Bunchball customers are seeing significant results by applying gamification to their businesses across a number of different industries and applications. Check out the links below for details provided by some of our customers in their own words:
"LiveOps Inc., which runs virtual call centers, uses gaming to help improve the performance of its 20,000 call agents—independent contractors located all over the U.S... Since the gamification system was implemented, some agents have reduced call time by 15%, and sales have improved by between 8% and 12%..."
Gold: LiveOps Inc.
2011 Excellence in Social Learning, Chief Learning Officer magazine
"LiveOps created a learning community for AAA Emergency Road Service (ERS) agents that boosted customer service scores by nearly one quarter within a year.The uptake among users was rapid, with more than 80 percent opted in within the first week of rollout. According to LiveOps figures, 75 percent return to the site on a bi-weekly basis. From the AAA ERS perspective, the MyWork Community portal reduced on-boarding time from four weeks to 14 hours, reduced time to proficiency and delivered an uptick in performance improvement. Agents trained through the MyWork portal outperformed their peers by 23 percent in average handle time and boosted customer satisfaction by 9 percent."
NBC Universal/USA Network - Club Psych
"The results from #HashTagKiller (which is still an ongoing experience) have been staggering. Driving over 95MM page views from 300,000 unique users. 288,000 shares on Facebook's platform have provided us with over 38 Million exposures of the PSYCH brand to our users friends and families. Over 14 Million minutes have been spent in HTK..."
MTV European Music Awards
"The televised awards were complemented by activity online – EMA-related page views on MTV's UK website were up 530% year-on-year to nearly 500,000 – and in MTV's mobile and tablet apps, with downloads up 159% year-on-year."
The Redding Record Searchlight/E.W. Scripps
"Overall, the two- to three-week-old metrics are promising. Registration is up 35 percent and comments are up 19 percent. 7,600 users are in the game. (Redding.com’s top user has toted up 8,800 points already.) 16,200 comments have been rated “insightful. "
Playboy - Miss Social
"Through the promotion, Playboy reported receiving a 60% improvement rate on revenues and grew its active users to 80,000 by the end of the promotion. It effectively doubled its consumer base through gamification concepts that encouraged users to be social and bring their own friends and followers to the site."
"The result of the Bunchball gamification has been an 85 percent rate of re-engagement and a 60 percent improvement in revenues from one month to the next. Since starting the app in December, the active user base has grown to 80,000."
USA Networks - Club Psych
"After the launch, users' time on the Psych website increased from an average of 14 minutes to 22 minutes; page views were up to 16 million from 9 million in the previous season; and average site visits increased from 2 times per month to around 4.5 times month," said Paharia. "USA Networks also saw viewership of the show, in the 18-34 demographic, rise 40 percent, and they were awarded an AdAge Media Vanguard award for Best Social-Media Loyalty program."
"Jesse Redniss, vice president for digital at USA Network, said in a talk at the Gamification Summit today that game-like reward programs generated a 130 percent increase in page views for the network’s Psych show and a 40 percent increase in return visits. "
Chiquita Brands/Rio/Empower Media
USA Network - Character Arcade
"As soon as USA Network launched Bunchball’s Nitro system, it grew its Character Arcade registered users from 400,000 to 1 million. Now there are 3 million monthly unique visitors on the overall USANetwork.com web site."
Hewlett Packard/Resource Interactive - CampusKarma
"CampusKarma surpassed expectations by increasing the number of HP Academy Facebook fans from 900 to more than 24,000 over a 3-month period, and engaging an active player base of 800 fans during the course of the campaign.
"Since adding points and badges to Campusfood.com, the number of new users who return two or more times is up 15 percent to 20 percent, says Michael Saunders, the site's founder."
"[Bunchball] customers have awarded their 125 million users with 500 million badges and trophies."
"Clients have awarded more than 90 million points to users, and 12 billion actions have been tracked to filter through Bunchball’s analytics and feedback systems."
"Now Bunchball tracks 23 million game-play actions, 7 million trivia actions, and 400,000 video views — all per month."
"Gamification customers typically see 100 percent more page views, 100 percent more time on site, 100 percent repeat visits, 60 percent more pages per visit, and 30 percent more unique visitors, Paharia said."