PTG Marketing Team
The Plum Tree Group Marketing team explaining how we become a part of our client's businesses and work together to bring marketing strategy to life, through PPC, SEO and Social Media.
The Plum Tree Group Marketing team explaining how we become a part of our client's businesses and work together to bring marketing strategy to life, through PPC, SEO and Social Media.
What Is Gamification?
First let’s talk about what gamification isn’t. Some people think gamification is about making games, but they are wrong. Gamification is the process of identifying the things that make different kinds of games fun, exciting and engaging and then applying those concepts to non-game situations. Gamification practitioners deal with game dynamics and game mechanics and try to implement them in different ways. Today marketers and digitally savvy gamification practitioners are using gamification to drive user engagement and loyalty to online presences and social media.
Game dynamics are the underlying forces that drive engagement and motivation in a game. A great example of a game dynamic is status. In the first person shooter Call of Duty, the game is not about collecting badges, but players proudly display badges as status markers in their profiles and are motivated by the desire to have a better status. Some other common dynamics include reward, competition and discovery.
Game
mechanics are the nuts and bolts of what makes a game work. Turns are a
classic example of game mechanics. Turns are a way of structuring
gameplay that usually limits the player to performing a set number of
actions or a set amount of time in which to act. Other mechanics
include points, time, and space.
Great, but why do you care?
Gamification
has been growing for the past couple years and the verdict is in: it
gets results. Companies have sprung up that design gamification
platforms for websites that take advantage of a mix of game mechanics
and dynamics.
Gartner
research shows that the Gamification industry is on target to generate
$2.5 billion within the next 3 years. Sites participating in the beta
version of BigDoor’s platform saw 153% lift in User Loyalty; 672% lift
in User Engagement and 355% in Social Sharing. This month BigDoor has
reached $13 million in funding. Badgeville published this infographic
last year to showcase their success:
Playboy
Playboy
wanted its audience to become more engaged with the brand than it
otherwise might be. Bunchball helped customize the social part of their
Nitro platform to create a Facebook App called “Miss Social.” Miss
Social was a competition for women who wanted to be in Playboy. Each
month the competition ended and started over. The winner was chosen by
finding whoever had the most friends vote for her. Each month the winner
of the month was crowned Miss Social and won the opportunity to have
her pictures (nude or clothed) in Playboy.
This
competition used status, competition and reward dynamics to great
effect. The mechanics involved “Likes” functioning as points and the
time-based competition mechanic to limit the time in which points could
be earned. In addition, users could perform additional actions to win
more votes and encourage their friends to share the app and its
relationship to Playboy subscriptions.
The
results were unequivocally successful: Playboy experienced an 85%
increase in re-engagement from its audience and a 60% increase in
revenue from one month to the next. The app launched in December 2010,
and 6 months later the active user base for the app had grown to 80,000
women.
Getting Started With Gamification Platforms
A number of companies have been successfully implementing gamification on websites and driving engagement and loyalty online.
1. Badgeville
Badgeville’s
director is a white label company that attributes its fast growth and
success to the easy implementation and flexibility of their Social
Rewards & Analytics Program which is customized to meet client
needs.
Their
main offering is The Badgeville Platform, which “leverages gamification
mechanics to create engaging web experiences” and drive behavior and
engagement valued by clients. Their platform is customized for each
client, and they offer a consulting service wherein clients are
partnered with an implementation planner in order to customize their
product for each business.
2. BigDoor
According
to CEO & Co-founder Keith Smith, BigDoor's approach is to be open
and flexible, which means that their API (Application Program Interface)
is easily accessible by clients and others interested in developing the
gamification platform.
One
of the philosophies central to BigDoor’s business identity is that
gamification needs to be adopted more widely and accepted as legitimate
by more businesses owners, who at present remain skeptical. To this end
BigDoor offers their platform free of cost to small businesses with
roughly 25,000 monthly visitors or fewer. They hope to grow gamification
from the ground up by focusing on small businesses and making adoption
simple and easy. Finally, BigDoor stresses that there is no omnibus
gamification solution, and gamification requires the constant
supervision that they provide.
3. Bunchball
Bunchball’s
founder Rajat Paharia writes, “At the end of the day, we all need to
provide something of value to our customers, and they need to pay us for
it. So when thinking about which companies have momentum, you should …
focus on which companies are signing meaningful customers, generating
meaningful revenue from them, and delivering meaningful results... at
Bunchball we are doing all of the above.”
Unlike
BigDoor, which wants to involve as many new businesses in gamification
and even offers a free way to implement their gamification software,
Bunchball hopes to position itself as the business that goes after the
big clients, and already boasts the most “blue chip” clients such as
major television networks, Warner Bros., Adobe, HP, Chiquita, and
Playboy to name a few.
4. YOU
There
is nothing to say that you need to turn to one of these platforms to
provide a gamification solution for you. These platforms have all been
proven to do a good job at making users engage more fully with websites,
but your whole business isn’t your website, and there’s more to
gamification than just an online presence.
Anyone
can apply gamification to their product, service, or public presence.
All you need to do is start thinking of your own creative solution. Gabe
Zichermann says that the most important dynamics are SAPS: Status,
Access, Power, and Stuff. Go through your own memories of games you’ve
enjoyed and think about how those kept your attention. You were probably
challenged and rewarded with something from the SAPS dynamics.
Try and find ways to implement some fun into your service too. At the end of the day, gamification is about using game mechanics and dynamics to boost engagement and garner loyalty. It’s up to you to decide how to positively reinforce what you want your audience to engage and to what you want them to be loyal. Gamification is your new tool for engagement, go use it.
PTBios: We often act as an extension of our client's company. PTBios is an opportunity for our clients to have a "one-on-one" with their "colleagues" This week we mix it up and turn the camera on them! Meet Brandon Dudley, Director of Marketing of one of Plum Trees longest clients The Bus Bank.
This week we sat down with Eric Smith, Director of Design & Product Development here at The Plum Tree Group. Eric breaks down the fundamentals of design and gives the insider on the PT design process.
To start the year we posted a video counting down our " Top 5 Tech Trends of 2011" ( http://plumtreegroup.net/_blog/The_Blog/post/Top_5_Tech_Trends_of_2011/) in which we mention the possibility of an iPad 3..after trolling the internet for more details we came across this:
The rumor is that the iPad 3 announcement will come in the first week of March, but doesn’t specify when it will be released. For reference, the iPad 2 was announced on March 2nd of last year, and available on the 11th. There are some significant changes expected and to gain a better understanding on the current state of the American consumers’ current iPad usage and anticipation of the iPad 3, AYTM conducted DIY market research utilizing our online consumer panel and survey tool. The highlights of our discoveries are encapsulated in this infographic:

Source: AYTM Research
What makes a strong, effective Logo? Lets asks a professional. This week we sat down with PT Senior Designer, Christina Lewis and she gives her "Elite 5" tips to making a strong Logo.