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Scott Dodson
 COO, Product Owner
Bobber Interactive, Inc.
ROI workshop real-time game layer!
 http://bit.ly/MMaccess360
 @Gamebiz mentions
 @RochelleGrayson mentions
 #MMAccess360 mentions




   To View: http://bit.ly/MM360
Me   Me
Me
   Chronic Entrepreneur
Used a Game Layer
/Layer of Abstraction
 Playful Perception
 Mind numbing jobs
 Dating
 Holding a conversation
 Sales – Cold Calling
 Raising Angel/VCMoney
 Game layers worked.
 Weren't manipulation
OMFG
Choco-fication!




                  Credit: Jesse Schell: The
                  Pleasure Revolution
Credit: Jesse Schell: The
Pleasure Revolution
Credit: Jesse Schell: The
Pleasure Revolution
Credit: Jesse Schell: The
Pleasure Revolution
Credit: Jesse Schell: The
Pleasure Revolution
Unicorn poop is still poop
Rewards can Backfire
You’re doing it wrong
The Right Road…
Becoming Ninja Gamifiers




          <Ninja Level 11: Cat>
Pleasure is…
CONTEXTUAL




               Credit: Jesse Schell: The
               Pleasure Revolution
Pleasure is…
CONTEXTUAL




               Credit: Jesse Schell: The
               Pleasure Revolution
Concrete : Explicit




Extrinsic          Engagement Layer             Intrinsic
                      Continuum




            Creative : Imaginative : Abstract
Copernican Turn
Copernican Turn
Copernican Turn
Copernican Turn
   The Media/Brand set the terms of engagement
                           User

                                  Viewer


                                     Customer
      Media/Brand
                                      Viewer


                                  Customer

                           User
Copernican Turn
   New engagement methods are needed



                     User, Viewer,
                      Customer
     Brand                                    App

         Property                     Media
                    Site    Service
The Challenge
   Great games are hard enough:
     Only 4% of games that go into production are
     profitable
 Add a “real world” activity and you multiply
  the difficulty of success
 Often not enough just to have the “form of a
  game”
Design for sustained engagement
“Playing a game is the voluntary attempt to overcome
unnecessary obstacles” – Bernard Suits


                                Rules




                      A Goal




          Voluntary
          Obstacles
                                        A Feedback
                                          System
                                           Credit: Jane McGonigal:
                                           Reality is Broken
Designing for Sustained Engagement
    I. Establish a different user “contract”
      A game is voluntary framework for the user experience
      Obstacles desirable!
Eustress / Satisfying Work
Designing for Sustained Engagement
    II. Design for flow; segment the experience




           Mihalyi Csikszentmihalyi
                                       Amy Jo Kim
“Domain Resonant” Implementation
 1                                 2



                         +
             66% more people than normal chose
         3      the stairs over the escalator.


     =
“Domain Resonant” Implementation
Designing for Sustained Engagement
    III. Embrace the Domain; know the Audience
      Corollary: Build the right team
Two Types of Motivation
   Extrinsic Motivation – Behavior that is
    motivated by contingencies (rewards,
    punishments) that are separate from the
    enjoyment of the activity itself

   Intrinsic Motivation – The activity itself
    is its own reward because it is inherently
    satisfying. In particular, humans have
    specific intrinsic needs that motivate.
3 Drivers of Intrinsic Motivation
    Scott Rigby - Immersyve
C     COMPETENCE               A   AUTONOMY                 R    RELATEDNESS




•   Feeling “good at”      •   Freedom and agency       •   You matter to others ,they
                           •   Exercising volition          matter to you
•   Expanding capability
                                                        •   Meaningful connections
•   Learning               •   Choosing
                                                        •   Competitive, cooperative,
•   Mastery                •   Many opportunities for
                                                        •   Even removed: characters in
                               action
                                                            a book or movie, developers
                                                            of an app.
Competence, Autonomy & Relatedness: most
      reliable predictors of engagement
      (PENS) Methodology: Personal Experience of Needs Satisfaction
Approach uses statistical regression analysis to predict long-term engagement
  •   Multiple longitudinal studies with
      20,000+ subjects                          PENS predicts
  •   Underlying psychological causality   sustained engagement...
      vs. solely outcome metrics (e.g.,
      “clicks” or “fun”)                       “Fun” does not.

         Competence, Autonomy,
             Relatedness


       Predictive power with
           p values <.01
Month 1   Month 12
PENS design: Competence
 Scaled challenges (flow)
 Clear & juicy feedback
 Level=expanded capabilities
PENS design: Autonomy
 Mechanics of Choice and Opportunity
 Open Environment - Playground
 Progression choices (focus, tree-structure)
 Sense of purpose/volition
PENS design: Relatedness
   You matter to others, they matter to you
     Competitive cooperative
 Reciprocity awesome; synchronicity, meh
 Player to Player; P2NPCs; P2Dev; P2Brand
 Clear effort applied on my behalf=Relatedness
                                         “…Brave,
                                         brave Sir
                      Hey! It’s the      Robin…”
                   Hero of Kvatch!
                   I can’t believe it!
                        Wow!”
Framework/Context Critical
Pitfalls of Behavioral AB testing
   Why we take action is as important as that
    we take action
Discomfort ≠ Sustained Engagement
                      Kill the puppy




                               Spam my friends
Effectively balancing user experiences across the motivation
        continuum can further reinforce sustained engagement
                                              Motivation Continuum
                                                  REGULATORY STYLES

                                                         Extrinsic                                           Intrinsic
   Amotivation
                                                         Motivation                                         Motivation




                          External
                                               Introjection        Identification        Integration
                         Regulation


                                                ASSOCIATED PROCESSES:
• Perceived non-       • Salience of         • Ego                 • Conscious valuing   • Hierarchical   • Interest and
  contingency            extrinsic rewards   • Involvement           of activity           synthesis of     enjoyment
• Low perceived          or punishments      • Focus on approval   • Self-endorsement      goals          • Inherent
  competence           • Compliance /          from self and         of goals            • Congruence       satisfaction
• Non-relevance          reactance             others
• Non-intentionality
                                             PERCEIVED LOCUS OF CAUSALITY:

  Impersonal             External            Somewhat                 Somewhat              Internal      Internal
                                              External                 Internal
Autonomy supportive environments are consistently associated
          with persistence over sustained periods of time
          Case Examples: Coaching and Wall Street
                                                                            Analysis of intrinsic-need-
Persistence as a                                                            satisfaction model of work
function of coaching                                                        performance and adjustment:
climate and motivation                                                      Even on Wall Street



                          Intrinsic
             .44          Motivation
                                                                                   Manager’s                                                Work
Autonomy                                                .48                        Autonomy                                             Performance
Support             .54                         .43                              Supportiveness                                          Evaluation
                                                                                                       .57
                          Identified                                                                                        .24
                                          .28
                          Regulation                                                                         Work-Related
            -.41                                                                                              Autonomy
                    .25                 .35                                                                  Competence
                                                                                                             Relatedness
                                                                                                                                  .57
 -.38                     Introjected           Persistence   Persistence                         .14
                          Regulation            10 mo.        22 mo.            Autonomy Orientation
                                        .21                                                                                              Well-Being
                                                                                     (Individual
                                                                                    Differences)                                         and Mental
                                                                                                                                           Health
                                        -.28
            .34           External                                                                (N=495; Baard, Deci & Ryan, 2004)
                          Regulation

Control                                 -.67
                    -78
                                                      -.87
              .28         Amotivation
How goal messages are framed – intrinsic vs. extrinsic – makes a significant difference
       in desired outcome
       Case Example: Healthy Behavior Change Impact


              Interaction effect of Goal Framing (Intrinsic vs. Extrinsic) by Social Context
           (Autonomy Support vs. Control) in the Prediction of Maintained Fruit Eating After
                              Controlling For Baseline Levels in Fruit Eating



• Controlling versus autonomy supportive language
                                                                       20
                                                                                                     Autonomy-
• Intrinsic versus extrinsic goal focus / framing                      18                            support
                                                                       16
   -    Intrinsic Goal Frame:                                          14



                                                        Fruit Eating
                                                                       12
          “Adolescents who eat well, are more likely                   10
          to be fit and remain healthy at later age.”
                                                                        8
                                                                        6
   -    Extrinsic Goal Frame:                                                                        Internal
                                                                        4                            control
          “Adolescents who do eat well are more                         2
          likely to be physically appealing and look                    0
          younger at later age.”                                            Extrinsic goal   Intrinsic goal
Designing for Sustained Engagement
    IV. Motivational Psychology
      Intrinsic needs satisfaction
Summary for sustainability
 I. Establish “Game” as the user framework (voluntary)
 II. Design for Eustress & flow; segment the experience
 III. Game designer must embrace the domain
 IV. Focus on satisfying Intrinsic needs
Concrete : Explicit




Extrinsic          Engagement Layer             Intrinsic
                      Continuum




            Creative : Imaginative : Abstract
Concrete : Explicit




Extrinsic          Engagement Layer             Intrinsic
                      Continuum




            Creative : Imaginative : Abstract
Laughter
Discovery                   Thrill




 Fantasy       Story      Triumph




                         Credit: Jesse Schell: The
                         Pleasure Revolution
Expression   Challenge    Sensation
You CAN make your experiences
better
   Ask yourself these simple
    questions:
     Given what I know about my
      guests…
     Why will they like this
      experience?
     How can I get them to like it
      more?


                                      Credit: Jesse Schell: The
                                      Pleasure Revolution
ROI
ROI- Definition
   Return/Investment

   expanded

   marketing



   factoring “intangibles”
ROI- Broad Definition
 Driving any metric the business or client is
  willing to assign (or can calculate) a specific
  monetary value
 Challenges in calculating value:
     Image Labeler (Google)
     The Fun Theory (VW) ($250-$500K)
     Bobber examples (401K provider, C.C. comp)
   Goal is to understand and move critical
    business metric(s)
     Specific value calculation not in the scope of this
      workshop
Value of Traffic
 Page Views: how many people visited pages with
  ads, and saw ads on them.
 Page CTR: Clicks ÷ Page Views (%).
     How good & well placed your ads
 CPC/CPA: Avg. amount of money you are
  earning (or paying) per click/action.
 Page RPM : the average amount of money you
  are earning per 1000 Page Views
     $1.00 not bad. 1% conversion (10 clicks)*$0.10/click
CPC- Cost & Revenue
   CPC : As cost: when trying to acquire users
     Reducing CPC increases ROI
     Increasing conversion (after click) increases ROI
   CPC As revenue: Avg. amount of money you are
    earning per click.
     Increasing CPC increases ROI
     So does increasing clicks- duh 
   Rates depend on what advertisers are paying.
     Factors include:
      ○ Topic of your site
      ○ Demand
   Sometimes goes up wildly, but only rarely.
CPC- sample rates
   “Buy side”




   Our Facebook experience $.50-$2.50
     Average ~$1.00
Gamification is working:
Bunchball, BigDoor, Badgeville
 150mm users
 Views 2x
 Time 2x
 Virality 30%
 $ +50-250%
Some simple calculations
   High variance in Conversion metrics
     Impact of relevance (site content & offers) is huge
   Page Views & Time on site while not identical
    track together (and have similar impact).
     2X either (but only count one) ≈ 50%-100%
        increase in conversion (don’t get full credit)
   Virality “full credit” or better.
       Peer recommendations much more effective
       “Viral” users group together
       30% virality ≈ 30%+ incremental revenue
       30% virality = 43% more users for same cost
Implementations & Case Studies
 Anybody?
 LeaderBoarded
 Bunchball
 Big Door
 Badgeville
 LeaderBoarded
 Bobber
LeaderBoarded
Bunchball
   Live Ops
     Call center tying achievements to skills
     Reinforcing competence
     90% participation
     15% Call time reduction & 8-12% sales Increase
 Photoshop Trial users into purchasers
 Salesforce (optional)
BigDoor
 Big Brother
 http://www.wetpaint.com/
 http://www.bigkrit.com?bd_cohort=true
Badgeville
   Beat the GMAT
Badgeville
Badgeville
   Samsung
Bobber
   GoalCard: Debit card rewards
     “PFM (personal financial management) light”
Bobber




Metric: Repeat engagement   Metric: Wallet share   Metric: Viral sharing / referrals   Metric: Financial education



   Virtuous cycle between financial behavior & literacy and
   extrinsic rewards
Small Group Gamification Exercise
 Gamify our TV & Web property “Agri-court” a
  reality based show where residents of a rural
  farming community get their disputes resolved
  by a colorful mediator
 Objectives
     Drive viewership
     Generate virality / sharing on social media
   Deliverable:
     Group lead will present one to three ideas for
      implementation
   Challenge: Curveballs Ahead!
Small Group Gamification Exercise
 Curveball #1
 “’Great News!’ We got a huge sponsor”
 New Objective: Drive increased
  pomegranate juice consumption & sales by
  the viewers of the show
Small Group Gamification Exercise
 Curveball #2
 “Great News!”
 “We’re getting a new “expert” to lead the
  team!”
Thank You!
   /scottcdodson
 First Name at bobberinteractive.com
 @Gamebiz
Credits
   Scott Rigby- CEO Immersyve, author, Glued to Games (with Richard Ryan)
   Jane McGonigal- Creative Director, Social Chocolate, author, Reality Is Broken, Ph.D. Berkeley
   Sebastian Deterding-PhD at the Research Center for Media and Communication at Hamburg University
   Mihaly Csikszentmihalyi, Claremont Graduate University, former head of psychology at the University of
    Chicago
   Amy Jo Kim- designer of social gaming systems, PHD University of Washington
   Wanda Meloni, M2 Research: http://slidesha.re/gg49nb
   Dr. Byron Reeves of the Department of Communication at Stanford &
    J. Leighton Read, Executive Chairman, Seriosity, Inc., authors of Total Engagement
   David Edery Principal, Fuzbi co-author with Ethan Mollick of Changing the Game: How Video Games Are
    Transforming the Future of Business
   Gabe Zichermann and Joselin Linder authors of Game Based Marketing http://gamebasedmarketing.com/
    Chair of Gamification.co
   James Currier of Ooga Labs who also credits Clay Shirky and Bret Terrill
   Jesse Schell, Professor of Entertainment Technology CMU, CEO Schell Games. Jesse’s talk from DICE:
    http://tiny.cc/TebRw The pleasure revolution: http://www.youtube.com/watch?v=4PkUgCiHuH8
   Keith Smith, & Carrie Peters of BigDoor.
   Rajat Paharia & Mike Earhart of Bunchball
   Scott Schnaars & MattHart of Badgeville
   Eric Eastman, John Bito, Nathan Affolter, Jason Griffith, Jimmer Sivertsen, Julie Hill & Mike Kerr of Bobber
   My sincere apologies to anyone on this list or otherwise who feels they were not properly credited. Kindly
    point out my error and I will edit accordingly.
More Domain Specificity
More from thefuntheory.com
Thanks again!
   /scottcdodson
 First Name at bobberinteractive.com
 @Gamebiz

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Merging media access 360 roi workshop gamification 3.0

  • 1.
  • 2. Scott Dodson COO, Product Owner Bobber Interactive, Inc.
  • 3. ROI workshop real-time game layer!  http://bit.ly/MMaccess360  @Gamebiz mentions  @RochelleGrayson mentions  #MMAccess360 mentions  To View: http://bit.ly/MM360
  • 4. Me Me
  • 5. Me  Chronic Entrepreneur
  • 6. Used a Game Layer /Layer of Abstraction  Playful Perception  Mind numbing jobs  Dating  Holding a conversation  Sales – Cold Calling  Raising Angel/VCMoney  Game layers worked.  Weren't manipulation
  • 8.
  • 9.
  • 10.
  • 11. Choco-fication! Credit: Jesse Schell: The Pleasure Revolution
  • 12. Credit: Jesse Schell: The Pleasure Revolution
  • 13. Credit: Jesse Schell: The Pleasure Revolution
  • 14. Credit: Jesse Schell: The Pleasure Revolution
  • 15. Credit: Jesse Schell: The Pleasure Revolution
  • 16. Unicorn poop is still poop
  • 18.
  • 19.
  • 20.
  • 23. Becoming Ninja Gamifiers  <Ninja Level 11: Cat>
  • 24. Pleasure is… CONTEXTUAL Credit: Jesse Schell: The Pleasure Revolution
  • 25. Pleasure is… CONTEXTUAL Credit: Jesse Schell: The Pleasure Revolution
  • 26. Concrete : Explicit Extrinsic Engagement Layer Intrinsic Continuum Creative : Imaginative : Abstract
  • 30. Copernican Turn  The Media/Brand set the terms of engagement User Viewer Customer Media/Brand Viewer Customer User
  • 31. Copernican Turn  New engagement methods are needed User, Viewer, Customer Brand App Property Media Site Service
  • 32. The Challenge  Great games are hard enough:  Only 4% of games that go into production are profitable  Add a “real world” activity and you multiply the difficulty of success  Often not enough just to have the “form of a game”
  • 33. Design for sustained engagement
  • 34. “Playing a game is the voluntary attempt to overcome unnecessary obstacles” – Bernard Suits Rules A Goal Voluntary Obstacles A Feedback System Credit: Jane McGonigal: Reality is Broken
  • 35. Designing for Sustained Engagement  I. Establish a different user “contract”  A game is voluntary framework for the user experience  Obstacles desirable!
  • 37.
  • 38. Designing for Sustained Engagement  II. Design for flow; segment the experience Mihalyi Csikszentmihalyi Amy Jo Kim
  • 39. “Domain Resonant” Implementation 1 2 + 66% more people than normal chose 3 the stairs over the escalator. =
  • 41. Designing for Sustained Engagement  III. Embrace the Domain; know the Audience  Corollary: Build the right team
  • 42. Two Types of Motivation  Extrinsic Motivation – Behavior that is motivated by contingencies (rewards, punishments) that are separate from the enjoyment of the activity itself  Intrinsic Motivation – The activity itself is its own reward because it is inherently satisfying. In particular, humans have specific intrinsic needs that motivate.
  • 43. 3 Drivers of Intrinsic Motivation Scott Rigby - Immersyve C COMPETENCE A AUTONOMY R RELATEDNESS • Feeling “good at” • Freedom and agency • You matter to others ,they • Exercising volition matter to you • Expanding capability • Meaningful connections • Learning • Choosing • Competitive, cooperative, • Mastery • Many opportunities for • Even removed: characters in action a book or movie, developers of an app.
  • 44. Competence, Autonomy & Relatedness: most reliable predictors of engagement (PENS) Methodology: Personal Experience of Needs Satisfaction Approach uses statistical regression analysis to predict long-term engagement • Multiple longitudinal studies with 20,000+ subjects PENS predicts • Underlying psychological causality sustained engagement... vs. solely outcome metrics (e.g., “clicks” or “fun”) “Fun” does not. Competence, Autonomy, Relatedness Predictive power with p values <.01
  • 45. Month 1 Month 12
  • 46. PENS design: Competence  Scaled challenges (flow)  Clear & juicy feedback  Level=expanded capabilities
  • 47. PENS design: Autonomy  Mechanics of Choice and Opportunity  Open Environment - Playground  Progression choices (focus, tree-structure)  Sense of purpose/volition
  • 48. PENS design: Relatedness  You matter to others, they matter to you  Competitive cooperative  Reciprocity awesome; synchronicity, meh  Player to Player; P2NPCs; P2Dev; P2Brand  Clear effort applied on my behalf=Relatedness “…Brave, brave Sir Hey! It’s the Robin…” Hero of Kvatch! I can’t believe it! Wow!”
  • 50. Pitfalls of Behavioral AB testing  Why we take action is as important as that we take action
  • 51. Discomfort ≠ Sustained Engagement Kill the puppy Spam my friends
  • 52. Effectively balancing user experiences across the motivation continuum can further reinforce sustained engagement Motivation Continuum REGULATORY STYLES Extrinsic Intrinsic Amotivation Motivation Motivation External Introjection Identification Integration Regulation ASSOCIATED PROCESSES: • Perceived non- • Salience of • Ego • Conscious valuing • Hierarchical • Interest and contingency extrinsic rewards • Involvement of activity synthesis of enjoyment • Low perceived or punishments • Focus on approval • Self-endorsement goals • Inherent competence • Compliance / from self and of goals • Congruence satisfaction • Non-relevance reactance others • Non-intentionality PERCEIVED LOCUS OF CAUSALITY: Impersonal External Somewhat Somewhat Internal Internal External Internal
  • 53. Autonomy supportive environments are consistently associated with persistence over sustained periods of time Case Examples: Coaching and Wall Street Analysis of intrinsic-need- Persistence as a satisfaction model of work function of coaching performance and adjustment: climate and motivation Even on Wall Street Intrinsic .44 Motivation Manager’s Work Autonomy .48 Autonomy Performance Support .54 .43 Supportiveness Evaluation .57 Identified .24 .28 Regulation Work-Related -.41 Autonomy .25 .35 Competence Relatedness .57 -.38 Introjected Persistence Persistence .14 Regulation 10 mo. 22 mo. Autonomy Orientation .21 Well-Being (Individual Differences) and Mental Health -.28 .34 External (N=495; Baard, Deci & Ryan, 2004) Regulation Control -.67 -78 -.87 .28 Amotivation
  • 54. How goal messages are framed – intrinsic vs. extrinsic – makes a significant difference in desired outcome Case Example: Healthy Behavior Change Impact Interaction effect of Goal Framing (Intrinsic vs. Extrinsic) by Social Context (Autonomy Support vs. Control) in the Prediction of Maintained Fruit Eating After Controlling For Baseline Levels in Fruit Eating • Controlling versus autonomy supportive language 20 Autonomy- • Intrinsic versus extrinsic goal focus / framing 18 support 16 - Intrinsic Goal Frame: 14 Fruit Eating 12 “Adolescents who eat well, are more likely 10 to be fit and remain healthy at later age.” 8 6 - Extrinsic Goal Frame: Internal 4 control “Adolescents who do eat well are more 2 likely to be physically appealing and look 0 younger at later age.” Extrinsic goal Intrinsic goal
  • 55. Designing for Sustained Engagement  IV. Motivational Psychology  Intrinsic needs satisfaction
  • 56. Summary for sustainability  I. Establish “Game” as the user framework (voluntary)  II. Design for Eustress & flow; segment the experience  III. Game designer must embrace the domain  IV. Focus on satisfying Intrinsic needs
  • 57. Concrete : Explicit Extrinsic Engagement Layer Intrinsic Continuum Creative : Imaginative : Abstract
  • 58. Concrete : Explicit Extrinsic Engagement Layer Intrinsic Continuum Creative : Imaginative : Abstract
  • 59. Laughter Discovery Thrill Fantasy Story Triumph Credit: Jesse Schell: The Pleasure Revolution Expression Challenge Sensation
  • 60. You CAN make your experiences better  Ask yourself these simple questions:  Given what I know about my guests…  Why will they like this experience?  How can I get them to like it more? Credit: Jesse Schell: The Pleasure Revolution
  • 61. ROI
  • 62.
  • 63. ROI- Definition  Return/Investment  expanded  marketing  factoring “intangibles”
  • 64. ROI- Broad Definition  Driving any metric the business or client is willing to assign (or can calculate) a specific monetary value  Challenges in calculating value:  Image Labeler (Google)  The Fun Theory (VW) ($250-$500K)  Bobber examples (401K provider, C.C. comp)  Goal is to understand and move critical business metric(s)  Specific value calculation not in the scope of this workshop
  • 65. Value of Traffic  Page Views: how many people visited pages with ads, and saw ads on them.  Page CTR: Clicks ÷ Page Views (%).  How good & well placed your ads  CPC/CPA: Avg. amount of money you are earning (or paying) per click/action.  Page RPM : the average amount of money you are earning per 1000 Page Views  $1.00 not bad. 1% conversion (10 clicks)*$0.10/click
  • 66. CPC- Cost & Revenue  CPC : As cost: when trying to acquire users  Reducing CPC increases ROI  Increasing conversion (after click) increases ROI  CPC As revenue: Avg. amount of money you are earning per click.  Increasing CPC increases ROI  So does increasing clicks- duh   Rates depend on what advertisers are paying.  Factors include: ○ Topic of your site ○ Demand  Sometimes goes up wildly, but only rarely.
  • 67. CPC- sample rates  “Buy side”  Our Facebook experience $.50-$2.50  Average ~$1.00
  • 68. Gamification is working: Bunchball, BigDoor, Badgeville  150mm users  Views 2x  Time 2x  Virality 30%  $ +50-250%
  • 69. Some simple calculations  High variance in Conversion metrics  Impact of relevance (site content & offers) is huge  Page Views & Time on site while not identical track together (and have similar impact).  2X either (but only count one) ≈ 50%-100% increase in conversion (don’t get full credit)  Virality “full credit” or better.  Peer recommendations much more effective  “Viral” users group together  30% virality ≈ 30%+ incremental revenue  30% virality = 43% more users for same cost
  • 70. Implementations & Case Studies  Anybody?  LeaderBoarded  Bunchball  Big Door  Badgeville  LeaderBoarded  Bobber
  • 72. Bunchball  Live Ops  Call center tying achievements to skills  Reinforcing competence  90% participation  15% Call time reduction & 8-12% sales Increase  Photoshop Trial users into purchasers  Salesforce (optional)
  • 73. BigDoor  Big Brother  http://www.wetpaint.com/  http://www.bigkrit.com?bd_cohort=true
  • 74. Badgeville  Beat the GMAT
  • 76. Badgeville  Samsung
  • 77. Bobber  GoalCard: Debit card rewards  “PFM (personal financial management) light”
  • 78. Bobber Metric: Repeat engagement Metric: Wallet share Metric: Viral sharing / referrals Metric: Financial education Virtuous cycle between financial behavior & literacy and extrinsic rewards
  • 79. Small Group Gamification Exercise  Gamify our TV & Web property “Agri-court” a reality based show where residents of a rural farming community get their disputes resolved by a colorful mediator  Objectives  Drive viewership  Generate virality / sharing on social media  Deliverable:  Group lead will present one to three ideas for implementation  Challenge: Curveballs Ahead!
  • 80. Small Group Gamification Exercise  Curveball #1  “’Great News!’ We got a huge sponsor”  New Objective: Drive increased pomegranate juice consumption & sales by the viewers of the show
  • 81. Small Group Gamification Exercise  Curveball #2  “Great News!”  “We’re getting a new “expert” to lead the team!”
  • 82. Thank You!  /scottcdodson  First Name at bobberinteractive.com  @Gamebiz
  • 83. Credits  Scott Rigby- CEO Immersyve, author, Glued to Games (with Richard Ryan)  Jane McGonigal- Creative Director, Social Chocolate, author, Reality Is Broken, Ph.D. Berkeley  Sebastian Deterding-PhD at the Research Center for Media and Communication at Hamburg University  Mihaly Csikszentmihalyi, Claremont Graduate University, former head of psychology at the University of Chicago  Amy Jo Kim- designer of social gaming systems, PHD University of Washington  Wanda Meloni, M2 Research: http://slidesha.re/gg49nb  Dr. Byron Reeves of the Department of Communication at Stanford & J. Leighton Read, Executive Chairman, Seriosity, Inc., authors of Total Engagement  David Edery Principal, Fuzbi co-author with Ethan Mollick of Changing the Game: How Video Games Are Transforming the Future of Business  Gabe Zichermann and Joselin Linder authors of Game Based Marketing http://gamebasedmarketing.com/ Chair of Gamification.co  James Currier of Ooga Labs who also credits Clay Shirky and Bret Terrill  Jesse Schell, Professor of Entertainment Technology CMU, CEO Schell Games. Jesse’s talk from DICE: http://tiny.cc/TebRw The pleasure revolution: http://www.youtube.com/watch?v=4PkUgCiHuH8  Keith Smith, & Carrie Peters of BigDoor.  Rajat Paharia & Mike Earhart of Bunchball  Scott Schnaars & MattHart of Badgeville  Eric Eastman, John Bito, Nathan Affolter, Jason Griffith, Jimmer Sivertsen, Julie Hill & Mike Kerr of Bobber  My sincere apologies to anyone on this list or otherwise who feels they were not properly credited. Kindly point out my error and I will edit accordingly.
  • 86. Thanks again!  /scottcdodson  First Name at bobberinteractive.com  @Gamebiz