Vote for Bunchball at the GAwards

Gamification Summit 2013 is hosting 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 2013 this April 16-18 in San Francisco.

Follow these easy steps and you’ll be on your way to helping us win at the first ever GAwards:

1) Click on each heading below, and you will be taken to the GAwards site.
2) Vote (Thumbs Up) for our nominations below (Use your Twitter and/or Facebook log-in to vote)
3) Share with your audience to increase votes
4) Nominations & voting end at 8pm EST on April 16th, 2013
5) If you can, attend GSummit 2013 for the Awards Ceremony.

As our thanks to you for voting, save $300 off registration with BUNCH13SF

Best Use of Engagement Techniques in Consumer Facing Applications

  • 2012 MTV EMA MegaFan
    The MTV European Music Awards (EMAs) and Bunchball worked on a MegaFan competition focused on engaging fans in advance of the 2012 MTV EMA Awards. The program encouraged fans to watch videos, view celebrity flip books and photos and vote for their favorite artists and award categories. The grand prize for users with the most social influence points (earned by liking or sharing content on Facebook and Twitter) was a trip for two to the MTV EMAs in Frankfurt, Germany. With this gamification strategy, the MTV EMAs built their biggest audience to date.
     
  • Kraft Canada’s First Taste Community
    Kraft Canada’s First Taste community is a place for foodies to connect and engage with each other. Users register and, through Bunchball’s game mechanics, begin earning rewards by interacting, sharing and discovering other foodies and their recipes. Rewards come in the form of Kraft coupons, recipes and access to exclusive content. The First Taste Canada community is a unique case of gamification being integrated into an exclusive foodie community.
     
  • Mattel – Barbie Life in a Dreamhouse
    Mattel, the world’s largest toy company, enlisted Bunchball’s game mechanics to encourage engagement and return visits via the launch of a brand new website, Barbie’s Life in a Dreamhouse, in 22 languages aimed at kids 13 and under. Using points, levels, challenges, trophies, leaderboards and much more, Mattel introduced a meta-game that offered girls an innovative digital experience and engaging activities that mirrored the site structure of popular reality show websites. http://dreamhouse.barbie.com/en-US
     
  • ION Television | The ION Lounge
    ION Media Networks, an independent television company serving more than 100 million U.S. homes, gamified their site with help from Bunchball. With the goal to increase registrations, time on site, repeat visits, consumption and sharing of content, ION Media developed challenges specific to increasing sweepstakes/contest entries throughout the year. Users earned points and badges for registration, exploring the site, marking favorite shows, episodes or series as favorites and commenting and sharing about shows on social networks. By earning points and recognition, users got the chance to win real world prizes, which encouraged engagement throughout the year.
     

Best Use of Engagement Techniques in Education

  • CourseHero's New Game Mechanics | Learn from the world's best educators
    Course Hero is an online learning platform for students to access study resources like course materials, flashcards, educational videos and tutors. Looking to maximize student achievement and interaction, Course Hero tapped Bunchball’s Nitro technology to add game mechanics to its education portal. By recognizing desired user behavior through rewards and levels, empowering members to promote their success and offering real-world rewards, Course Hero increased social sharing by 400 percent and overall time on site by 5 percent.
     
  • Ford's Gamified Employee Motivation Program
    Ford created a Bunchball-powered employee motivation program for more than 13,000 employees throughout Ford dealerships in Canada. The goal of the program was to encourage completion of training activities, which included watching technology videos on new product rollouts and motivating additional learning through trivia and rewards. On the first day of the program, Ford saw more than 100,000 unique visits to the site – a 400 percent increase the previous year and a month over month increase in engagement with their program as word of mouth spread among the sales and service community.
     

Best Use of Engagement Techniques in Enterprise

  • Jive Software - Jive Gamification Module
    Jive Software is a leading global Social Business company, bringing social technology innovations from the consumer world into enterprises securely and at scale, changing the way work gets done. Jive introduced the Jive Gamification Module, an advanced gamification solution powered by Bunchball, for organizations using Jive’s social business platform. The offering was the first and only integrated gamification solution for a collaboration suite, allowing business to use game mechanics to increase engagement and productivity through incentives tailored for individuals and specific groups of users.
     

Best Use of Engagement Techniques in Human Resources

  • Crowdflower
    CrowdFlower, the leading micro-task crowdsourcing platform, launched an employee motivation program powered by Bunchball Nitro and aimed at improving work quality and worker satisfaction. By gamifying the dashboard used by contributors hired to solve a problem or complete a task, CrowdFlower encourages and rewards superior work. And by tracking badges earned by top contributors, the company can offer them a chance to work on higher paying projects.
     

Best Use of Engagement Techniques in Social

  • Care2’s Butterfly Rewards Program
    Care2 is a service that makes it easy for everyone to live a green lifestyle while positively impacting the causes that matter most to them. Members are rewarded through Care2’s Butterfly Rewards program, initiated by Bunchball, which provides redeemable butterfly credits. The credits are used toward various good causes, ranging from helping to humanely raise farm and abandoned animals to providing clean drinking water and food to deserving communities. This innovative and effective approach to social good is unique in its use of game mechanics to drive user engagement.