Pages

Thursday, May 23, 2013

Nike+ Run: Game On, World.




"Sport is the ultimate game, and athletes are the ultimate players. Nike introduces a whole new training platform. Measure your score against your self, against your friends, against the world. The more you play, the better you get. The world is your playground. "

With this campaign Nike really changed the standards of gamification and people's behavior. Nike went deep to the core values of gamification and how to extract the most out of it. Nike re-imagined the relationship with customers. The company is going where the customers are: today, more than ever, into the social media platforms.


The video below is an example of a smart use of gamification because it took something that people find hard to get motivated for (to run) and offered a direct incentive (rewards). 




Nike successfully launched an online platform (Nike+ Web Community) to engage "players" into a completely new gaming environment in which physical activity is something challenging, exciting and rewarding. This platform allows Nike to have a personal conversation with customers. It also acts as a laboratory that lets the company study its customer's behaviors and patterns. 

Through its unique user experience, this tool allows runners to track their performance and monitor their progression towards their fitness goals. It also makes running much more fun and challenging, as it allows you to customize your workout activity, compete against friends and other platform users and share your achievements in many different social medias, such as Nikeplus, Facebook and Twitter.






What is Nike+ :


Nike+ is a successful ambassador for the Nike brand in the passionate running community, which is focused on users sharing stories about their feats. Since 2006 Nike+ Community has grown to 10 million members and has recorded more than 672 million miles run. Every day more and more addicted fans join the community. 

The merging of the digital and physical world for Nike and the 360 Degree Brand Marketing focus on improving the lives of the consumer has changed running forever. Now it's time to get your shoes on and share your run !!!

Friday, May 17, 2013

Gamification Can Change the World



One of the best known examples of Gamification that is making a difference worldwide is Khan Academy. Khan Academy was founded in 2006 by Salman Khan, an MIT and Harvard graduate, after trying to help his cousins on their math homework. The key here was that he was in Boston and his cousins were on the other side of the country. He decided to help them by creating YouTube videos for them to review the material. These videos began to become more and more popular and after people began to request more, Salman Khan decided to create the non-profit Khan Academy.

                                       

Now Khan Academy is using Gamification to try to educate the world by keeping kids and adults alike engaged in their learning process through their free website. All of the subjects taught through the website are shown on a visual Google Maps constellation called the Knowledge Map which allows anyone to see the relations between them. Rewards and badges are given each time you surpass a higher level. This allows kids to feel like they are playing while learning. 


"We're full of game mechanics. As soon as you log in, you'll start earning badges and points for learning. The more you challenge yourself, the more bragging rights you'll get.

We've heard of students spending hour after hour watching physics videos and 5th graders relentlessly tackling college-level math to earn Khan Academy badges. Some of the smaller badges are very easy, but the most legendary badges might require years of work." - Khan Academy Website


How Khan Academy works:


These are Khan Academy's numbers so far:
+4100 videos
297,944,321 YouTube views
Faculty: 1

But Khan Academy is not the only example of how Gamification is changing the world. Opower is helping utilities and households track their energy consumption. This new tool uses Gamification in a way that allows energy consumers to be able to compare their consumption with that of their neighbors and set milestones to better manage their energy use. Click on the image belowe to learn more about what Opower is doing:


There are many more examples of people using Gamification to change the world. The following example is helping feed many hungry people around the world. FreeRice is a website from the World Food Program which has partnered with sponsors who have agreed to help by donating 10 grams of rice for every right answer of an online quiz they have created. Try it out! You will have fun and at the same time help others by providing food to those who most need it. Check out the following video to see how it works:


As we have analyzed through our blog, Gamification is a great tool that helps companies and organizations engage their customers or users towards achieving a certain goal. In this case we have seen great examples on how this technological tool has been used to make a difference in the world. There are many more which you can explore from our sources and we encourage you to be creative and use this fun tool into making this world a better place!





Sources:
http://www.yukaichou.com/gamification-examples/top-10-gamification-examples-human-race/
http://www.gamification.co/2011/05/26/quests-skill-trees-for-learning-with-khan-academy/
http://www.revenews.org/gamification-changes-the-nonprofit-world-in-2012/

Saturday, May 11, 2013

Ok, let’s use these Gamification frameworks and try to implement them in one of the hot topics of recent business world i.e., CRM, more specifically Customer service and support.

Customer service representatives are no strangers to contests and leader-boards, which have long been a motivational mainstay at call centers.  Unfortunately these old-fashioned poster-boards aren't the most inspiring type of contest, especially in this digital age. In an industry that is tough enough when you consider the disgruntled phone calls reps take on a daily basis, how do you inspire them to provide the best, most efficient customer service possible in a fun and fulfilling way?

That’s where gamification comes in. Think of it as a new and improved version of the classic, old poster-boards, where instead of updating contest results with a Sharpie marker, you’re able to integrate an exciting competition app, integrated within Salesforce etc, with real time updates, to motivate and incentivize employees to focus on what matters most in customer service. Goals may differ between sales and customer service, but motivational techniques don’t have to.


Following are the 5 Areas where Gamification can improve the quality of the work @ call centers

1) First Call Resolution (FCR): An average call center with 250 customer service representatives can save $234,451 by increasing FCR by just 5%. FCR is the most important metric for measuring cost performance and customer service because there is a direct 1:1 correlation between improving FCR and improving customer satisfaction.

Yet measuring FCR is not as simple as it seems - meaningful data necessarily takes into account several different factors, from getting routed to the correct rep to customers’ demographics. While other tools may miss out on some of this data, gamification systems can do double-duty: motivating representatives to record all of that important information from the initial point of contact by tapping into the competitive nature of the team. Companies are creating contests where in the representatives with the highest number of calls resolved without needing further follow-up receives a reward directly related to his or her team or area of expertise.

2) Average Handle Time (AHT): If an issue has to be solved, it to be resolved as quickly as possible without sacrificing quality. Gamification that rewards agents with points for a first call resolution or based on handle time help get people focused on this critically important metric to improving call center efficiency. Now a days, companies are developing applications that recognize the representatives with the lowest average handle time per month, or the representative with the highest number of calls resolved in less than ten minutes.

3) Coding: High-volume customer service organizations and divisions often use coding systems to differentiate between past issues, identify trends, highlight common incidents and generally organize data.  While this information is critical to improving a company, it is often collected half-heartedly due to the dry nature of the work. Companies can create contests where the employees entering the most accurate data in the most categories at the end of each period earns extra vacation hours.

4) Turnover Rates: Call centers are notorious for having high turnover rates, and it’s one of the greatest challenges of the industry. Industry-wide, turnover hovers around 26%, and up to 33% for part time employees. Agents often feel stressed by angry customers and disconnected from the organization since most of their day is spent on the phone without face-to-face interaction with peers. By bringing in real-time contests with high impact leader boards, representatives can put a face to their coworkers and engage with colleagues, strengthening your company culture in a real way. Gamification brings an element of fun to an otherwise boring job and leads to happier employees.  Companies create applications and representatives keep these apps easily accessible on the home screen of their computers so that they can have a running tab of their coworkers’ profiles. Encourage out-of-the-box profile pictures to bring a smile to the faces of your reps.

5) Up-selling: A sign of a good service representative is his or her ability to turn a positive service experience, or even a negative one, into a sales lead. If a customer has their question answered or problem resolved quickly, they are more likely to be interested in continuing their engagement in the company. Or, if a customer is dissatisfied with a product but engaged in a positive, constructive conversation with the service rep, there is an opportunity to offer that customer a different product. Agents can hand the client off to a sales representative as an inbound lead and up-sell opportunity. One of the most successful client uses of our gamification product has been using it to motivate salespeople to take a new product to market. This same concept can apply in a call center to support up-selling where your goal may simply be to motivate agents to ask a client if they would like to learn about a new service offering or ask for a referral. Creating friendly competition around it will get everyone rallied around it and spike this new behavior. Rewarding the employees who has the highest dollar value from up-selling with two tickets to your local sports team’s game will help boost up the employees interest.


This is just one application of Gamification. Tweaking old methods with tinge of gamification will definitely bring significant results.!

Sources: http://www.callcopy.com/files/files/whitepapers/callcopy-10-secrets-to-boosting-first-call-resolution.pdf?mkt_tok=3RkMMJWWfF9wsRonu6nKZKXonjHpfsX56%2BksXq%2BylMI%2F0ER3fOvrPUfGjI4ATMRmI%2FqLAzICFpZo2FFbG%2ByZf49Q4w%3D%3D

Thursday, May 2, 2013

It's game on for recruiting !!!


It's game on for Human Resources officers. If you never thought about applying gamification to your recruitment strategy, maybe it's time to start!

Now that the concept of social recruiting has established itself and is no longer considered a passing phase, gamification's role in the recruitment industry will act as a game changer for companies willing to differentiate themselves from the competition while interacting with potential candidates. Organizations that embrace gamification have the opportunity to gain loyal customers and find a competitive edge in recruiting, retention, talent development and business performance.

The theory is that by using the same principles and mechanics that inspire people to play games, such as status and rewards, businesses can drive deeper engagement and use this to attract and retain employees. The principles of gamification could also improve staff and business processes by increasing creativity, learning, participation and motivation.

So how can gamification help organisations to better recruit, train and engage workers? Here are five reasons how and why you should play the game:

Increased Employee Engagement: The growing interest in gamification stems from a desire to increase engagement levels among employees. As such, it encourages openness and a system of reward and recognition in the workplace: an important aspect of attracting and retaining star employees.

Gamification taps into our Competitive Side: The more we play a game, the more engaged we become, feel a greater sense of accomplishment, and ultimately, the more willing we are to go the extra mile. Apply this to the work environment and you could see more sales calls being made or increased customer queries responded to.

Learning & Development: Gamification enables you to implement real-life situations experienced within your company within a controlled environment. For example, if you’re looking to train internal members, you could create a virtual environment for a situation that would be too expensive, dangerous or large to execute on a regular basis, such as constructing a plane.

Increased Brand Awareness: It’s a hiring challenge to keep talent engaged and interested in your brand. Yet the influence of gamification and the desire it creates to connect on a global level, keeps those companies that utilise it, one step ahead of the game by being more attractive to potential candidates.

Engaged Talent Pools: As companies build their own recruitment databases through their social platforms, they can use creative games to show others what it’s really like to work for their business, source talent and reward as necessary. For example, if you’re looking for a data entry clerk, create a game that offers a point for every correctly entered line of data, and the winner, could be your perfect applicant.


Examples

Marriott created an excellent recruitment campaign to attract potential employees – using an online game entitled My Marriott Hotel. It was created with the intent to encourage young people to take an interest in hospitality as a career path. The virtual game is much like Farmville or The Sims, requiring candidates to demonstrate their skills in a fun, online environment. It was a social media success that drove traffic to their Facebook career page (which currently has 113,000 likes).


Reveal by L'oreal:

The game was developed with the help of experts in psychometric testing and sets out to assess the skills of each individual regardless of background or experience. Participants take on the role of an avatar trainee and meet people in each department who ask questions and involve them in projects, all of which are modelled on real-life scenarios. The personalised feedback at the end will advise them on which, if any, area best suits their particular skills.

http://www.reveal-thegame.com/


Conclusions:

The next step for gamification will likely bring it thoroughly into the recruiting process, attracting candidates through social games on platforms that include Facebook, LinkedIn and even job boards like Monster. Companies should really look into gamification as a key resource for their recruiting process. The goal is to make the most of this next advancement in recruiting by creating an environment where people want to go frequently, using a compelling, rich and engaging content.


Sources:
http://theundercoverrecruiter.com/gamification/
http://www.webrecruit.co.uk/blog/employer-advice/game-recruitment/?goback=.gde_1988204_member_131229716
http://www.forbes.com/sites/jeannemeister/2012/05/21/gamification-three-ways-to-use-gaming-for-recruiting-training-and-health-amp-wellness/2/

Monday, April 29, 2013

Gamification: Mainstream Since 2011

The idea of gamification has been flying around for a couple of years. Gamification was even short listed for word of the year in Oxford’s Dictionary 2011. In the end of 2011, some stats on this concept became available:



Source: http://mygamification.com/2011/gamification-goes-mainstream/

Sunday, April 21, 2013

How Gamification Became the "New Normal"

Are you convinced that Gamification is already spread enough within Business?

According to Prof. Werbach, here are some organizations that already use Gamification:

But also this concept helps to generate a sizable amount of money. Check this out:


Saturday, April 20, 2013

GAMASUTRA-2

Putting it together visually
All of this can be represented in a sort of ’3D’ / TriDimensional version of our two Acting On diagrams from earlier.

How do you create a balanced system for all types of users?
It becomes complex to handle so many user types when compared to five types like Player and then Philanthropists, Socializers, Achievers and Free Spirits.

One should create a system that appeals to the four basic intrinsic motivations and user types. Also, one should make it social, meaningful and give people some freedom before integrating a well thought out reward system (points, badges etc.). Through this, we are not creating a system that relies on the rewards to run but getting intrinsically motivated people. It is important to keep in mind that you want more of the intrinsically motivated users if possible because they will keep coming back, keep producing content. Also, these eight types of users can help us decide how to balance the system.

But, if the system is flooded with Self Seekers and Exploiters then you stand the chance of devaluing everything. Self Seekers run the risk of generating lots of meaningless content whilst exploiters will reduce the value of things like up votes and likes if the rewards are badly implemented.

Philanthropists and Achievers can both help a system thrive. Philanthropists want to help everyone. They want to answer questions and guide users. Achievers, depending on the type of system, may also wish to do the same. They are interested in being the best – at mastering things. They will want to give the best answer to a question, not so much to help the user, but to know they were the best. However, as their main aim is self-enrichment, they can also give very little back to as system aimed at teaching!

Free Spirits and Consumers tend to give very little back to the people, consumers especially. Too many of either of them and the social aspect of your system stands a good chance of not working. It is possible that consumers are all you want (with a loyalty scheme), but it is worth considering you can get greater value from engaging everyone else.

Socialisers are great for evangelizing a system and bringing more people to it, however, they don’t add content to systems as much as other types. Networkers are similar, whatever their motivations may be. However, networkers will bring in anyone, not just relevant people. Too many of them and the social aspect of the system can become diluted. Look at users on twitter with 30,000 “friends” then look at what content these friends actually generate. The likelihood is that of these 30,000 people, they only interact with a tiny fraction – so will other users.

Also, exploiters are the most likely to “cheat”. They are the ones who will “exploit” loopholes in the rules to gain – even if it is at the expense of others within the system.

Final Sutras
Below is an overall view on how to support different user types.
Although these are to give conceptual insights,, real life is not as black and white. Users will most likely display traits from multiple user types. But, they will usually have one that guides them more than the others. They are also likely to change user types as they get to know the system.  In systems where rewards are used in the onboarding process, but are phased out as the user becomes more capable, you will see them going from extrinsically “motivated” user types to intrinsically motivated types. This is when they realize that there is more to be gained from the system than just the points and badges.

Thursday, April 18, 2013

How Fun Can Make A Difference!

Although Gamification is quite new as a stand-along concept, the approach has been implemented a long time ago. 

According to the professor Kevin Werbach (Wharton, University of Pennsylvania - the first official lecturer on this subject) gamification is mainly listening to what games can teach us, learning from game design and appreciating fun. So, Gamification as a concept can be implemented in many areas: 

  • externally (e.g. in Marketing, Sales), 
  • internally (e.g. HR, Productivity enhancement), and
  • for behavioral change (Sustainability, Health and wellness, etc.). 


Sweden is rich for examples of the last approach - changing the behavior in a social context. 

One example is 'Speed limiting'. In order to stimulate drivers to keep the speed within the limits, Stockholm's Police went beyond the fines. On one of the speed limit radars they installed a lottery sign, explaining the rules. Part of the fines, collected from those who exceed the speed limit, will be randomly given to a driver who kept the speed within the limits. The results were astonishing - the average speed was reduced from 32 km/h to 25 km/h. Which is a 22% reduction rate. 

Another example is 'Piano stairs'. The objective was to stimulate people to use the stairs vs. the escalator. The Odenplan metro station, (in Stockholm) had its stairs turned into a piano. So, stepping on the stair would make a piano key sound. As a result, 66% more people chose stairs over the escalator. 

So, Gamification can be used in many different cases, even in changing behavior. 

But also in Marketing. Coke Zero had presented this amazing marketing campaign for the new Bond movie, Skyfall . The objective of the video was to stimulate the discussion and engagement around the central campaign idea of ‘Coke Zero drives you to unlock the 007 in you’(1) . The buzz generated by the campaign has reached 7M views on Youtube and gained one of the highest sharing rates on-line as well as high coverage in off-line media. So, objective was achieved by far.

Although this last example is not 100% Gamfication in action, it illustrates great potential in applying the concept in engaging with consumers. 

So, be ready for more games in real life!

Saturday, April 13, 2013

GAMASUTRA-1

One should understand the commonly misunderstood yet over used metaphor from game design that we use in gamification, “Player Types”. Following is an attempt to create something similar to Richard Bartle’s player types, but for gamified systems.

A Flawed Metaphor for Gamification
Analyzing the common usage of Richard’s player type theory makes it obvious that as a metaphor for gamification, it is useful but flawed.  Gamification is not the same as MMORPG’s (Massively multiplayer online role-playing game) – the thing that Bartle’s Player Types is designed for.  There is one massive assumption. In pure games, players WANT to play. In a gamified system, that is not always going to be the case. Also, gamification does not generally include much in the way of gameplay.
Concentrating on the intrinsically motivated users, there are four basic types. The diagram below shows how this looks.
Players are the ones who like to get the achievements in the system; they like to see their names on the leader boards. They like the “game” of it all. They are also the most likely to make use of “loop holes” to gain an advantage. There are to play the game and are happy with the extrinsic rewards.

Socialisers are the ones who want to interact with others. They like to be connected to others. They are interested in parts of the system that help them do this. These are the ones will evangelise your internal social networks. Most motivated by the social connections aspects of relatedness.

Free Spirits like to have agency. They don’t want to be restricted in how they go through their personal journey. They will be the most creative, have the fanciest avatars, create the most personal content, but also like to explore. They seek self-expression and autonomy.

Achievers are the ones who want to be the best at things, or at least be achieving things within the system. They want to get 100% on the internal learning system. They do this for themselves and are probably not that bothered with then showing off to others about it.

Philanthropists want to feel that they are part of something bigger.  They want to give back to others. These are the ones who will answer endless questions on forums, just because they like to feel they are helping. They want a system that allows them to enrich others and feel a sense of purpose.

As you can see, those willing to “play” can fall into any one of the five categories (or any combination of the five). However, they are the only ones who will fall into the player type. Those who are not willing to play the game to collect the rewards and climb the leader board, can still be motivated and engaged, you just have to try harder and be less obvious.  That said, if you look at it – you still have the most powerful intrinsic methods available. It is easy to see that each type of user will need different types of motivation within your system. It goes again to show that you have to cater for everyone, not just the players with a points and badges system. This is likely to cater only for the smallest number of people. For this, we will ignore the player user type, concentrating instead on the intrinsically motivated groups. These types follow a simple pattern.

Philanthropists and Free Spirits both prefer to act within a free and unstructured environment.
Achievers and Socialisers tend to need a structure around them.
Socialisers and Philanthropists are not looking to gain anything material from the system. They are there for the warm fuzzy feelings they get from engaging with or giving to others.
Achievers and Free Spirits are there for varying degrees of personal gain. Not in bad way though. Achievers are interested in improving and gaining understanding. Free Spirits want to be able to create and use the system to best suit them.

So, we can categorize these as the following


This leaves us with eight user types, four intrinsically motivate and four primarily extrinsically motivated. The next step is to look at what these eight types are acting on, in our gamified system. They describe whether a player is interacting with or acting on people or the virtual world. This gives us two diagrams to help visualise this. The first describes the intrinsically motivated users, the second the extrinsically motivated.



As you can see, within the Player User types there may well be some crossover of motivation. Consumers and Exploiters may share many of the same traits but the difference is, exploiters will try to find the boundaries of the system and how that may benefit them while consumers just want to get their reward with as little action from them as possible.

Possible Interactions

All of these different user types have the potential to affect each other in your system.

For example, Philanthropists are the parent figure. They are the ones who are likely to want to help anybody they can, no matter of the other person’s motives. Exploiters, on the other hand, will make use of anyone and everything they can to get personal gain from the system.

Socialiser and Networkers will wish to interact with people. Neither will be after anything from people
directly. In the case of a networker, their reward comes from being connected; where as the socialiser’s reward is knowing you and interacting with you.

Self Seekers have no real interest in in the people within a system but they are just a means to an end. In a similar way, Achievers are not there for the people, they are there for self-enrichment. The big difference here is that the Self Seeker is the one who will collect badges and trophies in a system to show off their expertise to others. The Self Seeker is very similar to the Bartle Achiever player type!

Free Spirits and Consumers have the least impact on any of the other users. Their interests are purely personal, using the system to get what they want from it. Other users are of no direct interest to them.

Stay tuned for Gamasutra-2!

Reference: http://www.gamasutra.com/blogs/AndrzejMarczewski/20130318/188620/Gamification_User_Types.php

Friday, April 5, 2013

How to successfully implement Gamification

Brian Burke, January this year, wrote in a Forbes article that "by 2014, 80 percent of current gamified applications will fail to meet business objectives." ... Maybe this is not what you where expecting from a blog post that is titled "How to successfully implement Gamification ." ... Gamification is a great tool that according to Burke is at the peak of  the Gartner Hype Cycle (also mentioned in one of our previous posts). This does not mean that it is not a great tool for businesses to take advantage of and make money, but you do have to keep a couple of things in mind when doing so to be effective. Burke lists out four suggestions that might help your business when thinking about implementing Gamification into your business´s strategy:

1) Do not confuse activity with results - Seek out examples of companies that have achieved their business objectives. (Some examples seen below)
2) Think of the audience as players not puppets - The target audience must be engaged with meaningful incentives. 
3) Clearly identify the business objectives - To guard against this, when an opportunity to leverage gamification is identified, what must follow is a statement of clearly defined business objectives and a critical analysis of the suitability of gamification to achieve those business objectives.
4) Design for player centricity - To achieve success for companies starting in gamification, the first design point is to motivate players to achieve their goals – and those goals should overlap with the business goals.

Bunchball, one of FastCompany's 50 Most Innovative Companies of 2012, is helping many companies implement Gamification into their business in many different ways. Click on the following image see an example of Bunchball's work and listen to his founder talk about keys to success:




Other successful examples include:

Warner Brothers was able to gain a 360° view of customers while dramatically increasing user generated content, sales of WB products, and traffic to movie sites.This was done by implementing an interactive, Bunchball-powered Insider Rewards Program—to drive loyalty among existing and new fans of Warner Brothers’ content.


Created a social halo effect for Adobe web traffic, and increased Photoshop sales exponentially, delivering high resolution success. They did this by illustrating to customers how easy it is to learn. Enlist Bunchball to create a gamified Photoshop curriculum. 


The following is an example of how Pepsi is using Gamification with the help of gigya:



We hope these examples help you see how Gamification can be good for your business.

Thursday, March 21, 2013

What Does Venture Capital Think?

In order to become a promising investment, start-ups need to combine a great team, good idea and sound business plan amongst other necessary requirements. So what do venture capital firms think about the integration of gamification into start-up product concepts and business models?

The Wall Street Journal took advantage of the SXSW Conference last year to interview several top tier VC firms to get their perspective on the trend:


MAHA IBRAHIM, GENERAL PARTNER AT CANAAN PARTNERS  (Bio)

Is gamification an industry?
We see gamification as an emerging trend that will be used by many different industries. In a similar way that data transformed advertising and entertainment, gamification has the potential to transform industries such as e-commerce, education, health care and finance.

The data services industry developed along with companies such as Omniture, and there will be an industry developed around gamification. There will also be companies that tightly couple their business model with gamification to build large businesses in their respective industries as Google and Facebook have used data in the advertising industry.

Is gamification as big as social media, mobile apps or the cloud?
The potential for gamification is quite large. Since it can be used by many different industries, its potential is far-reaching like social, mobile and cloud. With our investment in Kabam, which designs highly immersive social games, we have seen a growing acceptance of consumers to engage with game dynamics. Social and mobile games will continue to increase consumer adoption and fuel gamification in an online world where any product or service can easily incorporate game dynamics. How big gamification ultimately will be is dependent upon innovative companies to unlock this potential, like Facebook, Apple and Amazon have. 


JOHN FRANKEL, FOUNDER AT FF VENTURE CAPITAL (Bio)

What is gamification?
Making the impersonal personal. Gamification is all about making people care.

Is it a standalone industry?
No. It is an approach to solving a problem. The best classic example is the “Member Since” feature on AmEx cards. The only person that knows or cares about this is the cardholder, and they care very much about it. It stops you from canceling your card, and it makes you proud. You could call that silly, but it works in a statistically significant number of cases. Gamification today is much more sophisticated and responsive, but the core principles that make it effective remain the same.

Is it as big as social media, mobile apps or the cloud?

No, but technology is allowing us to easily add gamification to many products and services.


ROO ROGERS, FOUNDER AND PARTNER AT OZOLAB (Bio)

What is gamification?
Gamification is a simple tool to incentivize users to behave according to the rules and needs of the business through rewards and competition.

Is it a standalone industry?
Absolutely not. It is a tool. That’s not to say isn’t important. I think gamification is the single most important tool that has allowed the growth of online business. At its base it builds on our desire for recognition and reputation. The reason that eBay has a 2% default rate is we are incentivized to maintain our star rating/reputation.

One other thing that is interesting about gamification is that not only does it incentivize users but it keeps the company honest too. Once a business establishes the rules of the game, it has to stick to them.


CRAIG SHAPIRO, FOUNDER AT COLLABORATIVE FUND (Bio)

What is gamification?
Using game theory and dynamics to encourage engagement.

Is it a standalone industry?
No. To us, it is a tactic that can be applied to many different industries.


JACOB MULLINS, SENIOR ASSOCIATE AT SHASTA VENTURES (Bio)

What is gamification?
“Productization” of the human spirit to compete and win.

Is it a standalone industry?
No. Gamification is an important component that can add tremendous value to a broad range of products from sales-focused products to social gaming products, and many more.

But is the gamification space able to support many economically viable companies specifically focused on gamifying other products, create thousands of jobs and hundreds of millions of dollars in revenue? No.

JAY LEVY, CO-FOUNDER AND PARTNER AT ZELKOVA VENTURES (Bio)

Is gamification a standalone industry?
There will be and are firms (both product and service) that will grow to help other companies better integrate gamification into their products. While I think they can grow to nice businesses I’m not sure it will grow out of a niche industry.

Is it as big as social media, mobile apps or the cloud?
No it is not, these are tools that plug in to other products to make them better. I don’t see them being standalone products at any point–that industry already exists, gaming.


Interviews from the article "With SXSW Buzzing About Gamification, Venture Investors Weigh In"