Reeves is the Paul C. Edwards Professor in Stanford University's Department of Communication, and is Faculty Director of the Stanford Media X Program that organizes research and relationships between industry and Stanford IT researchers. An expert on the psychological processing of media in the areas of attention, emotions, and physiological responses, Byron has published over one hundred research reports about media psychology. To download this program become a Front Row member. ZOOM IN: Learn more with related books and additional materials. For related Britannica content, please search on Britannica's Web site, at www.britannica.com.

Samsung Among the First to Innovate with Badgeville's Behavior Platform Last week, Samsung was among the first to announce integration of Badgeville’s new behavior platform in Samsung Nation. Samsung has put their weight behind the rollout. Rather than gamify one marketing campaign or a single product site, the company brought gamification into the forefront and integrated the new features throughout the US corporate site. Leaderboards, badges, and points head up the site’s new features, but behind the scenes lies Social Fabric, Badgeville’s new platform for delivering relevant, real-time social experiences tied to site-specific user behaviors. With missions like register and review Samsung products, Samsung Nation aims to tie together the already bubbling Samsung community with game mechanics and social leaderboards. ”We created Samsung Nation as another way to demonstrate to these enthusiasts that we appreciate their loyalty and interest. Samsung Nation not only benefits the company’s already enthusiastic community.

Studies Find Reward Often No Motivator Creativity and intrinsic interest diminish if task is done for gain By Alfie KohnSpecial to the Boston Globereprinted with permission of the author from the Monday 1987-01-19 Boston Globe In the laboratory, rats get Rice Krispies. In the classroom the top students get A's, and in the factory or office the best workers get raises. It's an article of faith for most of us that rewards promote better performance. But a growing body of research suggests that this law is not nearly as ironclad as was once thought. A related series of studies shows that intrinsic interest in a task -- the sense that something is worth doing for its own sake -- typically declines when someone is rewarded for doing it. If a reward -- money, awards, praise, or winning a contest -- comes to be seen as the reason one is engaging in an activity, that activity will be viewed as less enjoyable in its own right. In 1985, Amabile asked 72 creative writers at Brandeis and at Boston University to write poetry. Means to an end

Related: