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Emma Axam | Will Stuart-Jones 3radical ?

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Page 1: Engine slides 140715 pdf

Emma Axam | Will Stuart-Jones

3radical

?

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“Brands that strategically adopt gamification can achieve

unprecedented levels of engagement – and leave their competitors out in

the cold.”

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Games? I run a serious business…

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Games = Gamification

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Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase

users' self contributions.

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The application of typical elements of game playing to other areas of activity, often as an

online marketing technique to encourage engagement with a product or service.

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Game Mechanics?

Badges

Rewards

Points Leaderboards Statuses

Progress Bars

Level Ups

High Scores

Challenges

Competitions

Competitions

Notifications

Achievement

Reputation

Currency

Missions/Quests

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Gamification is exciting because it promises to make

the hard stuff in life fun!

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So, it is just used in marketing, right?

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Wrong!

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How enterprises play - Marigo Raftopoulos

• Customer loyalty – 18% • Marketing, sales and promotions – 16% • Education, training and recruitment – 18% • Innovation and problem solving – 19% • Community good or development – 12% • Staff morale, motivation & productivity – 15%

Identified 17 ‘primary purposes’ - condensed into six:

…if your clients have these needs consider gamification!

Analysis of 304 enterprise case studies (April 2105)

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How enterprises play - Marigo Raftopoulos

• Internal staff – 19% • Customers, clients or patients – 33% • Suppliers – 1% • Industry or community specific – 9% • General market or public – 37%

The study also identified five key audiences:

…so gamification can be both internal and external facing.

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So, gamification is a challenge with a reward

attached to it?

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Sometimes!

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How enterprises play - Marigo Raftopoulos

• Territory acquisition • Social • Prediction • Spatial navigation • Survival • Destruction

The study identified 12 key types of gameplay:

…points/badges etc. for task completion dominates.

• Building • Collection • Chasing or evading • Racing • Trading • Puzzle or problem-solving

– 57% !

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Does it work?

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Yes!

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Increase Engagement

Drive!Traffic!

Reward!Purchase!

Deliver!Value!

Encourage!

Identify Prospects

Create Awareness

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“Show me the money!”

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84%

Played a game after a location-based push - DBS Bank

DBS Bank

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From 0 - 12,000

email addresses and engaged players in 3 weeks, with promotions in just 4 locations - Dell Singapore

Dell

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36%

Made a purchase compared to 5% with a 'normal’ offers app - 313 Shopping Mall

Lend Lease

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What do the analysts say?

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By offering rewards for user actions, marketers will find that consumers are more likely to engage

with their brand -- visit the site more often, register, linger, come back, and invite friends.

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“ To drive positive brand engagement

though gamification, know who your audience is and what it finds valuable… your strategy won't

be "sticky" unless the interactions are valuable to the user.”

- Jennifer Wise, Forrester

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Where can I find out more?

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• How enterprises play Marigo Raftopoulos • Gamification: they key to mobile engagement Pete Jenkins • Download one of our ‘Little Books…’ from 3radical.com

Where can I find out more?

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