October 2010
Gamication 101:
An Introduction to the Use o Game Dynamics to Inuence Behavior TABLE OF CONTENTS Introduction Section I: Gamication Dened - A brie overview o the terms, concepts, and history Section II: The Business Value o Gamication - How and why it works; examples o its use Section III: The Building Blocks o Gamication - The elements involved in creating a successul experience experience Section IV: Summary and Next Steps - Where to go rom here? Section V: About Bunchball and Nitro - A brie look at the company and its oerings Acknowledgements
© 2010 Bunchball, Inc. All Rights Reserved Reserved
white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Gamication 101: An Introduction to the Use o Game Dynamics to Inuence Behavior ga∙mi∙∙ca∙tion [gay-muh--kay-shuhn]
I. GAMIFICATION DEFINED
integrating game dynamics into your site,
Denition o Terms
service, community, content or campaign,
We’ll expand each o the ollowing denitions in greater detail through-
in order to drive participation.
out the whitepaper. As an introduction, let’s give a brie overview o a ew key terms that are central to this paper. Gamication
INTRODUCTION At its root, gamication applies the mechanics o gaming to nonWhy Should You Care?
game activities to change p eople’s behavior. behavior. When used in a b usiness
Gamication applying the mechanics o gaming to nongame activi-
context, gamication is the process o integrating game dynamics (and
ties to change people’s behavior is an important and powerul new
game mechanics) into a website, business service, online community,
strategy or inuencing and motivating groups o people. The business
content portal, or marketing campaign in order to drive participation
community is just starting to realize the power it has to improve cus-
and engagement.
tomer engagement, build loyalty, and incent employees and partners
Participation and Engagement
to perorm at high levels. And the concept has the potential to solve a variety o problems outside the business world as well, in areas such as:
The overall goal o gamication is to engage with consumers and get them to participate, share and interact in some activity or community community..
• Health & Wellness: healthcare cost containment, obesity programs, programs, smoking cessation…
A particularly compelling, dynamic, and sustained gamication experience can be used to accomplish a variety o business goals.
• Education & Training: Training: e-learning, corporate and vocational training, online testing… • Public Policy & Government: education reform, climate change, welare reorm…
Game Mechanics & Game Dynamics
These two terms are closely related and sometimes used interchangeably. For our purposes, game mechanics are the various actions,
But beware o the hype! As with many new and promising technologies,
behaviors, and control mechanisms that are used to “gamiy” an activity
there are already a lot o pundits who have jumped on the gamication
the aspects that, taken together, create a compelling, engaging user
bandwagon and hyperbole is ying. Simply Googling the word “gami-
experience. The compelling, motivational nature o this experience is, in
cation” brings up articles and videos with titles like “Gaming Can Make
turn, the result o desires and motivations we call game dynamics.
A Better World,” “The Gamication o Lie,” and “The Gamication o
Game mechanics include:
Game dynamics include:
Everything.” • Points
• Reward
Understanding how and why gamication works, in what contexts it is
• Levels
• Status
most eective, and what the limits are o this app roach will be highly
• Challenges
• Achievement
useul in sorting out the useul bits. This report will help provide a basic
• Virtual goods and spaces
• Self-expression
oundation and denition or the concept o gamication. We We plan to
• Leaderboards
• Competition
extend and build upon this oundation as we try to help move gamica-
• Gifts and charity
• Altruism
tion from an art to a science. Please let us know what you think of this whitepaper by sending us an email at gamication101@bunchball gami
[email protected]. .com.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Games Are Everywhere
Humans have been playing games in various forms since the days o the caveman, and competition is deeply ingrained in the human psyche. Fast orward to the modern era with the signicant ree time
5 dierent Starbucks,” to earn special trophies or badges. The points have no monetary value, and the badges don’t have any real-world payo. However, However, Starbucks is using a fun tool to get people to visit their stores and buy more lattes.
that people have today, and gaming has become a hugely popular and tremendously protable industry, on the order o $60 billion per year.. Given this wide acceptance o gaming and the emergence o the year internet, people have become more open to game mechanics in other parts o their lives. As a result, “gamication” is becoming a powerul tool through which organizations teach, persuade, and motivate people. Many dierent activities that people do today incorporate game mechanics – things that you might not think o as games at all. Let’s examine a ew. Frequent Flyer Programs
120 million people around the world are accruing points, leveling up, and earning rewards in the Frequent Flyer Programs (FFPs) oered by nearly every major airline. FFPs are actually complex games, with customers earning miles (points) or every segment own, moving rom Bronze to Silver and Gold status (leveling up), and even completing challenges like “Fly 3 segments in the next 90 days or 2500 bonus miles.” And they’ll go out o their way to stick with the vendor where they have the most points and status even when disappointed with the actual service.
Nike+ and the iPod
The world’s largest manuacturer o athletic ootwear and apparel worldwide has “gamied” exercise with the launch o Nike+ in 2008. Over 1.8 million runners are currently using Nike+ to capture data such as distance, pace, and calories burned using a GPS sensor connected to their iPod. The Nike software loaded on the iPod will then ”reward“ users i they reach a milestone or example, runners hear Tour de France cycling champ Lance Armstrong congratulating them i they beat their ve-mile distance record. Ater workouts, workouts, runners go online to upload their data, track their statistics, set goals, join challenges, play with an online “alter ego,” and connect with ellow runners in the Nike community and other social networks. Nike+ has allowed the company to build a huge and active an base or instance, over 800,000 runners logged on and signed up when Nike sponsored a 10K race simultaneously across 25 cities.
Starbucks and Foursquare
The world’s biggest coee chain is rewarding users with virtual points and virtual badges or visiting their retail stores. Starbucks, in conjunction with location-based social network Foursquare, Foursquare, enables their customers to “check-in” at their retail locations on their mobile phones. And when they do, they earn points and can complete quests, like ”visit
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
II. THE BUSINESS VALUE OF GAMIFICATION Participation Drives Business Value
Participation builds lasting relationships and impacts fundamental busi ness objectives. I you can get people to participate and engage, your business wins. Gamication can drive virtually any kind o participation, including: • Watching videos
• Reading articles
• Listening to audio
• Filling out registra registration tion data
• Viewing photos
• Voting on content
• Opting in to email communication
• Writing comments
• Creating content
• Participating in discussions
• Answering questions
• Posting to forums
• Making a purchase
• Taking a poll
• Taking quizzes
• Visiting repeatedly
• Searching for information
• Visiting aliated sites
• Sharing personal info
• Recommending aliated sites
• Rating products
Tracking Statistics Drives Participation At its core, gamication is all about statistics. I two people play Monopoly every day or a week, it’s going to get boring pretty quickly. But i they start capturing and displaying statistics how many times each person won, how many dollars each winner had, which properties were most protable then the experience becomes more interesting. These statistics create another level to the game and motivate people
Status
to play more. In essence, the statistics become the game. Can you
Achievement
become the #1 ranked Monopoly player in your group o riends, in the state, in the country? Can you own Boardwalk and Park Place ve games in a row, and thus win a special trophy? Can you earn Monopoly Points for every dollar you end the game with, and collect those points toward some ultimate reward?
Reward
Statistics
Competition
By capturing statistics, communicating standings, and rewarding accomplishments, we create a new method to drive participation. Even though individual games (or other activities) may have lost their initial excitement, each episode becomes an entry into a larger game, one that creates a desire to make return visits in order to reach these new goals.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Who Is Participating Participating? ? Gamication is a strategy or inuencing and motivating the behavior o people – any people, whether they are customers, employees, students, ans, constituents, patients, etc. And while it uses techniques rom game design, it is not a new way to reach the gamer market. The audience or gamication is anyone you want to engage repeatedly in order to elicit a particular behavior behavior..
Use Cases o Gamication
“Companies o all shapes and sizes
The ollowing examples illustrate illustrate some o the applications in which gamication can be
have begun to use games to revolution-
used to create business value.
ize the way they interact with customers and employees, becoming more competitive and more protable as a result.” - “Changing the Game”, David Edery, Ethan Mollick
Building and activating a community o members or ans A common business goal is to pull together and engage a group o people with a common passion or interest, and then to “activate” them to purchase. In particular, particular, many marketers have been looking to leverage online social networking or this purpose, but the results have been mixed. Adam Sarner, an analyst with market research rm Gartner, has projected that over 75 percent o Fortune 1000 companies with Web sites will have undertaken some kind o online social-networking initiative or marketing or customer relations purposes. But 50 percent o those campaigns will be classied as ailures.1 And Forrester analyst Jeremiah Owyang concludes that “…many brands are wasting their time, money, and resources to reach communities in social networks without rst understanding that the use case is very dierent than a microsite campaign.” 2 Through gamication, organizations organizations can take back control o the brand experience by engaging users, encouraging them to join a community, driving active participation, sharing with riends outside the community community,, and even recruiting riends to join the community. Gamication enables you to turn customers into ans, and ans into evangelists evangelists..
1
http://news.cnet.com/8301-13577_3-10058509-36.htm l
2
http://www.web-strategist.com/blog/2008/07/18/orrester-report-best-and-worst-o-
social-network-marketing-2008/ © 2010 Bunchball, Inc. All Rights Reserved Reserved
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Example: Global Technology Technology Company
A leading computer manuacturer recently launched a campaign on Facebook to build up a community o college students ocused around “tech stu,” with the goal o promoting their educational computing site and selling more student laptops. To drive the growth o this Facebook site, they created a gamied Facebook application that oered students a chance to win a $5,000 scholarship and a free PC for a friend. In order to win, students had to earn points and awards or doing things like registering or the contest, inviting a riend to join, creating a team, registering on the company’s educational computing site, and posting contest messages and awards on their wall on Facebook. The result? Six weeks ater the launch o the gamied Facebook application, they had increased program participation 10X. Other success metrics rom the campaign: • 1 in 6 participants wrote and submitted an essay
Example: Global Consumer Product
• Almost 1 in 5 made the student laptop their prole picture on
A European consumer and industrial products company made a
Facebook or a day
decision to shift the marketing strategy for one of their top Personal
• 1 in 4 recruited their friends to help them
Care products to a “high engagement, online ecosystem” model. The
• 1 in 3 checked out the student laptop reviews
program that came out o this strategy was a social networking applica-
• 1 in 3 promoted the Facebook application
tion connecting participants across the web and social media. The goal
• 1 in 3 posted their award and new level
or participants was to earn rewards by completing challenges, such as
• 1 in 3 visited the educational computing site
viewing a series o web pages or playing Flash mini-games on partner sites. The social game was explicitly designed to encourage long-
Building your brand
term engagement o participants, with repeat users earning requent
In the long run, the goal o marketing is to maximize the lietime value
rewards.
o customer base by increasing the average selling price and requency
The company created an initial core user base via co-branding with a
o purchase. The traditional way that marketers look at this process
top-tier North American proessional sports league, and then grew the
is the “purchase unnel,” a model which describes the theoretical
user base using viral game mechanics that motivated participants to in-
customer journey rom the moment o rst contact with your brand
vite riends rom their social networks. Other game mechanics ocused
(awareness)) through product consideration, to the ultimate goal o (awareness
on activating ans, riends, and all others with brand purchases and tri-
a purchase. Using gamication, marketers can help increase brand
als via promotional integration. A microsite served as the participants’
awareness,, anity, and purchase intent by driving their audience to awareness
dashboard, providing a central location to customize their avatar, avatar, view
spend more time on a website or related social media property and
their progress, accept challenges and engage in social activities. In addi-
come back more oten. The more users interact with a site, the more
tion, the experience required repeat visits to the microsite, strengthen-
valuable and loyal they become and the less incentive they have to click
ing the participant’s association with the brand.
away to another source.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Driving engagement and loyalty
Example: Major Entertainment Company
Loyalty has evolved beyond earning points or purchases to deeper cus-
One o the largest entertainment companies in the world wanted a
tomer engagement. Traditional redemption-ocused loyalty programs
loyalty system that not only rewarded purchases, but also rewarded
created clever points systems and oered gits or discounts in return
participation and engagement with their content, which includes major
or purchases. These marketers assumed that the best consumers will
motion pictures. This program gave points or purchasing Blu-ray and
“burn” what they’ve earned, be satised with the reward, and come
regular DVDs as well as movie tickets. Buyers then redeemed those
back to the b rand in the uture. Savvy marketers now realize that they
points for dollar-value products, like more DVDs. In add ition, members
must dierentiate themselves rom this oundational model, primar-
can earn credits or engaging with their content, like watching movie
ily because the rewards given by most loyalty programs oer ar less
trailers, visiting movie websites, playing games, and contributing con-
competitive advantage in the age o the internet and global commerce.
tent. By combining ofine purchase data with online engagement and
Using gamication, loyalty programs can signicantly increase their
participation data, they can now build a detailed prole o each o their
eectiveness by adding more intrinsic motivators to the “earn” (points)
customers. The resulting gamication campaign has:
aspect o the loyalty experience.
• Increased consumption of promotional content
Earning points mimics the elements of a game, including competition
• Increased user-gener user-generated ated content
and the pursuit o a goal. Fun, compelling and addictive game play gen-
• Increased trac to the individual movie sites
erates exciting emotions that add to the player’s experience, whether
• Increased sale of products
the competition is solitary or involves others. An eective loyalty
• Developed a 360-degree view of their customers.
program views the entire “earn” experience as a game, one wherein the “play” is just as un as the “winning.” Adding leaderboards and tieredachievement levels will enhance the gaming aspects because people often desire the c hallenge of working for a rewar reward. d. Essentially, the right level o challenge arouses and excites the brain. Setting and hitting milestones result in a repeated sense o accomplishment and boosts sel-worth, leading to the ultimate satisaction o reaching the goal and “winning the game. game.”” 3
Yearn
Loyalty Programs
Earn
3
Burn
Barry Kirk. “A New Paradigm for Loyalty Marketing,” Maritz White Paper, August 2010 ,
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Motivating behavior Wherever there are people, there are people to be motivated. • Sales people and channel partners can be incented to grow revenues revenues and ocus on desired product mixes via competition and c hallenges. • Call centers and customer support organizations can be motivated to deliver superior customer service through a customer eedback mechanism or other metrics. • Employees can be motivated to pursue optional training initiatives that enhance their careers and make them more valuable to the company. • Patients and health insurance customers can be incented to adopt and stick with healthy liestyle choices that extend their lives and reduce healthcare costs. Gamication can be applied across a broad spectrum o situations where individuals need to be motivated or incented to pursue specic actions or activities. Example: HopeLab
HopeLab is an innovative organization whose mission is to drive positive health behavior in young people. Fighting chronic illnesses like cancer, obesity, obesity, and depression, HopeLab uses games and con con-nected devices to create the most eective motivational methods. For example, the Zamzee device is worn on a belt or carried in a poc ket, and it monitors physical activity throughout the day. Plugging it into a computer, this data is converted to points that can be redeemed or virtual goods and real-world rewards, rewards, including the ability to donate to a cause. Though the product is still under development, a pilot study showed that kids using the Zamzee device and website were about 30% more active than those who did not.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
III. THE BUILDING BLOCKS OF GAMIFICATION To repeat our denitions rom the beginning:
Gamication drives participation and engagement by integrating game
experience around existing website unctionality or content. Some o the most common game mechanics include the ollowing: Points
mechanics and game dynamics into a website, business service, online
People love points. They love to earn them and to
community,, content portal, or marketing campaign. Gamication is community
achieve them. This makes points incredible motiva-
an emerging marketing discipline that provides a means o inuencing
tors. Points can be used to reward users across multiple
the behavior o people online. It borrows key concepts rom a number
dimensions, and dierent categories o points can be
o related areas, including game design, customer loyalty programs,
used to drive dierent behaviors within the same site or application.
behavioral economics, and community management.
Points can also be used as status indicators, users can spend them to
Game mechanics are the rules and rewards that make up game play the aspects that make it challenging, un, satisying, or whatever other emotion the game’s designers hope to evoke. These emotions, in turn, are the result o desires and motivations we call game dynamics.
unlock access to content, or spend them on virtual goods and giting. Studies done at IBM Research and the University of Chicago describe the dramatic eect that earning points can have on user behavior, behavior, even if there’s no monetary value associated with them. People just love to be rewarded and eel like they’ve gained something
Game Mechanics Motivate Behaviors
Levels
The addition o game mechanics to a site or application allows you to
Levels are dierent classes in requent-yer programs,
layer compelling user experiences into existing activities. These gami-
colored belts in martial arts, job titles in industry: an
ed activities satisy basic human desires, creating the addictive user
indication that you’ve reached a milestone, a level o
experiences that motivate users to take certain actions. But what are
accomplishment in a community and should be aorded
these game mechanics?
a certain amount o respect and status. Levels are oten dened as
Game mechanics are tools, techniques, and widgets that are used as building blocks or gamiying a website or application. Using them individually or together, it’s possible to build a highly motivational user
point thresholds, so that users can automatically level up based on their participation, or use levels to indicate status and control access to content on the site.
Figure 1 illustrates the interaction o basic human desires and game play. The green dots signiy the
primary desire a particular game mechanic ullls, and the blue dots show the other areas that it aects.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Challenges, Trophies, Badges, Achievements
Competitions
Challenges (aka trophies, badges, or achievements) give
Competitions enable your users to challenge each other
people missions to accomplish and then reward them or
to get the high score at some activity. Once everyone
doing so. Challenges give people goals and the eeling
has done the activity, the user with the highest score
like they’re working toward something. The general ap-
wins a reward while all the losers get a consolation prize.
proach is to congure challenges based on actions that you’re tracking,
This is great or “multiplayer-enabling” one-player games and other
and reward your users or reaching milestones with trophies, badges
single user experiences. For example: “I just scored 500,000 points at
and achievements.
Asteroids, I dare you to beat that!”
Trophies, badges, ribbons, etc. are the visible recognition o having reached new levels or completed challenges. One o the keys to making
Game Dynamics Satisy Desires
levels and challenges eective is providing a orum or users to show o
Why are people motivated by game mechanics? Because o game
their achievements, like a trophy case or user prole page that displays
dynamics.
their badges. These have counterparts in the real world as well, as in Scouting merit badges, colored credit cards that indicate high spending limits, or colored requent yer cards that indicate member status.
People have fundamental needs and desires desire for reward, status, achievement, sel-expression, sel-expression, competition, and altruism among others. These needs are universal, and cross generations, demographics, demographics, cultures, and genders. Game designers have known or years how to
Virtual Goods
For a game economy to be eective over time, it helps to have a place to spend points, provide an incentive to earn more, and oer the ability to customize something that reects a personal identity. Virtual goods help achieve all o this and are a great vector or creativity, creativity, competition, and self-expression in the community community.. Virtual goods are non-physical, intangible objects that are purchased or use in online communities or online games. Users purchase virtual goods like like clothing, weapons or decorations to create an identity or their virtual sel while comparing and “showing o” with their friends. Virtual goods can also be used as a revenue center, by selling users virtual goods or real dollars.
address these needs within gaming environments, and gamication now enables these precepts to be applied more broadly. broadly. By wrapping the appropriate set o game mechanics around your website, application, or community, you can create an experience that drives behavior by satisying one or more o these human needs: Reward
Human beings are motivated by receiving rewards rewards something of value given or some kind o action. A reward, tangible or intangible, is presented ater the occurrence o an action (i.e., behavior) with the intent to cause the behavior to occur again. With gamication, the primary reward mechanism is through earning points or the equivalent (like requent-yer miles). miles). But obtaining virtual goods, leveling up, and
Leaderboards
Most o the successul games ever created have wisely implemented a “high-score table.” They bring aspiration, “ame,” and your name in lights. They also indicate “how am I doing” against riends and against everybody else. In the context o gamication, leaderboards are used to track and display desired actions, using competition to drive valuable behavior.
even completing achievements also satisy this desire. Status
Most humans have a need or status, recognition, ame, prestige, attention and, ultimately, the esteem and respect of others. People need to engage themselves in activities to gain this esteem, though. All elements o game mechanics drive these dynamics, with leveling-up (such as getting a gold or platinum credit card) being one o the primary motivators.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
Achievement
Altruism
Some (but not all) people are motivated by a need to achieve, to ac-
Git-giving is a strong motivator i you have a community where people
complish something dicult through prolonged and repeated eorts, to
seek to oster relationships. Not all gits are equal, so in a world o ree
work towards goals, and to win. People motivated by achievement tend
and commodity items, motivated giters will seek out a more valuable
to seek out challenges and set moderately dicult (but achievable)
orm o expression, either through money or through time spent earning
goals. Their most satisying reward is the recognition o their achieve-
or creating the git.
ments. Sel-expression
Many people want and need opportunities to express their autonomy and originality, to mark themselves as having unique personalities rom those around them. This ties into the human desire to show o a sense of style, identity, and personality and to show o an aliation with a
In gamication, giting is an incredibly powerul acquisition and retention mechanic. You receive a git rom someone that pulls you into the game, and then you’re incented to send gits to all your riends, creating a great acquisition loop. And every time you receive a git, it pulls you back into the application to redeem it, so it serves as a powerul retention vehicle as well.
group. Using virtual goods is a common way or players to create their own identity, whether they are earned through rewards, rewards, received as gits, or bought directly with real currency. A person’s avatar can oten serve as a rich ocal point or expression. Competition
Individuals can also be motivated by competition. It has been proven that higher levels o perormance can be achieved when a competitive environment is established and the winner rewarded. That’s That’s because we gain a certain amount o satisaction by comparing our perormance to that o others. All elements o game mechanics tap into this desire, even selexpression, but the use o leaderboards is central to display competitive results and celebrate winners. Most all games provide at least a simple top ten list, and using that public display to indicate new levels achieved, rewards earned, or challenges met can be a great motivator to other players.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
IV. SUMMARY AND NEXT STEPS We’ve laid out a basic ramewor rameworkk or gamication here: what it is, why it’s powerul, and how companies are using it now. So what’s next? Here are some brief starter questions to get clarity on before embarking on the gamication process. Questions to Ask
As with any signicant undertaking, there are many specic questions to answer as you think about applying gamication to your situation: Is the Product Compelling?
No matter the quality o the gamied experience, it is only a wrapper around your core oering. Gamication cannot make an unloved property into a hit, but it might provide the tipping point that helps a good product nd a larger audience, or turns a hit into a c ross-channel smash. Gamication Gamication works best when turning an exciting, attractive product into a richer richer,, more participatory one. What is the Context?
Will your audience discover your campaign on TV, in real-world stores, through social media channels, in print ads, or somewhere else? Does this connect a real-world experience with an online or mobile application? How will your early users help to grow your audience for you and through what means? Just as savvy advertisers connect TV, TV, online, print, and other campaigns, consider how to extend the reach of the gamication process into other avenues. What Is the Timerame Timerame? ?
Gamication should be thought o as an extended process, and the most engaging games oer an experience that unolds over time. This can be accomplished by making a deep and rich experience rom the outset, or by evolving the experience over time, letting its audience build and drawing experienced users deeper into the game. Gamication is a long-term strategy, not a launch-and-orge launch-and-orget-it t-it one. Time to Market?
How soon do you need to gamify your site or application? What level of eort will be required to do this? Do you have the resources to do it? Do you have the resources to support, operate, and enhance your gamication solution over time? What kind o expertise do you have in-house to make this happen? All o these questions will impact your ability to gamiy your site in a timely manner. What Is Success?
Most important is to have a clear sense o what your business goals are and how you’ll go about determining i you’ve achieved them. This can be measured as strictly ROI, but there are other measures equally as valuable.
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white paper Gamication 101: An Introduction to the Use o Game Dynamics to Infuence Behavior Behavior
V. ABOUT BUNCHBALL AND NITRO Bunchball: The Industry Leader in Gamication Bunchball is the leading provider o online gamication solutions, used to drive high value participation, engagement, loyalty and revenue or some o the world’s leading brands and media. Customers including Warner Bros, Comcast, Victoria’s Victoria’s Secret PINK, USA Network, LiveOps, and Hasbro use Bunchball’s Nitro gamication platorm platorm to create compelling, meaningul and enjoyable experiences or consumers, employees, employees, and partners. Based in Silicon Valley and founded in February 2005, Bunchball’s investors include Granite Ventures Ventures and Adobe Systems Incorporated. For more informa tion, visit Bunchball online at www.bunchball.com.
Nitro – The Participation Engine Nitro enables you to track and reward participation across the Internet by adding game mechanics to your websites, Facebook Facebook applications, and mobile applications. The Nitro solution includes the ollowing: Proven Gamication Platorm
• Nitro, the industry’s most scalable, reliable gamication platform. Expert Program Design Services
• Build your own solution, or let us help you - we’ve created more Gamication solutions than the rest of the industry combined. Comprehensive Program Management Services
• Strapped for resources? resources? Let us manage your your program. program. Advanced Analytics Services
• Data-driven insights into user behaviors and how to drive them. The Nitro gamication platorm is a highly scalable and reliable Cloud-based service or gamiying websites, Facebook, Twitter Twitter,, MySpace, and mobile applications – it has served over 80 million unique users and 4 billion transactions to date. Nitro’ Nitro’ss exible architecture enables our c ustomer’ ustomer’ss engineering teams to get up and running quickly, while our powerul administration administration tools empower the site production and marketing teams with real-time control over online user behavior. The platorm delivers the industry’s most comprehensive set o game mechanics, including: • Actions
• Virtual Goods
• Poker
• Challenges
• Virtual Rooms
• Comments
• Trophies
• Avatars
• Friends
• Badges
• Groups
• Facebook and Twitter Connector
• Achievements
• Competitions
• Points
• Real-time Notications
• Levels
• Newsfeeds
• Leaderboards
• Trivia
© 2010 Bunchball, Inc. All Rights Reserved Reserved
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bunchball.com We grateully grateully acknowledge the contribution o many others to the ideas outlined in this paper paper.. In particular, we would like to give special mention to Kathi Fox, Amy Jo Kim, Barry Kirk, and Gabe Zichermann.