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Gamification Blog

Gamification news, tactics, case studies and more. The official blog of Bunchball.

@ChurchillClub: The Gamification of Everything


Here are three facts:

1. Rajat Paharia is widely recognized as the father of gamification.

2. The Churchill Club is Silicon Valley’s premier business and technology forum, known for pointed and predictive conversation.

3. On Tuesday, April 30, Rajat will join fellow visionaries in a Churchill Group panel conversation titled “The Gamification of Everything.

The panel will explore how applying game mechanics to non-game environments can help companies shape the behaviors of critical audiences in ways that strengthen brands, increase revenues and improve loyalty. Rajat will be joined by Patrick Salyer, CEO, Gigya, and Jim Whitehead, chair of the Computer Science Dept. UC Santa Cruz, and founder and president of the Society for the Advancement of the Science of Digital Games, in the discussion moderated by David Fetherstonhaugh, behavioral economist at IDEO.

Talking Customer Engagement with Ray Wang

Ashley Verrill


It started with junk mail. That became spam, and now it's happening in social media – people are constantly bombarded with demands for their attention, and as a result have started to tune out. So what's a marketer to do?

Technology thought leader and Constellation Research CEO R “Ray” Wang says the future of any business depends on their ability to engage the customer in a way that is genuine, but not “creepy.” This doesn't mean necessarily following British Airways example, using facial recognition scanning to see when a customer arrived so you can engage with them.


The World According to Rock Stars


2012 was a very good year for gamification – and for Bunchball. Enterprises drank deeply from the gamification well last year as they applied game mechanics to websites, business tools and applications, social networks and online experiences.

For evidence, look no further than Bunchball’s own experience in 2012. Last year we added hundreds of new customers, with enterprise customers making up the lion’s share: companies like Ford CanadaNetAppPSS World Medical and Intercontinental Hotels Group.

And on April 23, executives from several of those leading enterprise brands will gather in New York to share how gamification has helped them drive revenues, increase engagement, and help create more loyal and lasting customer relationships. It’s the latest stop for the Gamification Rockstar Roadshow, which will feature keynotes from Jive’s Sydney Sloan USA Network/NBC Universal’s Jesse Redniss. Attendees will also hear from Bluewolf, Get Schooled, Kraft Canada, Maritz Canada/Ford Canada, Met-Rx, Perficient, Thomson-Reuters and Zamzee.

Welcome to Gamification

Caitlin Donaldson


I began working as a Data Analyst at Bunchball 4 months ago so I’m still relatively new to the world of gamification.  From the first time I learned of the concept, I was fascinated by its potential.  It is an idea that has been around for years with examples like the  Girl Scouts and airplane loyalty programs.  Gamification is not only refining this form of motivation, but also adapting it to the digital world we live in today.

Here are some common misconceptions I’ve found that may help your understanding of gamification:


Creating Brand Advocates in a Noisy World


It’s noisy out there. Your brand marketing efforts not only compete with those of your competitors, but also the tweets, posts, pins, video shares, likes, status updates and blogs that clog the digital zeitgeist.

So how do you cut through it all to create a clear, positive brand image among all the chatter? By creating brand advocates to tell your story for you.


Massively Powerful and Incredibly Easy, Nitro 5.0 is Here

Joe Fisher


People typically don’t think “enterprise software” and imagine a slick, consumer-friendly experience built for a generation that wants everything to be iPad easy.

After today, I expect that will change. 

Because today we unveiled Nitro 5.0, Bunchball's next-generation gamification platform. And it's anything but typical.


The Tipping Point

Chris Sullivan


It’s more exciting than ever to be in the gamification space.  Having been at Bunchball for 3 ½ years, it’s been a bit overwhelming to watch the market catch fire - seemingly overnight.  Of course, as with any “overnight sensation” the reality is there is a group of passionate, dedicated folks that have been at it for years before the market hit the “big time.” In this case, my co-workers at Bunchball have been bringing gamification to our satisfied customers for 6 plus years.

One of the reasons I believe we continue to grow rapidly is because the entire team is externally focused on helping our clients use gamification to solve problems, whether it be in the consumer or enterprise arena.  We continue to invest in our world class technology platform Nitro to provide customers with a competitive advantage when deploying programs.  Customer feedback is always welcome and our product team takes those suggestions and rapidly adds new functionality into our Nitro platform.

Insightful by Design

Keith Conley


Tracking is overhead. Data point transactions are expensive. Measuring everything is a waste.  

It's difficult to argue with these statements because they are all true, to an extent. Mountains of data are hard to climb (especially if you don't know what you're looking for, which we covered earlier HERE)!

I learned a lot during my time with great analytics organizations within Y&R and Universal McCann.  We communicated statistically significant results on creative iterations (click-through rates and survey analyses), determined which media websites generated the highest CTRs and optimized campaigns until we achieved never-before-achieved CPCs (cost-per-conversion), but we rarely, if ever, saw the whole picture.  In many cases, the media group wasn't tightly connected to the search team, the creative team didn't converse with the web development team, and the business group was not heard from.  The lack of coordination itself ensured we were not optimized.  This is not to say that expertise within each discipline was lacking.  Each group performed to the best of their amazing capabilities, driving down costs for the clients while defending allocated budgets.

Using Gamification Best Practices to Achieve Personal Goals

Joseph Cole


It’s now February 2013; do you remember your New Year’s resolution? Did you even make one? Well, here are some of the most common:

1.      Improve my general health
2.      Get out of debt
3.      Learn something new
4.      Spend more time with my family

We make a lot of New Year's resolutions. Unfortunately, most of the time we fail. According to research by Psychologist Richard Wesimanmost people fail 88% of the time . Looking at the list above, there is a very high probability you’ve given yourself a set of similar goals, and based on the stats, you’ve probably had limited success.

Using good old common sense, here are few reasons why we have limited success:


Guest Post: Make Sure Your Gamification Doesn't Fall Flat

Adam Pierce


This post originally appeared on the official Bluewolf blog.

Applying gamification to the workplace can be an effective way to engage employees and increase morale within the company. Using game-like mechanics can encourage reps to follow the correct processes, collaborate more with associates, and keep track of goals and milestones both individually and for the department. Ensuring the engagement lasts requires additional consideration as to why games work in the first place—because they are fun. We like to play games because we gain satisfaction when playing them. Some people prefer trivia and puzzles, others like board games or cards, and some would choose race cars over tag. However, in the workplace, gamification commonly has one game that everyone must play. In that design we must consider the rewards the users will pursue to keep them engaged.