Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
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4. IN SIMPLER TERMS,
gamification takes the characteristics
we like about games and adds them
to everyday actions in order to make
them more interesting.
Think about receiving points for filing
paperwork, or brushing your teeth.
5. These game elements leverage our love of
competition and reward, and use it to
encourage certain actions.
8. In order to understand gamification, you
have to speak the language. Like any tech
industry, gamification has a lot of jargon.
Let’s dive in.
9. USERS
Anyone who participates in a
gamification platform. For some
companies, users will be their
customers. For other companies,
the users will be their employees.
10. USERS
Anyone who participates in a
gamification platform. For some
companies, users will be their
customers. For other companies,
the users will be their employees.
FEEDBACK
Immediate, positive feedback
makes us feel good about
completing something and
motivates us to do it again.
Feedback mechanics are the
most widely known gamification
elements.
11. BADGES
Badges are usually awarded for
actions the user has just completed.
They offer a more visual display of
achievement than points, and can
be shown on profile pages or user
accounts.
12. BADGES
Badges are usually awarded for
actions the user has just completed.
They offer a more visual display of
achievement than points, and can
be shown on profile pages or user
accounts.
LEADERBOARDS
Ranking top performing users on a
leaderboard broadcasts who’s getting the most out of the game. Leaderboards help foster a sense of
community, especially if users are
joined into teams.
13. PROGRESS
Pulled from the level system of
video games, progress in gamification can be as simple as telling
a user when they’ve completed a
required action or as a complex as
moving through multiple stages of
an extensive process.
14. PROGRESS
Pulled from the level system of
video games, progress in gamification can be as simple as telling
a user when they’ve completed a
required action or as a complex as
moving through multiple stages of
an extensive process.
REWARDS
Offering rewards for completing an
action isn’t a new idea. With the
advent of digital media, brands are
able to reward users faster than
ever for actions like sharing content over social media, or purchasing a product.
15. SOCIAL
RECOGNITION
By integrating social media
platforms with gamification
software, businesses can
empower users to share their
experiences and show off their
rewards. Incentives such as
badges can be displayed on
user’s profiles and news feeds,
which increases a business’
brand awareness through
social proof.
16. Now that you have an idea of
what makes gamification work...
You’re probably wondering
how to use it.
d I do
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shou hing?
What this t
with
gamification
17. Gamification can take many forms, so it’s
important to evaluate all of your options.
Gamification services can be
grouped into three categories:
18. SOFTWARE AS A SERVICE
The most common form of gamification, these offerings are entirely cloud-based. They let companies
take advantage of gamification services without the
need for custom software or hardware.
SaaS platforms usually give businesses a great deal
of control with minimal coding or upkeep required.
Because they run entirely in
the cloud, users can also
access the services from
any internet connected
device.
19. CUSTOM SOFTWARE
On-premise gamification software is generally
reserved for specialty industries or custom solutions.
Developers will sometimes work with companies
to create unique interfaces and mechanics based
around their workflow and criteria. Certain vendors
even offer full-fledged game design.
20. HARDWARE
While gamification is usually a software-based
technology, a few vendors integrate hardware into
their product suites. One example of this is the
company Belly, whose Belly Card rewards customers
for scanning it each time they’re at a location.
REWA
RDS
CARD
22. Gamification is one of
the fastest growing
technology trends
in the world.
Research firm
predicts that 70% of
Global 2000 companies
will adopt gamification
by the end of 2014.
23. Here are 2 trends to look out
for in 2014:
Land-ho!
24. SPECIALIZATION
As the market continues to grow, individual firms
will become increasingly specialized. Forward
thinking technology vendors will follow these
examples and create industry-specific solutions.
25. SPECIALIZATION
As the market continues to grow, individual firms
will become increasingly specialized. Forward
thinking technology vendors will follow these
examples and create industry-specific solutions.
CUSTOMIZATION
Innovative companies will find ways to further personalize the gamification experience. Some
companies are creating personal leaderboards,
which only show a user’s closest competitors. This
allows for a more personal experience, and doesn’t
discourage lower ranking employees.