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Gamification Blog

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

Big Data – and Building Loyalty From the Inside

Rajat Paharia


All day long, you generate data. Whenever you interact with an enterprise application, social network, website or mobile device, you add another drop to an endless stream of information that describes what interests and motivates you.

Now add that up among everyone you know whose actions are also mediated by technology, and then add everyone you don’t know. Then add data from satellites and video cameras and sensors, and you begin to understand why people are talking about big data.

How big? Google’s Eric Schmidt estimated recently that between the dawn of civilization and 2003, the human race created 5 exabytes of information. That’s 5 billion gigabytes, which sounds like an awful lot, and it is.

It’s also the amount of data we now generate every two days.

GSummit, Rockstars and Loyalty


Today’s loyalty programs are like the Bruce Willis character in the movie The Sixth Sense. They’re dead, they just don’t know it yet.

Loyalty programs have failed at creating actual loyalty, at keeping up with a rapidly changing world, and at engaging all the constituents that matter: customers, partners and employees. It’s time to take back the word “loyalty” and make it actually mean something.

This isn’t news to those who attended GSummit 2013 (April 16-18 in San Francisco) and the Gamification Rockstar Road Show (April 23 in New York).  At both events, Rajat Paharia, the Father of gamification, described how we’re now entering the age of Loyalty 3.0 – which takes us well beyond basic incentives and rewards programs.  By utilizing the Big Data generated by your constituents as they constantly interact with you online, combining it with an understanding of human motivation, and using the data-driven motivational techniques of gamification, you can motivate, engage and create true loyalty

It’s About DAM time


It’s not what you think.

DAM stands for digital asset management – in other words, the valuable content produced by broadcast networks, studios, ad agencies and enterprises everywhere. DAM is a growing field because our increasingly connected world means digital assets like video and images don’t have to be one-and-done properties.  It can cost a lot to produce those assets, and companies want to derive the greatest value from them.

@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.