Case Study: Game Based Learning for Civil Engineering

There has been a lot of buzz going on as more schools and universities adopt methods of game based learning. It’s gaining so much ground that studies are emerging to test if game based learning is truly effective. From what the studies have learned thus far , the answer is a resounding “Yes, it is.”

In late 2002, the iVISiCE (interactive Visualization in Civil Engineering) project was founded to assist students of Civil Engineering in their studies. The project was to test if learning by ways of animations and visualizations was more effective than traditional textbook methods.

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wellness

Case Study: Vitality Squares – A Wellness Game of Chance

Vitality is an international, comprehensive and personalized wellness program, which from its origins in the 1990s incorporated basic gaming elements of points, status and awards. As we evolve we continue to ask ourselves: What mechanisms encourage our members to participate and get healthier? And moreover, how do we sustain and increase engagement over time?

To that end, we introduced Vitality Squares early in 2013, as an online health-themed game of chance that can be played by members once a month to earn points.

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cisco social media training

How Cisco Drives Social Media Training with Gamification

At Cisco, we use gamification across a number of key programs. One program where we have extensively incorporated gamification techniques is our Social Media Training Program.

During the past two years, the Global Social Media Team at Cisco has invested in our Social Media Training Program. This program offers a unique opportunity for employees and contractors at Cisco to build their social media skillset. And the opportunity to leverage the skills they learn is manifold.

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gsummit global webinar

Using Gamification to Attract Wide Audiences – GSummit Global Webinar

Every marketer wants to know: how can I get my audience to do “X” ? In our third GSummit Global Webinar we brought in Karl Dunn (TBWA), Adam Penenberg (PandoDaily) and Jeff Hawley (Yamaha) to discuss their respective observations on audience engagement in this one hour session.

Moderated by yours truly, the following webinar is our third and final webinar of our GSummit Global Webinar series. Webinars for Employee Engagement and Consumer Engagement are also available at their respective links. 

If you want more GSummit Global action, our final event on the tour is taking place at Sao Paulo, Brazil on January 15, 2014.

Join us for our last stop until GSummit 2014!  

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delta nonstop nyc

Case Study: Delta’s Nonstop NYC Game That Got 190K Interactions in 6 Weeks

Few other industries have seen more challenges – and opportunities than the airline industry. The list is long: lines at the airport, higher fuel prices, razor thin margins, the recently-approved merger of American Airlines with UsAir, AMR wrestling with bankruptcy, new online Travel Agencies (OTA’s) popping up almost daily and regulatory changes, to name a few.

Delta Airlines is one of a few that has turned all of these into advantages. The company decided to separate themselves from the rest by focusing their efforts on becoming known as New York City’s hometown airline. They spent over $1 billion redesigning their terminal and they ramped up their flight offerings to and from the city. After all was said and done, the company needed a flashy, fun way to let everyone know they had arrived, and this is where BoomBox came in.

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jive bunchball gamification platform

Case Study: Jive Gamification Module Boosts T-Mobile Community Engagement by 1000%

It’s a matter of time before more and more companies from all other industries look at, consider, and eventually embrace such an innovative concept likegamification into their business. This is the story of mobile service carrier T-Mobile and their next generation customer experience.

In order to keep up with the renewing advances in mobile technology, companies within the industry must be a step ahead of their competition when it comes to customer satisfaction and loyalty. Its ever-challenging environment is dictated by the constant evolution of mobile devices and represents an ongoing source of issues, ignited by customer queries on functions and capabilities of a mobile device. With this in mind and upon J.D. Power’s advice, T-Mobile created T-Community, a social business Jive platform built with the purpose of logging all known technical and general customer issues and sharing them across the company.

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verizon

Case Study: Verizon Ignite Engages Sales Staff

New generations of technology used by new generations usher in new workplace trends. While the “Millennials” and the “Digitals” are driving change, the rest of us are still very much in the game. Come hear Verizon’s powerful answer to engaging retail sales reps across varying regions in an attempt to drive sales and improve the customer experience.  In this GSummit SF 2013 session, we’ll explore key elements such as motivational design, actionable feedback, and utilization metrics all created to connect our reps to each other, their results, and our customers.

Be sure to also subscribe to our YouTube channel to get the latest videos from GSummit SF 2013 as they’re released. You can also download a copy of this presentation by downloading it here.

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gNats Island Helps Therapists Communicate with Patients through Virtual Exploration

A well-designed gamification system will often consider the player types of the audience that will be using it and seek to engage people based off what intrinsically and extrinsically motivates them.

While there are various gamified health systems out there, none of them have really looked towards engaging the the explorer-type like gNats Island — a game designed to help therapists communicate with mentally-challenged adolescents by exploring a virtual world alongside with them.

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J.C. Penny Sale Fail

5 Gamification Lessons From J.C. Penney’s Epic Sales Failure

Imagine if retailers decide that it will treat its customers fairly and honestly. There would be no more deceptions, no more tricks. Any item that was made and sold would be priced non-deceptively. Surely a well informed, objective customer would gladly embrace this honest approach to pricing if it makes shopping better for everyone, right? As J.C. Penny (JCP) and recently ousted CEO goes to show, this was unfortunately not meant to be.

In fact, Johnson’s new strategy was a complete and utter disaster.

So, what does the gamification industry have to do with the failed initiative of a retail department’s store? It may seem unintuitive that the gamification industry could learn something from a entirely different field. However, through the gamification lens, we are able to delve into key lessons of the gamification process.

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Case Studies of Game Mechanics in Action

This week, our own Gabe Zichermann compiled a few of the most interesting businesses in gamification in “7 Winning Examples of Game Mechanics in Action“. From marketing to exercise to saving the planet, gamification has brought to light an amazing capability for motivating participation and educating users. The six companies and one individual have innovated around the…

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The Proof is in the Playboy

Bunchball’s gamification campaign with Playboy digital has shown promising results. According to an interview with Bunchball’s chief product officer Rajat Paharia in VentureBeat, “We’ve seen huge growth in gamification over the past year and we’re thrilled to see that translate into genuine customer demand.”

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