Press Release

Bunchball Sees Huge Growth in Gamification and Doubles Customer Base in a Year

CORE NEWS FACTS

  • Bunchball, the pioneer and market leader in online gamification solutions, today announced that the company has hit a number of key milestones.

  • The company doubled its customer base over the last year, and customers now include:

    • The big three television networks -- ABC, CBS and NBC -- as well as other networks such as Bravo, USA Network, Syfy and Telemundo.

    • Major film studios like Warner Bros. and Twentieth Century Fox.

  • Playboy is using Bunchball's Nitro gamification platform to power a Facebook app called "Miss Social," to help increase online interest.

  • Recently, Chiquita and Twentieth Century Fox created an innovative, gamified cross-promotion campaign built on Nitro to promote the new hit movie Rio.

  • Previously, Bunchball worked with Bravo to gamify The Real Housewives of Atlanta and Top Chef.

  • It has also worked with USA Networks to power Club Psych for the popular television show.

  • Bunchball has also worked with Telemundo to power Club de Noveleras, one of the first Spanish-language gamification applications.

  • In addition to media organizations, Bunchball has also worked with a number of organizations in retail, corporate and health verticals to help integrate gaming mechanics into broader company campaigns and loyalty programs.

  • Customers using Bunchball's Nitro solution have seen page views double, pages per visit increase 60%, unique visitors increase 30%, time on site increase 100% and a doubling in repeat monthly visits, leading to an ROI of 400% -- with a payback time of as little as 3 months.

  • Currently, Bunchball tracks 2.5 billion actions and touches 70 million users per month.

KEY INDUSTRY STATISTICS

  • The market for gamification will grow to $1.6 billion in 2015, from $100 million in 2011. 1

  • The average growth rate for gamification for the next two years is 150%. 2

  • More than a quarter of the online population now plays at least one game per month on a social network and the industry is expected to hit the $1B mark this year. 3

  • A gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon and more than 70% of Global 2000 organizations will have at least one gamified application, by 2014. 4

  • By 2015, more than 50% of organizations that manage innovation processes will gamify those processes. 4

 

PRE-APPROVED QUOTE FROM RAJAT PAHARIA, FOUNDER AND CHIEF PRODUCT OFFICER, BUNCHBALL
"We've seen huge growth in interest in gamification over the last year, and we're thrilled to see that translate into genuine customer demand," said Rajat Paharia, founder and CPO, Bunchball. "We've doubled our customer base, and our clients are introducing increasingly innovative and exciting applications. We believe our success is a direct result of our focus on proving the business value of gamification and working closely with organizations to make sure that game mechanics are well integrated into campaigns for maximum ROI."

PRE-APPROVED QUOTE FROM CUSTOMER
"Gamification is the DNA woven throughout Playboy's latest digital ventures to develop and engage our audience," said Greg Johnson, Vice President, Digital Ventures at Playboy Enterprises, Inc. "Since launching Playboy's Miss Social Facebook application in December 2010, we have over 80,000 active users interacting with the program. We're seeing over 85% of the audience re-engage and 60% growth in revenue month over month. Bunchball's powerful analytics tools provide us critical insights into user behaviors and what drives our audience. The Nitro platform's flexibility enables us to test, iterate and optimize in real time, which is critical to the success of our business."

ABOUT BUNCHBALL
Bunchball is the industry leader in gamification, an innovative way of optimizing online user engagement through the application of game mechanics to websites, portals and online communities. Its Nitro gamification platform enables businesses to track and reward participation across websites and social media by creating compelling, meaningful and enjoyable experiences, leading to increased loyalty and revenue. Bunchball works with some of the world's leading brands and media companies, including Warner Bros., Comcast, USA Network, LiveOps, and Hasbro. These companies use Bunchball's Nitro gamification platform, and its powerful analytics solution, to create customized, actionable and scalable experiences for consumers, employees, and partners. Based in Silicon Valley and founded in February 2005, Bunchball's investors include Granite Ventures and Adobe Systems Incorporated. For more information, visit Bunchball online at www.bunchball.com.

SOURCES
1. eMarketer finding from 2011, "Social Gaming Market to Surpass $1 Billion"
http://www.emarketer.com/Article.aspx?R=1008166
2. M2 Research stat from Bloomberg Businessweek 2011 article
3. M2 Research 2011 Gamifcation Summit Presentation
http://www.slideshare.net/loyoyo/gamification-summit-2011-presentation-m2-research-final
4. Gartner finding from 2011 press release, "Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes"
http://www.gartner.com/it/page.jsp?id=1629214