Cases of successful gamification — users love these apps . Gamification in a mobile application Gamification examples from well-known companies offline

Gamification (aka gamification, aka gamification) was talked about back in the summer of 2010, but developers really became interested in gaming capabilities in non-gaming applications after the amazing success of Foursquare, which showed that even paranoid users are ready for a lot for beautiful badges. And the history of the development of the company, and search query analysis point to 2011 as a turning point. After that, only the lazy did not experiment with gamification. In addition to the fact that badges, quests and points found a place in about every new startup at that time, companies began to appear on the market that made gamification their business (say, BadgeVille), a sure sign of the growth of the industry.

It is not surprising that everyone is just as quickly tired of gamification; in particular, because for lack of a precise definition, this term was remembered on occasion and without, and, of course, indecently dragged. A significant role in this belongs to the developers of video games, who hastened to disown what is happening (here's what wrote game developer and writer Jane McGonigal tweeted: "It's strange that my book is called the 'Bible of Gamification' - that word never appears in the book. Gamification and game design are not the same thing. And she is right - at least gamification is much broader, as it includes both game mechanics and other game elements.

However, with the growing interest in video games, interest in gamification is also returning, but no longer meaningless awards for the sake of awards, but attempts to make boring things interesting. And it's true better way regularly drink vitamins, do not forget about jogging and study no - the spirit of competition with yourself (or better, with a friend from Facebook) really makes you do what you need. Look At Me has put together 10 mobile apps that will teach you how to live better without dying of boredom.

WEATHER

Good Weather invites us to take the weather less seriously than we were taught by school diaries and the sad need to loudly express displeasure at too hot or too cold weather. Instead, Good Weather has the latest weather reports in Winterfell (it's not winter there yet) and, most importantly, mini-games reminiscent of that Doodle Jump, then stuffing the ball against the wall and thematically related to what you see outside the window. It seems that the main purpose of Good Weather is not only to entertain users, but also to make them check the weather more than once a day.


TABLETS

SPORT

DRIVING

TRAVELS

PURCHASES

SEX

BANKS

Banks, while becoming friendlier and even launching mobile apps, have yet to figure out a way to get people to talk to them more often than with card reissues or other issues. MovenBank went further than others in this respect - an online bank that does not even require a card, since you can pay with a sticker on an iPhone - in all terminals that accept MasterCard. Moreover, MovenBank keeps track of your income and spending and even awards special points, the number of which allows you to judge your financial health.

We continue to play games even when childhood is long gone. After all, it is interesting, distracts from the routine, gives the illusion of new achievements ... And marketers all over the world are well aware of this. To attract a potential buyer or to keep an already established client, they are increasingly using game elements. Today, this phenomenon is so popular that it even occupies a separate niche in marketing, and its name is gamification.

It is about it that will be discussed in our article, as well as why gamification is needed in business and how to implement it. And to make it clearer for you, we will back up the theory with cool examples of gamification from well-known companies.

What is gamification

Traditional types of advertising are no longer as effective as they used to be. Alas, people are becoming more and more annoyed when they hear / see another ad, and many develop the so-called banner blindness. Advertising budgets are wasted, sales are falling... Gamification comes to the rescue: it is less intrusive, and it can be much more useful.

Gamification (English gamification), as well as gamification, is the inclusion of game elements in standard situations outside the game. It is essential to engage and motivate people. When it comes to business and sales, such situations can be choosing a product, getting advice or a discount, signing up for a newsletter, and much more.

The elements of the game involve and capture, make you experience the situation and connect emotions. As a result, the areas of the brain responsible for receiving pleasure are activated. That is why content with elements of the game evokes a greater response from the audience and holds its attention for a long time.

Why you should add game elements to your marketing and how to do it

The main goal of gamification is to increase sales, which is achieved through:

  • increasing customer confidence and loyalty;
  • a more detailed study of the target audience, its motivation;
  • assistance in strengthening the brand;
  • Attraction of new clients;
  • distribution of information about discounts and promotions;
  • building a brand community.

Gamification does not mean creating a standalone multiplayer online strategy game with a million dollars at stake. Game elements or a small game are enough to attract customers - these can be quests, tests, puzzles for quick wit or dexterity, branded photo filters, a time-limited auction, simulations, all kinds of interactive activities, and even, it would seem, such a banal accumulation of points for purchases or miles for air travel. Of course, there can also be a standalone game (but always with reference to your company) - simple enough to remain interesting for repeated play. Or valuable.

At the same time, any gamified content must meet certain criteria, otherwise it simply will not work. Let's analyze the basic principles of successful gamification:

1. Motivation. It is necessary for the user to join the game. Motivation is something that will be valuable to him (for example, a discount or a certificate for a service, as well as status) or, for example, will save him from worries (allow him to forget about a hard day at work or distract from problems). To do this, it is important to know your target audience as much as possible.

Big discounts are a good example of motivation. You can read about how to use them to the benefit of the seller in our article "".

2. Status. Marketers are divided into two camps - those who believe that people want freebies, and those who are convinced that they need status. But you can combine both, as, for example, the Chitai-Gorod store does, issuing a favorite shopper card with a discount on future purchases. How does the principle of status work? Comparing yourself to others spurs you to actively participate, to reach new "game" heights. Receiving the next status improves self-esteem, and therefore, causes pleasure, which is automatically projected onto your products / services. The status can also be playable, purely formal (for example, the title of Coin Master or Agent 007, as well as virtual badges).

3. Reward (result). It can be related to motivation and be a promised prize - it is important to know your target audience and give exactly what she needs, and not what you want to get rid of (if there is any goods in the warehouse). In addition, an increase in status or personification of offers can act as a reward. A striking example is the transition to another level, from a silver bonus card to a gold one.

Remember that any task must be doable, and the reward must be worth the effort spent by the participant!

In addition, the necessary conditions for successful gamification are voluntary participation, simple rules and a clear goal, an interesting plot / theme. The presence of competitors and feedback will not be superfluous either.

Game elements can be adapted to almost any business, even if you sell shawarma on the market. But they must be used wisely. Therefore, below we will tell you what elements of gamification are used by well-known companies. You can easily customize them for your business.

Examples of gamification from well-known companies offline

Why do elements of gamification in marketing attract and engage the audience? They arouse interest and emotions (positive or negative), make you think or show ingenuity and dexterity, and sometimes even shock! Let's not be unfounded, let's move on to specific examples of gamification in business.

Heineken

In 2013, Heineken offered an exciting promotion for those who wanted to get to the finals of the Wembley game: 20 red chairs were installed in Milan and Rome, each of which had a ticket for the game hidden under it. Only it was not easy to find them, and the time limit and competing participants made the task even more interesting!

Similar quests are actively used by other companies, and you can do it too! Hide a few certificates or discount coupons for your goods/services somewhere in the city. Engagement is guaranteed.

"Tinkoff Bank"

Another interesting quest organized in 2015 domestic brand. He definitely knows how to drive sales! Tinkoff Bank offered all cardholders a game with prize funds 1 million rubles. The quest included 7 tasks related to banking services (for example, pay for a purchase with a card in any store or transfer a certain amount to any charity fund). After completing each of them, the participant received bonuses (than harder task, the more bonuses) and an SMS message with a new task. During the quest, credit card turnover increased by 40%! In 2016, the quest was repeated. As a bonus - crazy activity in social networks.

Such an interactive requires careful preparation - thinking through various scenarios, questions, all kinds of pitfalls - so you will need much more time than just hiding tickets. But it's worth a try.

Samsung

In 2013, the Samsung S4 smartphone entered the global market. In Zurich, an interesting action was organized for everyone - it aroused great interest of the audience and drew attention to the brand, and the company was able to increase sales of new products.

To get the latest smartphone model absolutely free, you had to look at its image for a certain time and not look away (this condition was controlled by special tracking sensors). At the same time, strange things began to happen around, which it was difficult not to be distracted by ... Watch the video (it's very cool!) And you'll understand everything.

Other brands also use strength and endurance tasks. For example, Reebok regularly offers a discount on their products equal to the number of exercises (thrusters, burpees or pull-ups) that you master in 60 seconds. Not a bad way to increase sales, agree?

Give your audience an interesting (and doable!) task of ingenuity, dexterity or endurance. Let it not even be related to the subject of your business. Offer, for example, to stand on one leg for 5 minutes and give the most persistent a certificate for your product / service. Just do not forget to announce the promotion among buyers, on social networks and on your website.

Nike

Nike is known as a brand that inspires new achievements. And within its company released a full-fledged game application Zombies Run! It was released back in 2012, but is still very popular today.

By the way, Nike still has a cool Instagram profile, which is included in.

The essence of the application is to motivate players to run. Yes, not just like that, but running from zombies! For the successful completion of missions, the player receives bonuses that can be spent on arranging a virtual camp in the application. What's with the zombies? While running, the player turns on his playlist, in which the sounds of a zombie chase are periodically wedged. It makes you run much faster, believe me!

The app may not be much of a sales boost for Nike products, but it does show great audience engagement, as well as counting time, distance, steps, and even the calories you've lost running from zombies. And by the way, Zombies, Run! there is a trial version that includes only the first few missions, but you will have to pay for the rest. Monetization of the application in its purest form;)

"The walking Dead"

A little more about zombies, but a little more real. In 2014, the world was waiting for the next season of The Walking Dead, and they came to Austria not only on TV screens, but also on bus stops. Look how many genuine emotions this event caused!

In this case, augmented reality was chosen as an element of gamification - a very promising technology in various fields, including marketing. Just remember what a surge in popularity the Pokemon Go app has received! Now this technology is used by companies from completely different industries, from IKEA to Danone.

“Walkers” at stops are, of course, more advertising, but, nevertheless, they are also a great example of gamification with a wow effect! Emotions and interactivity - 100 points.

After reviewing examples of gamification (“ the walking Dead”, perhaps not counting), you may notice that most of them contain:

  • reward - a valuable prize or status,
  • the competitive factor
  • time limit,
  • voluntary participation,
  • simple rules.

Using these conditions, you can already come up with several game elements for your business right now, because now you know exactly how to make gamification.

Although the term "gamification" was coined by Nick Pelling in 2002, the topic has only recently found its way into the marketing world. V Lately Gamification is becoming more and more popular in marketing, as shown by several seminars held around the world, in particular in the USA and Australia. There are several relatively new sites dedicated to gamification, such as Gamification.org and Gamification.co. The e-learning platform Coursera even offers a gamification course from the University of Pennsylvania.

The growing popularity of games and their use in a business context is not so surprising. Gone are the days when only children played video games. Many adults enjoy playing games in their free time. The global gaming market grew by about 6% in 2013 to $70 billion.

Console games still made up the largest part of the gaming market (43%), but games for mobile devices showed rapid growth: the share of the gaming market for mobile games in 2013 was 18%, and compared to 2012 increased by 35%. Social games accounted for 9% of the gaming market. Although games for mobile devices did not even make up 20% of the entire gaming market in 2013, 32% of the time users spent on Android smartphones and iPhones was used for games (for Facebook, this was only 18%).

In addition to the volume of the gaming market and the time spent on mobile games, we can see something more fundamental here. Games are an important part of our lives and everyone plays them. Whether it's console games, or mobile games, or in the offline world.

Definition of gamification

The field of gamification is still young and rapidly developing, so there are many opinions about . The most popular definition is:

Gamification is the use of game elements and game thinking in non-game environments to enhance targeted behavior and engagement.

Gamification uses:

- Game elements (not full games)

- And game thinking (this is not about game techniques, but rather about how games are developed, and to the idea behind games)

- In a non-gaming environment (commercial as well as non-commercial environment)

— To reinforce target behavior and engagement (target behavior is central to this definition).

The "added value" of gamification is not limited to companies that operate in a commercial environment. It can be used in any company or organization to reinforce targeted behavior.

For example, there is Foldit. It is a program of several universities, research institutes and companies that aims to find cures for diseases such as AIDS and cancer. To find these ways, it is necessary to understand the structure of proteins in the human body.

To understand this, the proteins are digitally folded into each other like a jigsaw puzzle. Since there are so many different possible structures and computers are not good at solving such problems, this is a time-consuming task for scientists.

With protein folding turned into a real puzzle, with the addition of scores, leaderboards and achievements, people all over the world can now help solve this problem. As a result, several enzyme structures have been found, some of which are helping to find treatments for diseases such as HIV/AIDS.

Game or gamification?

Obviously, games like Wolfenstein 3D or FIFA 2013 are not gamified.

Gamification is the use of game elements outside of games. The full game is not gamification.

For example, the Heineken StarPlayer app was designed to attract viewers of the Heineken-sponsored Champions League to its brand.

Although at one time it was a very successful and exciting game, but it is - full game not gamification.

Besides full games, there are several other areas that are very easy to confuse with gamification. Serious games and Playful design do have something in common with gamification, but in reality they are something else.

To make a clear distinction between several subject areas, Deterding, Dixon, Khaled, and Nake developed the following model (in their article ‘From Game Design Elements to Gamefulness: Defining “Gamification”’).

In this model, the most important elements of the gamification spectrum are separated from one another. One axis reflects the difference between full games and the use of game elements, the other axis separates games and toys.


(Serious) Games

A game is characterized by rules, restrictions, meaningful choices, and a goal to be achieved, while 'toys' are largely missing these.

Toys

Toys are on the left side of the spectrum. They offer a complete experience, not just the elements of the games. Yet they don't have any of the specific goals, rules, or meaningful choices inherent in real games.

Great examples of this are Lego, Duplo and K'nex: Anything is possible, like creating the Escher illusion. If you add elements of competition here, then the toy will most likely become a game.

Playful design

Playful design is not a complete game; only parts of games (game elements) are used. However, there are no defined goals, rules, or meaningful choices that make it a game or gamification either.

The most important element is fun. An example of this idea is the 'piano ladder' that was created for the Volkswagen project. In this project called 'Funny Theory', consumers were asked to come up with ideas that encourage positive behavior, making it all the more fun.

One idea was to encourage people to take the stairs instead of the escalator by making the stairs look like a piano. Each touch of the step is accompanied by the sound of different notes. When the piano staircase was built, many people initially aspired to walk on the stairs. Since they didn't have a clear purpose, rules, or restrictions, this is an example of Playful Design.

Gamification

Gamification is on the right side of the spectrum. It does not offer the full gaming experience, but uses some game elements. Although it is sometimes confused with playful design, there is a clear difference between the two: gamification offers its users a clear and defined purpose, as well as rules and restrictions, which makes it a similar game. It contains a challenge to achieve the set goals. An example of gamification in action is the startup PromiseUp. This application offers people the opportunity to turn every promise into a wager.

Are you planning a healthier meal? Or training every week?

By betting with their friends on this, PromiseUp users can earn badges and points. Adding game elements to a specific goal makes achieving personal goals much more fun.

The most famous examples of gamification

More and more companies are realizing that games can greatly change human behavior. So it's not surprising that companies like Foursquare, LinkedIn, and Amazon.com are incorporating gaming elements into their websites and services.

  1. Foursquare

It's important to Foursquare that users share their location with their friends on a regular basis. When users do this, they create value for everyone on their social network. Without this, the platform - obviously - would not have much value for users.

When people earn badges when they sign up at certain locations or at a certain frequency, users are motivated to continue using Foursquare on a regular basis. The battle for dominance in offices, bars and parks adds a competitive and social element that encourages users to repeat and regular action.

  1. LinkedIn

LinkedIn makes money selling ads. Their ads may sell for a higher price if the targetability of those ads improves. When an ad accurately reaches the people in the advertiser's target audience - and no one else - it's worth a lot more than when it has a lot of empty hits. So it's important for LinkedIn to know your users very well, and one way to do this is to make sure users complete their profiles as completely as possible.

Recognizing users with ‘powerful profiles’ as experts or All-stars encourages people to update their profiles regularly and fill in any information they have missed. Another clever trick is that the strength of the profile acts as for hot air balloon: it can never be completely filled. There is always room for improvement.

  1. Amazon.com

Even the world's largest online store successfully uses gamification to improve the site.

The opinions of other customers - reviews - have a great influence on customers' decisions to buy online. The problem with customer reviews is not only the quantity of reviews, but also their quality. The level of expertise, as well as how much effort the client puts into writing a comprehensive review, is what makes reviews different to a large extent. This means that some reviews are much more helpful than others.

To improve the quality and quantity of reviews, Amazon.com launched the "Amazon's Top Reviewers" program, which rewards customers for reviews. good quality. By simply clicking yes or no next to a review, customers tell Amazon if the review was helpful to them. The number of reviews written by the client and the perceived quality is converted into points (points) that are shown on the reviewer's profile page. To increase the competition element, there is also a leaderboard where reviewers are judged publicly.

Gamification and website optimization

Gamification is becoming more and more popular with online marketers, but it's mostly about website optimization. This is not so surprising: site optimization is all about improving a site so as to better influence visitor behavior, and gamification is a tool that can be very helpful in this regard.

When it is clear what behavior on the site needs to be encouraged, strategies can be applied to achieve this. different methods. Persuasion techniques and site usability optimizations are often used, but gamification can also help induce certain behaviors.

Some of these target behaviors have already been shown above, and these are:

  • Completing your profile (LinkedIn)
  • Increasing reviews (Amazon.com)
  • Review Quality Improvement (Amazon.com)
  • Increase frequency of use (Foursquare)

For each of these target behaviors, persuasion techniques such as Cialdini's influence techniques can be used effectively to optimize the site's usability. However, game elements can also be very effective if used correctly.

Performance 360 ​​explains what gamification is and how it helps businesses.

What it is?

The term gamification (or gamification) appeared in 2008. It means applying game-specific approaches to non-game processes, in our case, in business (and also in training or within companies to motivate employees).

For example, when you collect points on a store loyalty card to win a prize, this is gamification. And when you compete with other participants in the application, who left the most useful review of the place - this is also gamification.

Gamification gives marketers a wide field for experiments, and they successfully use it.

The "frivolous" approach is loved by serious companies: Google, Apple, McDonald's, many banks, coffee shops and restaurants. Gamification is also useful for small companies: game mechanics can be quite simple (and inexpensive), but at the same time effective.

Why is this needed?

Thanks to games, companies increase consumer loyalty, promote new products and services, increase demand, and use it in other cases when it is necessary to attract and retain the attention of the audience.

Approaches of twenty years ago are no longer so effective: now, in order to retain a client, you need to kindle in him the excitement and desire to return to the product.

Gamification allows you to "reach out" to an audience that is used to playing computer games and communicate on social networks. If everything is done correctly, then this approach can bring good results.

Who used it and how?

Some interesting examples of gamification.

Foursquare: Become Mayor

The social network is built on updating the user's location and monitoring the location of friends - "checkin" (check in). If a person actively uses the application, badges are awarded to him - small medals. If he frequents a place, he becomes the mayor, but he can be "overthrown" by another user. Particularly active people can earn the status of "Superuser" (not to be confused with the "Super User" badge) of three levels, each of which opens up privileges.

The service, launched in 2009, by March 2011 gained an audience of 7 million people. Game elements have allowed Foursquare to remain popular for a long time. Subsequently, the application was divided into 2 separate ones: Foursquare became a search engine for the best places to dine or drink coffee, and check-ins and other old mechanics moved to the new Swarm application.

"McDonald's": collect the street

The collaboration between Hasbro and McDonald's has been bearing fruit for years. It's simple: restaurant visitors receive a monopoly overlay card along with the trays, and they collect "streets" (or, for example, small prizes) by buying food from the restaurant's menu. By collecting all the streets of a certain color, the player can win a trip to the sea, game console and iPhone. Or, for example, a monthly subscription to Yandex.Music.

Thus, McDonald's increases attendance and revenue. The buyer cannot predict what he will come across: if he needs to collect only one black street to win, then most likely this will force him to buy more than one Big Mac.

Apple Watch: to be given medals

In 2014, at the annual presentation, Apple introduced a new product - smart watch Apple Watch. A big bet was made on health and the new application "Activity", which was a daily goal. Goals look like rings that need to be closed. There are three rings in total: the “Mobility” ring is responsible for the calories burned during the day, the “Exercise” ring for physical activity, and the “Warm-up” ring tracks the number of hours the user has been moving. For closing the rings, the owner of the Apple Watch receives medals. For example: "Close all rings for 365 days in a row."

Apple Watch was the first in the watch market, overtaking such eminent companies as Rolex and Tissot. Apple does not disclose exact numbers, but this year the fourth version is being released. It will have even more sensors and, accordingly, achievements.

Danil Plesnyaviy


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To Doist Karma

This is another way to track the progress of your tasks and improve your productivity. The application will be ideal for those who are looking for a very simple tool.

You get karma points whenever you complete a task on time. Accordingly, if the task is not completed, points are removed from you. There is also a rank system: beginner, expert and enlightened.

You can evaluate your productivity thanks to a visual graph that shows the peaks of activity and periods of procrastination.

Epic Win

This app for iOS and Android allows you to upgrade your character by completing tasks. The program has one nice difference from other similar ones. You can assign a specific attribute to each job:

  • Intelligence
  • Health

This is a great way to see after a while which attribute you're focusing on the most.

Doable

Minimalist app for iOS, one of best offers in comparison with competitors. His main feature- tasks with deadlines. The fewer days left before the deadline, the more persistent the program behaves.

  • Chore Wars
  • mindbloom
  • Fitocracy
  • Smarty Pig

We wish you good luck!

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