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HUMAN FOCUSED GAMIFICATION
An Introduction to Funifier’s FUNIFICATION ENGINE
Every Manager should Understand what GAMIFICATION is,
because games are the new “NORM”.
- Bing Gordon
(Ex-CCO – Electronic Arts)
• It’s not a game
• Where is Gamification
• Why does Gamificaiton work
• Humans focused Strategy
• The Engine Model
• The Use Cases
• Who’s the Targeted Audiance
• Best Practices
• Why it’s a good time to start
FUNIFICATION: Gamification Re-Defined
At its core, gamification applies various game mechanics to non-game activities so as to
trigger specific behaviors. In a business sense, gamification is the process of integrating
these game mechanics into everyday tools such as a website, business service, online
community, content portal, marketing campaign, mobile applications or even internal
business processes, in order to enhance user experience and engagement for target
audiences.
The overall goal of gamification is to more deeply engage with consumers, employees,
partners and other audiences so as to inspire them to participate, collaborate, share and
interact in some activity or community. A compelling, dynamic, and sustained
gamification experience can be used to accomplish a variety of mission-critical business
goals. This is FUNIFICATION.
What’s covered
Gamification - the craft of deriving all the
fun and addicting elements found in games
and applying them to real-world or
productive activities.
- source: yukaichou.com
Gamification - the application of game-design elements and game principles
in non-game contexts.
- source: Wikipedia.org
Funification - The process of going between boredom and having a blast.
- source: urbandictionary.com
Gamification takes biology, psychology and game theory to the next level to
motivate people. And you need an Enterprise Tool to apply this knowledge.
DISCOVERY
TECHNIQUES
FOR
MOTIVATION98
OCTALYSIS
MOTIVATION ELEMENTS
& TECHNIQUES FOR GAMES
THE FOUR STAGES OF GAMIFICATION
PROPRIETARY METHODOLOGY
GAMIFICATION IS NOT A TOOL FOR KIDS
1st
ENTRY
2st
ROUTINE
3st
ENDGAME
4st
Source: Yu-Kai Chou
Gamification has been used for ages in various
situations to engage targeted audiences online...
GAMIFICATION IS EVERYWHERE
Educational with Duolingo
Rewards programs (Delta Skymiles, AirCanada, etc.)
Social Networks (Linkedin, Facebook, Twitter, etc.)
E-Commerce site (Amazon, eBay, etc)
But also offline…. Such as…
GAMIFICATION IS EVERYWHERE
The Worlds Deepest bin…
To throw rubbish in the bin instead of onto the floor shouldn’t really be
so hard. Many people still fail to do so. Can we get more people to
throw rubbish into the bin, rather than onto the ground, by making it fun
to do? See it here.
Piano Staircase…
”Take the stairs instead of the escalator or elevator and feel better” is
something we often hear or read in the Sunday papers. Few people
actually follow that advice. Can we get more people to take the stairs
over the escalator by making it fun to do? See it here
The Speed Camera Lottery…
The winning idea of the fun theory award, submitted by Kevin
Richardson, USA. Can we get more people to obey the speed limit by
making it fun to do? This was the question Kevin’s idea answered and
it was so good that Volkswagen, together with The Swedish National
Society for Road Safety, actually made this innovative idea a reality in
Stockholm, Sweden. See it here.
Bottle Bank Arcade Machine…
Many of us return our plastic bottles and cans. Noticeably fewer recycle
their glass. Maybe that's because we don't get any money in return, as
we do for cans and plastic. Can we change this attitude by making
recycling glass fun to do? So you are not just rewarded with a good
conscience, you also get a smile. See it here
SOCIETY IS
CHANGING,
COMPANIES HAVE TO
ADAPT
Reciprocity & Feedback
Immediate & Positive Feedback
Meritocracy & Visibility
Mesure to Improve
MYTHICAL
MILLENNIAL ?
Millennials have surpassed Baby Boomers as the nation’s largest living
generation
Millennials, whom are defined as those ages 18-34 in 2015, now
number 75.4 million, surpassing the 74.9 million Baby Boomers (ages
51-69).
The Millennial generation continues
to grow as young immigrants expand
its ranks & has taken part in many
important transformations from
shifting ways of communicating and
using technology, to changes in
parenting practices, educational and
career choices, and shifts in
homeownership and family life.
Corporates like LinkedIn & Oracle are hiring “Millennials Consultants” for their
expertise on how to manage and market to Millennials
WHY DOES
GAMIFICATION WORK
Where ever there are people, there can be gamification.
Funifier’s Funification Engine can be used and applied in a broad spectrum of situations/applications.
WHO’S THE TARGET AUDIANCE
Events & Marketing
Government Organization
Healthcare & Well-being
Sales, Partners
Human Resources & Onboarding
Renewable energy
Training & Education
Website & E-commerce
Mobile applications
Intranets & Extranets
Internet Of Things
Research & Development
Increase your feedback & participation across your company events
Motivate ministries to provide better service to your citizens
Incent patients to adopt & maintain a healthier lifestyle choices
Incentivize revenue growth for sales & channel partners by competitions
Decrease employee onboarding by 6 to 2 month via various win-states
Change the way people drive their car by means of a green indicator
Encourage staff to pursue optional training to enhance their careers
Honor returning visits & purchases and incentivize future ones
Apply the 80+ game technics to keep players glued to the game
Link intranets & other internal tools to increase adoptions
Why not gamify a hand gesture, clap or whistling?
Accelerate R&D by involving more than just the scientist in the research
Simple approach… targeted results.
All funifications are targeted to the Business Metrics that one would like to track.
HUMAN FOCUSED STRATEGY
1. Define Business Metrics
2. Define & understand who your users are
3. Define the Desired Actions
4. Define the Users Statistics
5. Define the Incentives
1. Game Objectives
2. Players
3. Win-States
4. Feedback mechanics
5. Drives
Players
Feedback Mechanics
Desired Actions
Business Metrics
Win-States
Incentives
commits
tracks
triggers embedded
progress
impact
results
Source: Yu-Kai Chou
Funification through the worlds most advanced
& flexible Engine on the market
THE ENGINE MODEL
For Engineers, full stack APIs : using REST or JavaScript API to tracking user behavior & retrieving generated data (Widget such as player profile, leader
boards, newsfeeds, Win-State lists, Rewards)
For Designer & Marketers, Studio Admin Interface: using Funifier STUDIO, designers can create & modify trophies, badges, rewards & even make
changes to the User Engagement Strategy on the fly without having to touch the customer facing interface. Apply and your changes are live.
Various components make it possible: 4 stacked layer make it possible for you to use Funifier the best way the suite you. From the core Engine to the
FunPack and the Admin UI, the 500+ integration point provide the Engineers and Gamification Designers multiple options when it comes to their End
User Engagement Strategy.
Marketplace for a Pick & Chose of Funification Artifacts: a complete marketplace where one can pick and chose the widgets, languages, game
techniques and anything else that needs to be custom to the engagement strategy for the best Funification results.
FREE APIs
JS / REST
FUNIFIER CORE ENGINE
STUDIO: FUNIFIER ADMIN USER INTERFACE
CLIENT CUSTOMIZATIONS
CRM
FUNPACKs
EDUCATION
(LMS)
FUNPACKs
HUMAN
RESOURCES
FUNPACKs
EVENT
FUNPACKs
LOYALTY
PROGRAM
FUNPACKs
BPO
FUNPACK
CUSTOM
FUNPACK
MANAGEMENT LAYER
INTEGRATION LAYER
GAMIFICATION LAYER
CORE APPLICATION LAYER
INTRANET /
EXTRANET
FUNPACKS
MARKETPLACE
Funification Case Studies and they results
BUSINESS USE CASES
EXAMPLE: MAJOR ATHLETIC CLUB
A common problem among athletics clubs is the difficulty of retaining
customers. Most them simply stop going to the club after the first few
months. To reverse this scenario, it is necessary to enhance the client
experience from the start and for that to happen you need your club staff to
provide a good service and create a connection between them and the
customers.
With gamification, customers began evaluating staff’s services who then
appeared in weekly leaderboards of the top performers. With the
completion of check-in at the athletic club, customers accumulate points to
exchange for food supplements. In addition to that, a number of challenges
can be carried out individually or in groups encourage the customers to
interact with each other. All customers now receive feedback and have the
daily feeling of progressing. And all staff now are eyeing the ranking and
striving to provide the best service.
EXAMPLE: LOCAL LOYALTY PROGRAM :
The company offers advertising services, discounts and rewards. This
allows small businesses to launch promotions, discounts and loyalty points
integrated with gamification. Through their mobile application, people
search for local businesses, play to win incentive, increase the rewards by
answering trivia questions and incentives increases more by sharing on
social networks. The end user receives an automatically generated credit
card linked to the phone. The gamification drives loyalty.
Staff service is evaluated by students
Employee productivity increased by 116%
Clients accumulate points to spend on Supplements
Free to use for clients
Increased rate of Customer Acquisition by 530%
Small transaction based fee for Business’
BUSINESS USE CASES
Gamification Case Studies and they results
EXAMPLE: MAJOR DOCUMENT MANGEMENT FIRM
Document Management is a dull process where ever you are. Bringing on
Gamification to the company allowed for an enhanced experience between
employee and management.
Redline is a army based thematic game where the main object is to
improve the recognition of employees and teams together, increase
employee productivity as well as reduce the turnover of the leadership
team. The complete productivity if monitored by the Funifier Platform and
feedback mechanics are been presented to the teams on large monitors
through out the work environment.
EXAMPLE: GLOBAL CREDIT CARD COMPANY:
A Credit Card Processing company wanted to gain a larger market share
in a specific region and hence they have created a mobile application to be
able to gain traction in the region.
The App directly engages & rewards the employee of various financial
institutions to push the new card into various retails spots around the area
by means of enhancing the player experience and rewards it with prizes to
be won. Scoring, check-ins, awards, newsfeeds, social pressure and
market place are one of the many game techniques used.
EXAMPLE: MAJOR FEDERAL BANK
To increase the usage of Mobile Banking, the Bank decided to engage the clients by bringing on Gamification though the mobile banking app allowing for
an enhanced experience for the client when carrying out transaction online and also inviting friends to join and do the same.
Free to use for clients
Increased rate of Mobile app usage by 70% within the first month
Currently has over 6,000,000 active players
Some keys principles to ponder on before you start…
BEST PRACTICES
Know your users, master the journey, involve them
and multidisciplinary teams at the early stages
Design for your users – be the Sherpa not the
mountain
Define clear KPIs and dare to measure what has
never been measured before
Playtest, again, again and again.
Dream big, but start small, then expand.
Collect data & feedback so as to improve over time
KISS – Keep It Simple & Smart, at all times.
Novelty, bring it often & in iterations
If it’s business related, don’t forget that it’s
business related!
It’s a marathon, not a sprint. You’re in it for the long
run.
Be transparent, it’s the key for success!
It does not have to be fun, but Exciting
Be smart is using game mechanics, specially the
PBL (Points, Badge, Leaderboards)
Keep as many touchpoints between the players
and the end application
50%
2013
Of all social business
initiatives will include an
enterprise gamification
component
(Constellation Research)
2014
70%
Of the Forbes Global 200
companies will use
gamification for at least one
aspect of their organization
(Gartner)
2015
50%
Of companies that
manage innovation
processes will gamify
those processes
(Gartner)
2016+
0
2
4
6
8
10
12
14
2010 2011 2012 2013 2014 2015 2016 2017 2018
Spending on Social Media Marketing and Gamification
Social Media Marketing Gamification
(in Billions $)
Source: M2Research
Steady & Constant Rise
• 2012: $242 million
• 2015: $1.7 billion
• 2016: $2.8 billion
• 2018: $5.5 billion
• 2020: $10 billion
Effective
• 14% higher in skill-bases assessments,
• 11% higher in terms of factual knowledge,
• 9% increase in retention rates
On Demand
• 79% of employees and university students in a study said
a game introduced to their learning environment would
make them more productive.
• Millennials who make up 60% of today’s workforce love
the fun, play, transparency, design, competition and
addiction that they can achieve in a single social or
serious game.
It’s not all about fun nor technology
• Gamification uses 75% psychology and 25% Technology
Seeing increasing demand
from various firm and
government agencies to
leverage gamification
(Funifier & Partners)
WHY GETTING ONBOARD NOW IS GOOD TIMING?
Funifier is the leader in the Gamification Engine space. Through it’s flexible Funifier
Studio Solution for enterprises, it allows corporates to integrate game mechanics and
user's behavior analysis, with solutions and processes already in place at your
business, supporting design and implementation in a wide variety of systems. A solution
that can motivate your customers or employees using gamification. Funifier is a solution
to get your customer loyalty and keep your team engaged and committed to reach your
company's goals.
For more information, visit www.funifier.com , follow us @TheFunifier or reach out to
us in your respective region.
Copyright © Funifier Inc., 2016. All rights reserved.
Australia (APAC)
+61 409 429 394
Funifier Offices
Partners and Resellers
Canada (HQ)
+1 (514) 833 2415
Mexico (LATAM)
+521 (55) 3867 8047
Brazil (R&D)
+55 (61) 84038568
France (EMEA)
+33 661 073 169
Regional Contact Information
Direct Lines
Copyright © Funifier Inc., 2018. All rights reserved.

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Human Focused Gamification - A Funifier Whitepaper

  • 1. HUMAN FOCUSED GAMIFICATION An Introduction to Funifier’s FUNIFICATION ENGINE Every Manager should Understand what GAMIFICATION is, because games are the new “NORM”. - Bing Gordon (Ex-CCO – Electronic Arts)
  • 2. • It’s not a game • Where is Gamification • Why does Gamificaiton work • Humans focused Strategy • The Engine Model • The Use Cases • Who’s the Targeted Audiance • Best Practices • Why it’s a good time to start FUNIFICATION: Gamification Re-Defined At its core, gamification applies various game mechanics to non-game activities so as to trigger specific behaviors. In a business sense, gamification is the process of integrating these game mechanics into everyday tools such as a website, business service, online community, content portal, marketing campaign, mobile applications or even internal business processes, in order to enhance user experience and engagement for target audiences. The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION. What’s covered Gamification - the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities. - source: yukaichou.com Gamification - the application of game-design elements and game principles in non-game contexts. - source: Wikipedia.org Funification - The process of going between boredom and having a blast. - source: urbandictionary.com
  • 3. Gamification takes biology, psychology and game theory to the next level to motivate people. And you need an Enterprise Tool to apply this knowledge. DISCOVERY TECHNIQUES FOR MOTIVATION98 OCTALYSIS MOTIVATION ELEMENTS & TECHNIQUES FOR GAMES THE FOUR STAGES OF GAMIFICATION PROPRIETARY METHODOLOGY GAMIFICATION IS NOT A TOOL FOR KIDS 1st ENTRY 2st ROUTINE 3st ENDGAME 4st Source: Yu-Kai Chou
  • 4. Gamification has been used for ages in various situations to engage targeted audiences online... GAMIFICATION IS EVERYWHERE Educational with Duolingo Rewards programs (Delta Skymiles, AirCanada, etc.) Social Networks (Linkedin, Facebook, Twitter, etc.) E-Commerce site (Amazon, eBay, etc)
  • 5. But also offline…. Such as… GAMIFICATION IS EVERYWHERE The Worlds Deepest bin… To throw rubbish in the bin instead of onto the floor shouldn’t really be so hard. Many people still fail to do so. Can we get more people to throw rubbish into the bin, rather than onto the ground, by making it fun to do? See it here. Piano Staircase… ”Take the stairs instead of the escalator or elevator and feel better” is something we often hear or read in the Sunday papers. Few people actually follow that advice. Can we get more people to take the stairs over the escalator by making it fun to do? See it here The Speed Camera Lottery… The winning idea of the fun theory award, submitted by Kevin Richardson, USA. Can we get more people to obey the speed limit by making it fun to do? This was the question Kevin’s idea answered and it was so good that Volkswagen, together with The Swedish National Society for Road Safety, actually made this innovative idea a reality in Stockholm, Sweden. See it here. Bottle Bank Arcade Machine… Many of us return our plastic bottles and cans. Noticeably fewer recycle their glass. Maybe that's because we don't get any money in return, as we do for cans and plastic. Can we change this attitude by making recycling glass fun to do? So you are not just rewarded with a good conscience, you also get a smile. See it here
  • 6. SOCIETY IS CHANGING, COMPANIES HAVE TO ADAPT Reciprocity & Feedback Immediate & Positive Feedback Meritocracy & Visibility Mesure to Improve MYTHICAL MILLENNIAL ? Millennials have surpassed Baby Boomers as the nation’s largest living generation Millennials, whom are defined as those ages 18-34 in 2015, now number 75.4 million, surpassing the 74.9 million Baby Boomers (ages 51-69). The Millennial generation continues to grow as young immigrants expand its ranks & has taken part in many important transformations from shifting ways of communicating and using technology, to changes in parenting practices, educational and career choices, and shifts in homeownership and family life. Corporates like LinkedIn & Oracle are hiring “Millennials Consultants” for their expertise on how to manage and market to Millennials WHY DOES GAMIFICATION WORK
  • 7. Where ever there are people, there can be gamification. Funifier’s Funification Engine can be used and applied in a broad spectrum of situations/applications. WHO’S THE TARGET AUDIANCE Events & Marketing Government Organization Healthcare & Well-being Sales, Partners Human Resources & Onboarding Renewable energy Training & Education Website & E-commerce Mobile applications Intranets & Extranets Internet Of Things Research & Development Increase your feedback & participation across your company events Motivate ministries to provide better service to your citizens Incent patients to adopt & maintain a healthier lifestyle choices Incentivize revenue growth for sales & channel partners by competitions Decrease employee onboarding by 6 to 2 month via various win-states Change the way people drive their car by means of a green indicator Encourage staff to pursue optional training to enhance their careers Honor returning visits & purchases and incentivize future ones Apply the 80+ game technics to keep players glued to the game Link intranets & other internal tools to increase adoptions Why not gamify a hand gesture, clap or whistling? Accelerate R&D by involving more than just the scientist in the research
  • 8. Simple approach… targeted results. All funifications are targeted to the Business Metrics that one would like to track. HUMAN FOCUSED STRATEGY 1. Define Business Metrics 2. Define & understand who your users are 3. Define the Desired Actions 4. Define the Users Statistics 5. Define the Incentives 1. Game Objectives 2. Players 3. Win-States 4. Feedback mechanics 5. Drives Players Feedback Mechanics Desired Actions Business Metrics Win-States Incentives commits tracks triggers embedded progress impact results Source: Yu-Kai Chou
  • 9. Funification through the worlds most advanced & flexible Engine on the market THE ENGINE MODEL For Engineers, full stack APIs : using REST or JavaScript API to tracking user behavior & retrieving generated data (Widget such as player profile, leader boards, newsfeeds, Win-State lists, Rewards) For Designer & Marketers, Studio Admin Interface: using Funifier STUDIO, designers can create & modify trophies, badges, rewards & even make changes to the User Engagement Strategy on the fly without having to touch the customer facing interface. Apply and your changes are live. Various components make it possible: 4 stacked layer make it possible for you to use Funifier the best way the suite you. From the core Engine to the FunPack and the Admin UI, the 500+ integration point provide the Engineers and Gamification Designers multiple options when it comes to their End User Engagement Strategy. Marketplace for a Pick & Chose of Funification Artifacts: a complete marketplace where one can pick and chose the widgets, languages, game techniques and anything else that needs to be custom to the engagement strategy for the best Funification results. FREE APIs JS / REST FUNIFIER CORE ENGINE STUDIO: FUNIFIER ADMIN USER INTERFACE CLIENT CUSTOMIZATIONS CRM FUNPACKs EDUCATION (LMS) FUNPACKs HUMAN RESOURCES FUNPACKs EVENT FUNPACKs LOYALTY PROGRAM FUNPACKs BPO FUNPACK CUSTOM FUNPACK MANAGEMENT LAYER INTEGRATION LAYER GAMIFICATION LAYER CORE APPLICATION LAYER INTRANET / EXTRANET FUNPACKS MARKETPLACE
  • 10. Funification Case Studies and they results BUSINESS USE CASES EXAMPLE: MAJOR ATHLETIC CLUB A common problem among athletics clubs is the difficulty of retaining customers. Most them simply stop going to the club after the first few months. To reverse this scenario, it is necessary to enhance the client experience from the start and for that to happen you need your club staff to provide a good service and create a connection between them and the customers. With gamification, customers began evaluating staff’s services who then appeared in weekly leaderboards of the top performers. With the completion of check-in at the athletic club, customers accumulate points to exchange for food supplements. In addition to that, a number of challenges can be carried out individually or in groups encourage the customers to interact with each other. All customers now receive feedback and have the daily feeling of progressing. And all staff now are eyeing the ranking and striving to provide the best service. EXAMPLE: LOCAL LOYALTY PROGRAM : The company offers advertising services, discounts and rewards. This allows small businesses to launch promotions, discounts and loyalty points integrated with gamification. Through their mobile application, people search for local businesses, play to win incentive, increase the rewards by answering trivia questions and incentives increases more by sharing on social networks. The end user receives an automatically generated credit card linked to the phone. The gamification drives loyalty. Staff service is evaluated by students Employee productivity increased by 116% Clients accumulate points to spend on Supplements Free to use for clients Increased rate of Customer Acquisition by 530% Small transaction based fee for Business’
  • 11. BUSINESS USE CASES Gamification Case Studies and they results EXAMPLE: MAJOR DOCUMENT MANGEMENT FIRM Document Management is a dull process where ever you are. Bringing on Gamification to the company allowed for an enhanced experience between employee and management. Redline is a army based thematic game where the main object is to improve the recognition of employees and teams together, increase employee productivity as well as reduce the turnover of the leadership team. The complete productivity if monitored by the Funifier Platform and feedback mechanics are been presented to the teams on large monitors through out the work environment. EXAMPLE: GLOBAL CREDIT CARD COMPANY: A Credit Card Processing company wanted to gain a larger market share in a specific region and hence they have created a mobile application to be able to gain traction in the region. The App directly engages & rewards the employee of various financial institutions to push the new card into various retails spots around the area by means of enhancing the player experience and rewards it with prizes to be won. Scoring, check-ins, awards, newsfeeds, social pressure and market place are one of the many game techniques used. EXAMPLE: MAJOR FEDERAL BANK To increase the usage of Mobile Banking, the Bank decided to engage the clients by bringing on Gamification though the mobile banking app allowing for an enhanced experience for the client when carrying out transaction online and also inviting friends to join and do the same. Free to use for clients Increased rate of Mobile app usage by 70% within the first month Currently has over 6,000,000 active players
  • 12. Some keys principles to ponder on before you start… BEST PRACTICES Know your users, master the journey, involve them and multidisciplinary teams at the early stages Design for your users – be the Sherpa not the mountain Define clear KPIs and dare to measure what has never been measured before Playtest, again, again and again. Dream big, but start small, then expand. Collect data & feedback so as to improve over time KISS – Keep It Simple & Smart, at all times. Novelty, bring it often & in iterations If it’s business related, don’t forget that it’s business related! It’s a marathon, not a sprint. You’re in it for the long run. Be transparent, it’s the key for success! It does not have to be fun, but Exciting Be smart is using game mechanics, specially the PBL (Points, Badge, Leaderboards) Keep as many touchpoints between the players and the end application
  • 13. 50% 2013 Of all social business initiatives will include an enterprise gamification component (Constellation Research) 2014 70% Of the Forbes Global 200 companies will use gamification for at least one aspect of their organization (Gartner) 2015 50% Of companies that manage innovation processes will gamify those processes (Gartner) 2016+ 0 2 4 6 8 10 12 14 2010 2011 2012 2013 2014 2015 2016 2017 2018 Spending on Social Media Marketing and Gamification Social Media Marketing Gamification (in Billions $) Source: M2Research Steady & Constant Rise • 2012: $242 million • 2015: $1.7 billion • 2016: $2.8 billion • 2018: $5.5 billion • 2020: $10 billion Effective • 14% higher in skill-bases assessments, • 11% higher in terms of factual knowledge, • 9% increase in retention rates On Demand • 79% of employees and university students in a study said a game introduced to their learning environment would make them more productive. • Millennials who make up 60% of today’s workforce love the fun, play, transparency, design, competition and addiction that they can achieve in a single social or serious game. It’s not all about fun nor technology • Gamification uses 75% psychology and 25% Technology Seeing increasing demand from various firm and government agencies to leverage gamification (Funifier & Partners) WHY GETTING ONBOARD NOW IS GOOD TIMING?
  • 14. Funifier is the leader in the Gamification Engine space. Through it’s flexible Funifier Studio Solution for enterprises, it allows corporates to integrate game mechanics and user's behavior analysis, with solutions and processes already in place at your business, supporting design and implementation in a wide variety of systems. A solution that can motivate your customers or employees using gamification. Funifier is a solution to get your customer loyalty and keep your team engaged and committed to reach your company's goals. For more information, visit www.funifier.com , follow us @TheFunifier or reach out to us in your respective region. Copyright © Funifier Inc., 2016. All rights reserved.
  • 15. Australia (APAC) +61 409 429 394 Funifier Offices Partners and Resellers Canada (HQ) +1 (514) 833 2415 Mexico (LATAM) +521 (55) 3867 8047 Brazil (R&D) +55 (61) 84038568 France (EMEA) +33 661 073 169 Regional Contact Information Direct Lines Copyright © Funifier Inc., 2018. All rights reserved.