Gamification news, tactics, case studies and more. The official blog of Bunchball.
Insightful by Design
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
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 Wesiman, most 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
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.
Bunchball Announces New Bunchball Nitro™ for IBM Connections
Today we’re announcing Bunchball Nitro™ for IBM Connections, the next generation of our purpose-built solution that applies proven game mechanics to help enterprises get the most from IBM Connections, a leading social collaboration platform.
Rolling-Out Gamification to the Enterprise: 13 Guidelines for 2013
If you launch a new enterprise gamification initiative in your organization, how will employees know it’s there? Use the following supporting techniques to educate employees and introduce them to the details of the newly gamified areas.
Gamification, Tailor Made
When it comes to gamification, success is about starting with objectives and then designing a tailor-made experience that will help you reach them. That experience needs to make sense for your business – and to your users.
The Swiss Army Knife of Salesforce.com Apps
I imagine it must be nearly impossible to manage a sizeable sales force, call center, or customer support group these days. In a struggling economy new clients are tough to come by and even tougher to hold on to and employees are constantly demanding new tools that will allow them to be more effective and efficient. C-Level executives are signing off on platforms like Salesforce.com with hopes these challenges will magically disappear.
If you are on the front lines as a SVP/VP Sales or Director of Sales Operations you understand first hand that this new tool is useless unless employees really buy into it. Anyone having issues with user adoption and sustained usage? Of course, as there is an adoption lifecycle for any new product.
At a recent Cloudforce event, I marveled at how many companies, including Bunchball, have developed applications that increase the business value of Salesforce.com. How can one possibly analyze all of these products and where would I start if it was me? I narrowed my list down to a few critical areas that I would investigate to gain more value from my Salesforce.com implementation:
Defying the Odds of Gartner’s Gamification Prediction
Bad gamification works.
I hate admitting that. I do digital strategy for a living. I’m a champion of the critical importance of great experience design.
But it’s true. Bad gamification works. At least, to a point.
Going Over the Engagement Cliff
The problem with bad – or rather, poorly designed – gamification is that the behavior it drives is never sustainable. Yes, you will almost certainly see a spike in engagement with even the most rudimentary application of points, badges and leaderboards. But, inevitably that spike will plummet back to where you started if your audience realizes you’ve offered them nothing of real value. And often this is the perfect excuse for them to turn their attention elsewhere, a phenomenon some now cleverly label the Engagement Cliff.
Gamification Rockstars Hit the Road!
When it comes to gamification, there are those who do it well, and those who do it spectacularly. We call that second group rockstars, and now you’ve got the chance to learn the secrets to their success.
On Dec. 4 in San Francisco, you’ll have a chance to hear from some of Bunchball’s most innovative customers, who will share their first-hand experiences of using Bunchball Nitro to enhance their engagement, loyalty, sales and collaboration initiatives.
Build vs. Buy – The Gamification Edition
Have you ever found yourself browsing for the perfect movie to fill a rainy Sunday evening? As you browse the endless titles, suddenly, you stumble upon a movie that sounds perfect. How has this film eluded you up to this point? After popping some popcorn and sinking into your couch, you hit play only to realize “Crap, I’ve seen this before.”
Unfortunately, many of you may feel the same way as you read through this post. You may have seen this “movie” 10 years ago when it discussed the merits of building vs. buying a CRM system. I still remember the much heralded ending that featured Salesforce.com and others riding off into the sunset. While fewer returned for the sequel, perhaps you tuned in a few years ago for the build vs. buy discussion as it related to enterprise social platforms. Well now, as we head into 2013, it seems that there are still some people out there wondering if in the case of gamification engines, things may somehow be different. I don’t need to include a spoiler alert as most of you already know how this story ends.