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Gamification in Social Media Cheskin Added Value 255 Shoreline Dr., Suite 350 Redwood Shores, CA 94065 650-802-2100 Stanford BUS 109 Marketing and Social Media Strategy Authors:  Leigh.Marriner@cheskin-added-value.com Date:  October 2011
What does Cheskin Added Value do?  We answer central marketing questions. Brand Equity Communication Market Positioning Innovation ,[object Object]
Cultural Insights
Market Mapping
Market Opps
Segmentation
Portfolio Strategy
Brand Positioning
CharacterLab™
Brand Character
Cultural Traction
Sustainability
OpFinder
Habits/Practices
Concept Testing
Ideation
Fast Track
Concept Testing
Copy Testing
Tracking
Semiotic Audit
Brand Navigator
Brand Iconography
Brand Stretch,[object Object]
We help leaders innovate 1980s Apply Ethnography to Business 1990s  Leverage technology to better understand consumers 2000s Designing brands that express meaningful experiences

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Gamification stanford class 10-11 v2

  • 1. Gamification in Social Media Cheskin Added Value 255 Shoreline Dr., Suite 350 Redwood Shores, CA 94065 650-802-2100 Stanford BUS 109 Marketing and Social Media Strategy Authors: Leigh.Marriner@cheskin-added-value.com Date: October 2011
  • 2.
  • 24.
  • 25. We help leaders innovate 1980s Apply Ethnography to Business 1990s Leverage technology to better understand consumers 2000s Designing brands that express meaningful experiences
  • 26. Gamification The application of gaming concepts and techniques to non-game experiences, in order to drive desired behaviors. Better engagement Lift of target behaviors On-boarding Conversion Increase re-engagement Virality (broadcasting)
  • 27. The power of gamification You can incentivize any action you value Can help you better engage both enthusiastic and even passive audiences Delivers real business value
  • 28. What is the key to success? Requires that you identify the behaviors or actions you want from participants, alongside their relative value Then identify engagement-based strategies (game mechanics) to engineer a path to your goal Identify the behaviors you want to elicit – awareness, click-throughs, recommendations, purchases – then determine motivators that can provoke each of those behaviors
  • 29. What are rewards? The best reward is the intrinsic satisfaction a user gets from participating – it’s not necessarily keeping score. Gamification is not just a rewards or loyalty system. Although these can, and typically do, form part of a gamification environment, they’re just pieces of the overall puzzle. Ideally it has so much “fun value” that the pure engagement qualities of playing can in itself be the reward.
  • 30. “I never thought of it as a game” Facebook is not a game. My experience is not cheapened by 1 point for writing on some friend’s wall. That’s just overdoing it. It’s been a social network for me and like the way that they’ve employed game mechanics, they’ve kept it that way and I appreciate that. I never thought of it as a game. So it’s kind of weird when people say, “Do you play FourSquare?” I thought of it as another application. I don’t play it to like win something and I don’t really care if I’m Mayor of anything. I can see where my friends have been and stuff like that, but I don’t necessarily think of it as a competition. A lot of times Foursquare will have nice little coupons of hey, if you are around here check this out or get $10.00 off this bakery or stuff like that. I actually kind of like that. That’s actually kind of cool. x I think tips are usually they’re funny, which is kind of cool, like I went to this café up in San Francisco called Epicenter and one of the tips was like ask the cashier what he can do with a computer. And I was so intrigued and I really wanted to… I feel Foursquare’s figured out a balance, it’s not disgusting to me when they do game mechanics or give me points which I can earn. If I check in the same place, they give me less points than my checking into a new place. They use it in a more clever way so that I go to new places, so I feel like they’re doing me something, I’m getting benefits if I go to new places because I get to get more points. .
  • 31. What are game mechanics? Game mechanics are essentially a marriage of tools that measure and report statistics. Those statistics are used to represent progress and justify rewards.
  • 32. Game MechanicsWhat makes games so addicting? Game Psychology1 Game Mechanics2 Results3 1 Competition It’s a pleasurable activity It's an activity that we feel that we can perform - a challenge that requires skill Clear goals for our activity Constant feedback on our progress Exercise control over our environment We become less self-absorbed Better instructions- you have a goal and it’s measurable Better feedback- anytime you do something the environment responds Connects you to emotions- “fiero” experience Better community 2 Achievements 3 Points 4 Purposeful 5 Collecting 6 Shared 7 Social reciprocity 8 Feedback & Exchanges 9 Customization 10 Expressive Source: 1) Gamasutra, The Psychology Behind Games, April 26, 2005 2) Beautiful Interfaces, Farmville’s 5 Psychological Hooks, 2009; Amy Jo Kim, Shufflebrain; AppsLab, Why Gaming is the Future of Everything, November 5th, 2009 3) Jane McGonigal, UX Week Video,
  • 33. Game mechanics are integral to social networking sites “Points or Follower Counts” “Feedback & Exchanges” “Achievements” “Collecting”
  • 34. Instant reinforcing feedback loops Can incent people to do things they previously shunned; i.e. short-burst knowledge management within a company Tweet count (“score”) Tweet instantly visible (“result”) Irregular feedback by other people responding/retweeting @mentions tab is the Behaviorist’s irregular reward schedule mechanism. Pavlov figured out irregular rewards worked best of all. = self-reinforcing (“addictive”)
  • 35.
  • 36. Currently Foursquare is tapping into the reward mechanism by creating a platform where businesses can reward their customers.
  • 37. Rewards could include special graphics, titles, credits, social accolades, QR-coded coupons.Source: Amy Jo Kim, Shufflebrain; Metagames Presentation
  • 38. Gaming mechanics are being applied to the newest generation of social tools -1- Points for completing real world tasks Gambit Tasks: Gambit Payment’s online payment system makes the earning opportunities CrowdFlower brings to the online workforce available in virtual economies for the first time in the history of social games.
  • 39. Gaming mechanics are being applied to the newest generation of social tools -2- Solving real world situations - points, achievements, purposeful, shared: Urgent Evoke :The goal of the social network game is to help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems.
  • 40. Gaming mechanics are being applied to the newest generation of social tools -3- Answering questions: points, achievements, collecting, purposeful, shared StackOverflow: Technical Q&A site with crowdsourced moderation and reputation system. People are encouraged to give best answers and ask best questions with points, badges, and tags
  • 41. How have brands used gamification? Post % completed of surveys when log in Design own drink and share on iPhone for loyalty program points Buy high end products cheaply if get there fast enough
  • 42. Game mechanics can be mis-used E.g. reward users with points for clicking around a site or remaining on a page to consumer content “The user will get hooked and consciously participate as soon as they recognise the value in it.” Why does the user care about these points?
  • 43. Let’s design game mechanics for highway speed camera system In Finland, ticket charge based on income. Saw 3% decrease in speed. Fast car owners had money and didn’t care. Their solution: Took pictures of every car going by. Once a month one person who had gone under the speed limit won the lottery of all the penalties. 30% decrease in speed Game was linked directly to the outcome desired.
  • 44. Game mechanics in market research When respondents enjoyed the experience, researchers received 2-3 x as much feedback and participants took more time with their answers. They explored how game rules could turn questions into puzzles.1 Instead of asking respondents how much they liked a brand, we asked them how happy they would be to wear a given brand on their T-shirt. Instead of asking where they liked to go on holiday, they were invited to imagine they had to publish a magazine offering holiday recommendations. Describe yourself yielded 2.4 words and 85% response. Describe yourself in exactly seven words yielded an average of 4.5 words and 98% response. When asked how much they liked a list of music acts, they got 83 evaluated. When asked to imagine they owned their own radio station and decide which artists to play, the number of artists evaluated rose to 148. When asked to list favorite foods, on average listed 6. When told they had 2 minutes, it produced 35 items. (1) Engage Research and GMI, September 2011. 30 experiments with >5,000 people.
  • 45. Game playing in market research Turning marketing surveys into games, based on stock market trading For getting consumer reactions to new product ideas Players buy and sell different product concepts Has been used for ski resorts, crossover vehicles, laptop bags, smartphones, mirroring results found through traditional research Do Respondents Prefer Surveys or Stock Trading? Source: Professor Ely Dahan, UCLA Anderson School of Managaement
  • 46. Game playing in market research Something even simpler than markets for predicting preference Individuals expectation of what others will prefer is a better predictor than their own preference Source: Professor Ely Dahan, UCLA Anderson School of Managaement
  • 47. Design Principles Use gaming to enhance real life activities. Measure behavior and report it Create achievement “badges” that can be collected and displayed: Create brag-able moments Don’t let the gaming mechanics get in the way Easy to share: quick, simple and reward those that share Easy to “play”: simple, low involvement, quick Easy to join: leverage existing social networks like Facebook /Twitter; game tries to make players invite more friends to join Game pacing: grant rewards over time; sandbox play, continuously add new things Make it mobile Make it fun! Source: Amy Jo Kim, Shufflebrain; Metagames Presentation, The social behavior incentive (how your app can be as addictive as Facebook, Twitter, Foursquare) by Robert Scoble on January 23, 2010

Notes de l'éditeur

  1. Follower count metric presented front-and-center on the services’ main page. Users “playing” in 2009-2010 jumped thru all sorts of hoops to gain more followers.
  2. Tweet instantly visible, instead of hitting Post Comment for your brilliant missive and getting the response “Comments must be approved first”
  3. When MBA students are asked how important salary is in choice of a job they usually rank it about 7th. However when it is what they say what they believe others think, it climbs up on the list.