2. WHAT IS GAMIFICATION?
Gamification is defined as the integration of game mechanics or
game dynamics into a website, service, community, or application
in order to make them more fun and engaging and to encourage
customer loyalty.
3. HISTORICAL REVIEW
Gamification has been around for hundreds of years,
just not used in the same way as it is now.
For example: the toy in the Cracker Jack box.
First modern gamification service was created by
Bunchball in 2007.
BigDoor was founded in 2009.
4. This is an example of the
rewards a customer could
earn on a site that uses
BigDoor’s gamification
software.
5. REACH AND SCOPE
Big and small companies and brands have started to catch on to
gamification as a marketing strategy.
The more popular gamification becomes the more important it is
for every segment of the business and hospitality world to adopt
the trend into their plans.
6. DIRECT APPLICATION #1
NIKE
2012- Introduced Nike+ Fuel Band
Tracks daily exercise
Nike Fuel earned based on exercise and
goals
Online interactive game: Nike Fuel
Missions
Uses Nike Fuel earned to lead characters
through a world taken over by winter
7. DIRECT APPLICATION #2
VERIZON
Social site called Verizon Insider
Added Gigya (gamification platform) to the site
Users can earn points and rewards for participating in contests,
posting comments, and promoting events
8. BUSINESS LANDSCAPE IMPACTS
Gamification can help manage employee behaviors and
productivity levels
Employees can use the scoreboards and badges to keep track of
their own behavior and involvement within their company – this
will help motivate employees with competition, challenges,
and the incentive to do their tasks to the best of their ability
By 2015 gamification will be in 25 percent of
redesigned business processes