Gamification Summit 2014 is hosting the GAwards: Best in Gamification Awards to recognize the top uses of gamification in the past year. All nominations and voting is crowd sourced, so Bunchball would love your support in taking home the trophy at GSummit 2014 this June 10-13 in San Francisco.
Follow these easy steps and you’ll be on your way to helping us win at the first ever GAwards:
- Click on each heading below, and you will be taken to the GAwards site.
- Vote (Thumbs Up) for our nominations below (Use your Twitter and/or Facebook log-in to vote)
- Share with your audience to increase votes
- Nominations & voting end at 3am ET on May 23, 2014
- If you can, attend GSummit 2014 for the Awards Ceremony.
As our thanks to you for voting, save $300 off registration with discount code, "BUNCHBALL"
Bunchball, the pioneer and market leader in gamification, is powering a nationwide effort by T-Mobile to motivate its customer care and retail store representatives to make T-Mobile’s online social business community their go-to resource for answering customer questions. In the process, T-Mobile is driving up customer satisfaction scores by engaging more than 30,000 frontline representatives so they can effectively respond to customers’ queries, even as the devices they sell and support grow more complex.
- Rajat Paharia (@rajatrocks)
Founder at Bunchball, Inc. - the Leader in Gamification. Author of WSJ & NY Times Best Seller - Loyalty 3.0
- Allied International Credit Corp. (AIC)
Call centers typically suffer from high turnover, low morale and poor operational efficiencies – all of which make them prime targets for gamification. When Allied International Credit Corp. (AIC) gamified its call center in 2013, the company was hoping to improve employee performance by addressing the challenges of education, motivation and retention. A year later, AIC has done all that . . . and more.
- My Coke Rewards
Soft-drinks giant Coca-Cola has 20 million lifetime members in its My Coke Rewards loyalty program. However, it realized loyalty models have changed, and more traditional programs are becoming less relevant.To serve its business goals, grow the program, and increase engagement – especially with Millennials and teens – the company wanted to engage users in new ways and reach consumers who love the brand, but also want to connect and show their loyalty in other ways. To do this, Coke engaged R/GA to guide their strategy and turned to gamification, powered by Bunchball. Coke used gamification as a powerful tool to change its loyalty program from a transactional activity to one that was inherently personal, social, and engaging, and would help the brand connect with new, younger consumers at scale. The brand expanded its definition of rewards to include extrinsic elements such as exclusive and advance access, and intrinsic rewards such as badges and experiences.