Tag Archives: Gamification Examples

Posted on Mon, Sep 30, 2013 @ 8:00 am

Check out the following specific examples of gamification to learn how other businesses are embracing gamification to encourage certain customer behaviors and achieve their business goals.


  1. Product Interest– Autodesk offered a free trial of their expensive 3D modeling software program to commercial software designers. Commercial designers are largely unfamiliar with 3D techniques, used in video game design, so the trial was intended to show them the possibilities the software offered. Autodesk knew the longer users stayed with the trial, the more likely they were to license the software. But 3D modeling is difficult to master, especially through traditional tutorial instruction, and many of these commercial users got frustrated and quit. Gamifeye explains how Autodesk then redesigned the software trial as a game, called The Apocalypse Trigger,using a fun theme ─ solve the “Mystery of the Missing Gems”. The missions take you around the world to different examples of famous architecture that the user must then create 3D models of in order to find the gems and win the game.The interactive levels and elaborate imagery appeal to this visual audience and have helped them learn the Autodesk software. The results: Trial time increased by 40% and conversion from trial to license holders increased by 15%.
  2. Customer Engagement: Nike has been using software for a number of years now to gamify its customers’ workouts through its NIKE+ program. Using special chips in their shoes or wristbands, customers can track all their fitness stats daily, including how far, fast, and long they ran, they can sync it to their mobile device, compare their stats with other users, win virtual trophies, and share their stats on social media for support and encouragement from their network. Nike has turned working out into a game through this hardware and software, going beyond the shoes and apparel they sell to engage customers with their brand in a new and effective way.
  3. Customer Engagement- NBC, home of the hit TV show The Office, commissioned an online game to extend the show’s engagement with fans beyond the television screen. Bunchball created a virtual office space for them with interactive tasks and challenges, including applying for a job with Dunder Mifflin, creating an employee profile, and participating in company challenges. Completing these activities earned users points that could then be exchanged for virtual goods, which showed loyalty and knowledge of the show and encouraged fan devotion.
  4. Customer Engagement: The Home Shopping Network, which sells merchandise on TV as well as online, wanted to create a way for their customers to continue interaction with their brand while online. Knowing that their clientele was predominantly middle-aged women, who make up about half the users of social gaming, HSN launched an online arcade full of entertaining games that award users tickets for gameplay. Scores can be shared with others for social interaction, and tickets are used to enter a multitude of HSN prize drawings that feature their products. Jill Braff, EVP of Digital Commerce at HSN, explains how over the first year, 650,000 users logged 116 million gameplays. Arcade users spent twice as long on the HSN website, returned twice as often, and purchased more units of merchandise and in more categories than their non-arcade customers. HSN is working now to create games that integrate with their product offerings in order to further engage customers, as they have seen firsthand that increased customer engagement leads to increased customer spending.
  5. Customer Loyalty- Airline loyalty programs, like United Airways’ MileagePlus program which awards and tracks points for purchases, are one of the earliest forms of gamification. Earn enough points and you become a Silver, Gold, or Platinum member, giving you access to special lounges, priority boarding, seating upgrades and free tickets. Some customers are so devoted to their status level that they make unnecessary flights at the end of the year just to maintain their premier status for the next year.
  6. Customer Loyalty- Samsung Electronics created the customer loyalty program Samsung Nation which utilizes levels, badges, and rewards in order to drive traffic to its website and increase user-generated content. Kelly Liyakasa of DestinationCRM reports that the result of their gamified effort saw the loyalty program gain 66% more users, 447% more product answer submissions, and 34% of users purchased 224% more Samsung products than before the gamified loyalty program.
  7. Customer Loyalty- Disney created an online gamified loyalty rewards program called Disney Movie Rewards. Users earn points for every Disney Blu-Ray, DVD, CD, and theater ticket they purchase. Users can also earn points by testing their Disney knowledge in quiz games and by taking surveys. Points can be cashed in for Disney merchandise and experiences exclusive to the rewards club. Special sweepstakes, coupons, and kids activities are also offered to participating members. Disney keeps customers engaged with their brand through this gamified loyalty program, and they get to learn more about their customers through tracking their purchase history and survey answers.
  8. Product Knowledge- Microsoft created Ribbon Hero to help customers learn how to use the many features in their Microsoft Office Suite. Their recent updated version, called Ribbon Hero 2: Clippy’s Second Chance, stars Clippy the Paperclip as he applies for a new job as a scientist’s assistant. When they scientist’s time machine experiment goes wrong, Clippy is transported back in time and must complete different tasks and challenges in Microsoft Word, Excel, PowerPoint, and Notebook in order to get back to the present day. Users learn and practice skills level-by-level in fun, history-themed challenges in order to gradually learn how to use the Microsoft products. Rather than reading a manual or going through a tedious tutorial, users can engage in a fun game to master the same knowledge and grow more familiar with the Microsoft brand.
Posted on Fri, Sep 20, 2013 @ 8:00 am

The concept of gamification is everywhere now, but actual examples of it are harder to come by. Read on to discover specific examples of how other businesses are embracing gamification to influence employee behavior and achieve their business goals.



10 Examples of Employee Gamification:

  1. Training- Deloitte Leadership Academy, a digital training program for 50,000+ senior executives in companies around the world, has inserted gaming elements into its online leadership development portal. Trainees get a feeling of accomplishment when they participate, submit comments and ideas, and complete course modules in the program because of the badges, leaderboard rankings, and rewards they receive. Their progress can then be shared on social media for further encouragement and praise. Within the first 3 months of deploying the gamified program, Deloitte witnessed a 46% increase in the number of trainees returning to the site daily.
  2. Training- Xerox’s management training program embraced gamification to better engage trainees and to combat high turnover. The company introduced a gamified application called “Stepping Up to Management” to complement its existing program. It allows management trainees to go on quests to apply their learned skills to real work scenarios. Quests can be done alone or with others for social interaction, and progress is noted on leaderboards, resulting in a more engaging training program and a lower trainee turnover rate for Xerox.
  3. Employee Retention- Live Ops, a call center outsourcing firm with more than 20,000 independent agents from across the nation who work from home, wanted to gamify its employees’ activities in order to engage them in their work and decrease their turnover rate. Andre Bourque of Social Media Today describes how the employees interact with their new gamified system, earning points based on their speed in completing customer service calls, the number of calls they take, and the level of customer satisfaction they receive. The new program experienced an 80% adoption rate in the first week! Adopters outperformed non-users by 23% in their call metrics and their length of employment doubled the company’s previous average.
  4. Employee Retention- OFS recently helped a client experiencing very high turnover rates with their customer service representatives, who have a repetitive, tedious job hearing and filing customer claims over the phone. OFS designed a gamified software system that incorporated points systems, badges, leaderboards, avatars, and ‘music in the ear’ rewards to increase the fun and encourage more active engagement among the employees.
  5. Attracting New Talent- Marriott created a hotel management simulation game called My Marriott Hotel in which players are appointed hotel kitchen manager and have to handle all the responsibilities and challenges that go along with the position. From ordering the right ingredients, to purchasing equipment, to hiring your own kitchen staff, the game exposes users to the hotel business and leaves an appealing impression on them as they earn points and rewards for successful gameplay. A “Do it For Real” button takes users to a Marriott job board where they can apply for real employment opportunities. Alexandra Berzon of The Wall Street Journal explains that through this game, Marriott is looking to attract the millennial generation to the hospitality industry, especially in developing countries as the company expands and needs to hire capable new employees quickly.
  6. Attracting New Talent- The Swedish Armed Forces created an online game comprised of various skill tests to encourage users to see if they have what it takes to join their military. The skill tests are engaging and competitive, requiring critical thinking, time management, and teamwork in order to successfully complete difficult challenges. Every challenge score is recorded, and users can see how they match up against other players. Links to officer role descriptions and how to become an officer are sprinkled throughout the game to entice users to learn more about joining if they excel in the challenges.
  7. Motivation and Productivity- The retailer Target has been successful in motivating its cashiers to improve the speed of their scanning through a simple form of gamification. Rachael King of Bloomberg Businessweek shares how cashiers receive a green, yellow, or red rating on their register screen after each checkout, depending on their speed. The immediacy of the feedback evokes a game-like experience, encouraging them to scan items faster the next time in order to get the highest rating.
  8. Motivation and Productivity- NextJump, a provider of loyalty and rewards programs, wanted its employees to be more active in order to improve their health and to lower healthcare premium costs. So NextJump opened a free office gym, but only 5% of its workforce was using it on a regular basis. It then set up a contest where the top 4-5 gym-using employees had a chance to split a $20,000 prize. This only led to 12% employee participation, however. Then it established cross-office, talent-balanced teams and a live leaderboard application, FitRank, to stimulate and track competition, as well as “WOWPoints” ─ virtual currency to incent the behavior. Now 80% of the workforce exercises there 2+ times per week. Check out their CEO’s presentation on the results, posted by Gabe Zichermann.
  9. Innovation- The World Bank created a gamified application called EVOKE, designed to encourage young people to devise innovative and effective solutions to real-world social problems the World Bank is facing, like hunger, poverty, healthcare, and education. The application utilizes appealing video game techniques and social networking to engage users as they work to find new solutions to these age-old problems. Top-performers win real-life scholarships and mentorships with experienced social innovators and business leaders from around the world to foster their innovative ideas.
  10. Innovation- The United Kingdom’s Department of Work and Pensions created an application called Idea Street to increase employee collaboration and facilitate the sharing of new project ideas. Jeff Lopez of Gamification Corp explains that the satisfaction of contributing ideas, getting quick feedback, receiving badges, and moving up on the leaderboard has motivated the department’s employees to use the application. Within the first 18 months, about 4,000 employees generated 1,400 new candidate projects on Idea Street. From this, 63 projects have been implemented by the Department. A case study on Idea Street’s success is available from Gartner.

Look out for our next blog post on how to engage customers through gamification!