A Comprehensive List of 90+ Gamification Cases with ROI Stats

Gamification-Stats-and-Figures

It’s all about the Gamification Case Study

 

Below are a list of gamification cases with ROI stats and figures, with links to the case studies, so you can see for yourself the huge impact it is causing on businesses.

Many of these examples and lists can be seen on other websites such as the Enterprise Gamification Consultancy and Barnraisers, which are great sites, but I wanted to make this list only focus on cases that have pure numbers or %s that can be measured as ROI.

Enterprise Gamification Case Stats and Figures

  1. SAP: The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%
  2. SAP Streamwork: added gamification in brainstorming groups and grew generated ideas by 58%
  3. Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members
  4. Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate
  5. CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year
  6. Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%
  7. Galderma: pharmaceutical company, uses gamification to train their sales division regarding new products. Despite the voluntary participation, nearly 92% of targeted employees ended up playing
  8. Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily
  9. Objective Logistics: the company motivates the employees through behavioral rewards and increases their profit margin by 40%
  10. Inside View: gamifies their employee social media usage and increased Twitter updates by 312%
  11. Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)
  12. Danske Statsbaner: through their “Engaged” platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content
  13. Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses
  14. Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement
  15. Engine Yard: increased the response rate for its customer service representatives by 40% after posting response-time leaders to all employees
  16. Nextjump: uses gamification to get 67% of their employees to go to the gym
  17. Bluewolf: gamified online conversations and posting increased employee community activity by 57%
  18. Ford Canada: gamified it’s learning portal for employees and increased actions per user by 100% within 5 weeks
  19. Blueshield’s Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral
  20. Idea Street: the Department of work In UK used game mechanics to get 120,000 people to contribute 4000 ideas, with 63 of them implemented in the marketing department
  21. EMC RAMP: with their gamification platform, the company rewarded positive behavior from employees, partners and customers which led to a 10% increase in documentation, 40% more videos watched and 15% more discussions

 Sales Gamification Case Stats and Figures

  1. Autodesk: gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%
  2. ePrize: increased the participation in their sales event by 10% by creating a participation-based point economy 
  3. LiveOps: call center reduces call time by 15% and increases sales by over 8%
  4. Step2: children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded
  5. Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app
  6. Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures
  7. Silver Grill Cafe: received a 66% Return on Investment for having its waiters/waitresses play a cross-selling game
  8. Cisco: used gaming strategies to enhance its virtual global sales meeting and call centers to reduce call time by 15% and improved sales by around 10%
  9. Popchips: uses games to personalize mobile advertising and has seen its sales rise 40% leading to $100 million in sales.
  10. Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92%
  11. America’s Army: 30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost
  12. Extraco Bank: raised customer acquisition by 700% through gamified system
  13. Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined
  14. Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue
  15. Kill The Paper Invoice: increased website visits by 108.5%, and a conversion rate of 9.38% through a gamfiied system
  16. Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy
  17. Ford Escape Route: with this game, Ford’s customers bought over $8 million in vehicles, with 600% increased likes on FB page, and over 100 million impressions on Twitter
  18. Investorville: with a property-investing game, Australia’s Commonwealth Bank created 600 new loans
  19. Hewlett Packard: launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4%.

Product Gamification Case Stats and Figures

  1. Microsoft: improved it’s translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported
  2. Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months
  3. Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system
  4. EMC2: increased the amount of feedback it received by 41%
  5. Dosomething.org:  got a 26% response rate from teen audience to a scavenger hunt game
  6. OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption
  7. Volkswagen: got 33 million webpage hits and 119,000 ideas through its People’s Car Project that lets people design their “perfect car”
  8. Samsung Nation: 500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system
  9. Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing

Lifestyle Gamification Case Stats and Figures

  1. OPower: reduced measurable energy consumption by over $100M
  2. Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site
  3. ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%
  4. Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank.
  5. The World’s Deepest Bin: 132% more trash collected compared to conventional bin
  6. Piano Stairs: 66% more of people use the stairs, if they can produce music with it
  7. Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed
  8. Toilette Seat: 44% of increase in lifting the toilet seat when urinating
  9. Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year
  10. Recycle Bank grew a community of 4 million members by providing a gamified recycling platform.
  11. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

Consumer Behavior Gamification Case Stats and Figures

  1. MTV My Chart: lets users create their video chart based on various game dynamics, and obtained 500,000 votes and 150,000 videos viewed within 3 months
  2. Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies
  3. Muchmusic.com: increased their music userbase by 59%
  4. Marketo: layered a game platform on their community and saw a 71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies.
  5. Interscope Records: the company obtained a 650% increase in engagement and interaction with the website
  6. Verizon: users spend over 30% more time on-site with social login games versus a regular site login
  7. Allkpop: during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews.
  8. SessionM: offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities
  9. Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate
  10. Green Giant: generated 420,000 likes on Facebook through their gamified system
  11. NickTV: introduces a game-based role-playing platform as heroes and within 2 months obtained 750,000 pages views (200% the amount of the usual traffic for the entire nicktv.it website), over 50,000 users and over 4,000,000 sessions on the website, with an increase in time spent on site by 25%
  12. More than a Game: The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers
  13. BlurbIQ: introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection
  14. Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its website
  15. Club Psych USA: saw a 130% jump in page views and a 40% increase in return visits towards the game 
  16. American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system
  17. Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website
  18. Verizon Wireless: more than 50% of site’s user participate in this gamified environment and spend 30% more time on the site
  19. Topliners: introducing the gamification in the community lifted active users by 55%
  20. SAP ERP: introducing game mechanics improved user participation with telepresence increasing by 29.75%
  21. GetGlue: Has build a community of 2 million users around a gamified t.v. feedback platform, 20% of all social media posts to dedicated t.v. show pages during primetime come through GetGlue. (Link in Italian)
  22. Ask.com uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58%
  23. MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%

Education Gamification Case Stats and Figures

  1. Beat the GMAT: students increase their time spent on site by 370% through a gamified system
  2. OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system
  3. Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it
  4. Stray Boots & A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade
  5. Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%
  6. Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days

Scientific research related to the effect of Gamification

  1. Research findings support the impact of levels, badges and a (dummy) feedback system connected to a study course, results were significant, with 18.5% higher average grade for students enrolled in the gamified course. 
  2. Research findings support the impact of levels, points, leaderboards, streaking and visual storytelling to improve participation in crowdsourced assessments. Results were significant with an increase of 347% of participants returning for recurrent participation. (compared to control group)
  3. Research findings support the impact of point based levels (Status titles) and leaderboards to IBM’s internal social network service. Short term impact showed 92% increase in comments posted, within this research long term engagement was also measured and  an increase of 299% more comments posted was found compared to the control group. 
  4. A subsequent research in the same social network service above showed the effects of removing the point based levels, status titles and leaderboards. The removal of the game mechanics showed a significant result as across the board activities on the social network service dropped by 52%. 
  5. Research findings support the impact of narrative, leaderboards and countdown timers to an online training. Results were significant with a 61% increase in participation for an online training.
  6. Research findings support the impact of narrative, levels, quests, countdown timers, immediate feedback, guidance systems, visual story telling, surprise events and flow (matching ability and difficulty) to an online tutorial. Results were significant with users learning via the gamified tutorial showing increased ability by finishing tasks 135% faster compared to the control group. Additionally the users expressed much higher satisfaction in regards to using the system.

Octalysis – complete Gamification framework

This post is a high-level introduction to Octalysis, the Gamification Framework I created after more than 10 years of Gamification research and study. Within a year of publication, Octalysis was organically translated into 9 languages and became required literature in Gamfication instruction worldwide.

Click the “Continue reading –>” link below to learn about Octalysis.

Continue reading Octalysis – complete Gamification framework

Black Hat Gamification and the Fall of Plants vs. Zombies 2

Plants vs. Zombies 2 Logo

Why Plants vs. Zombies 2 Failed to Engage Gamers

Motivation Matters: An Insightful Lesson in Game Development from the Plants vs. Zombies Franchise

Author Bio

This interview was conducted by Clark Buckner from TechnologyAdvice.com (they provide coverage content on gamifying sales programs, customer loyalty solutions, employee engagement platforms and much more). Also, be sure to check out their Technology Conferences Calendar.

To check out the interview in full:

Yu-Kai Chou, a thought leader in gamification and publisher of the Octalysis gamification framework, gave insights into the different motivating drivers behind the wild success of mobile game Plants vs. Zombies, white hat and black hat gamification, and the essential elements for engaging users.

Yu-kai believes the reason Plants vs. Zombies 1 (PvZ1) was more successful than Plants vs. Zombies 2 (PvZ2) is that, even though the game is essentially the same but with some new “stuff” to make the sequel more interesting, the core experience of PvZ2 is broken. (Note, the analysis here is mostly based on the PvZ2 in 2013. In 2014, there was a large overhaul that improved some of the issues, but still far from ideal).

For him, no game is guaranteed success if it misses the essence of the game (especially in the wake of a wildly successful game) and the motivation of its players to play the game. Game mechanics and other elements can be copied from a previously winning formula, but that doesn’t guarantee a hit.

To verify his opinions, Yu-kai researched why casual gamers tended to play PvZ1 more than they did PvZ2. He used his own Octalysis Gamification Framework to break motivation down into a few of the eight Core Drives. Essentially, he discovered that PvZ 2 shifted from using white hat core drives to black hat core drives. 

White Hat Core Drives in Plants vs Zombies 1 Lacking in Plants vs Zombies 2 

Core Drive 1: Epic Meaning and Calling

In PvZ1, a gamer’s doing something meaningful by saving their home. This is something that even female demographics that don’t care about fighting games can resonate to. In PvZ2, the gamer’s going through pain and trouble just so Crazy Dave can re-eat a taco. When a player is in the midst of danger, sometimes it feels fairly pointless. 

Core Drive 2: Development and Accomplishment

PvZ1 is very careful with flow. After one or two minutes, a user may have three or four peashooters. They’re slowly but surely amassing a stockpile and building their economy. When a user gets to the end of the game, they have a full army. Ultimately, this gives gamers a feeling of harmony and accomplishment, matched with the magic of the beats in the music.

In PvZ2, the user quickly gains 10 or 12 plants, providing a quick boost of early success and productivity. However, when the user gets to the end of the game, the economy proportionally slows down but the user’s still trying to finish amassing their army of plants. As a result, this makes gamers feel like they’re struggling to survive. 

Here is an example of how the flow differs:

Core Drive 3: Empowerment of Creativity and Feedback

PvZ1 offers a creative process with numerous ways and combinations to seek victory in the game.

PvZ2 limits options. A gamer must use certain plants or else they’ll die. In the first world of mummies, if the user tries the pea shooter or even double pea shooter, chances are he will lose because of the tombs. The game has to be won by using cabbage throwers and boomerangs. Certainly, when a game forces a user to play in a certain way, the elements of play, strategy, and meaningful choices are lacking, consequently making the game boring.

Yu-kai further identified the notable differences in Milestone Unlocks:

When a PvZ 1 player unlocks a milestone achievement, they’re rewarded with the perfect plant that solves all past problems and makes them want to try more in the future.

In the older version of PvZ2, a player is forced to earn the achievement through unlocking a stage many times. It’s more about scarcity and dangling rewards. Plus, the user’s rewarded with a random plant that’s seldom what they need, adding to the slow grind of gameplay in PvZ2. In the later update, this has improved, but the plant unlockable schedule is still far from perfect for motivation.

The Black Hat Core Drives of Plants vs Zombies 2

Core Drive 6: Scarcity and Impatience 

In the first version of PvZ2 player plays the same stage over and over again, earning keys for a far-off goal. It ultimately overwhelms a player’s patience. The second version of PvZ2 improved on that, especially with multi-world transferring, but the dangling technique is still apparent.

Core Drive 7: Unpredictability and Curiosity

PvZ2 is unpredictable in that it takes players into different zones, driving fascination with these “crazy” elements, and making Crazy Dave’s conversation a center piece of the game (whereas in PvZ1 Crazy Dave was not as important besides playing the role of a merchant).

Black Hat Gamification vs. White Hat Gamification

In generally, even though game firms like Zynga consider their development process as “data-driven design,” a lot of it is black hat gamification, or a focus on creating urgency, obsession, and addictiveness in users. Metrics for black hat gamification include monetization, addiction, retention rates, and sharing with friends. 

Black hat games ultimately leave players with a not-so-good experience. So, they end up playing just an hour or two, then leave the game and never come back.

Yu-kai contrasted that to white hat gamification, where developers use motivating factors in gaming to make people feel good without a sense of urgency.

Chou’s eight Core Drives help developers see games as more than just mechanics. Instead, game developers need to look at the users’ motivation to play their games:

  • Does the game make people feel accomplished?
  • Does the game let people make meaningful choices?
  • Is there epic meaning and calling?
  • Is there unpredictability in the experience?

How to Better Employ Engagement

Yu-kai outlined the different factors that are essential to employing engagement: 

  • Meaning: He explained that many campaigns are about scarcity and fixed-action rewards that drive motivated actions. However, this is not long-term motivation because people don’t feel good after playing such a game—as opposed to white hat gamification which stresses meaning.
  • Development and Accomplishment: Developers ought to very carefully control flow so that it begins slowly but increases in difficulty as a gamer’s experience increases. Gamers don’t want to feel insulted or frustrated by a hard game. 
  • Meaningful Choices: Give people meaningful choices where they can customize their play and environment to make the game more interesting and more fun. The multi-world hopping is a great improvement in this, which is what made the game Megaman so innovative in the early days.

Ultimately, meaning is very important as to why people engage with certain games. Unfortunately, there are many products and resources that describe what you need to do in game development and seldom explain the “why” behind it.

For more information on Chou’s Octalysis Gamification Framework and its 8 Core Drives, visit www.octalysis.com, or send Yu-Kai Chou an email to get certified. Connect with him on Twitter @yukaichou.

Gamification Design: 4 Phases of a Player’s Journey

Gamification Onboarding

(Below is a manuscript snippet of my book, Actionable Gamification: Beyond Points, Badges, and Leaderboards. Please subscribe to the mailing list on the right to order the book when it launches. This post may be moved into a Premium Area after a certain period of time. For a video walk-through, check out: Episode 5, The 4 Experience Phases of a Game).

We have covered in much depth and details on how to apply Level 1 Octalysis and the 8 Core Drives to your projects. While I believe a great amount of projects can be massively improved just with a good understanding of Level 1 Octalysis, it does have its limitations.

This is where we introduce the deeper arts of Level 2 Octalysis, particularly how it relates to different phases of a player’s journey.

Treat your product as Four different products

Most people see a product or service as one summed up experience – the product is good, bad, interesting, easy to use, funny or boring. That seems to be intuitive – after all, it is one product.

However, when it comes to user engagement design, I believe that’s a big mistake.

From a motivation standpoint, a user’s interaction and journey with a product is continuously evolving. The reason why a person is using a product on day one is often very different from the reason why this person is using this same product on day one hundred – the goal she is trying to fulfill is different, and even the features she sees are different!

People become involved with a game or a product, not as a single encapsulated event, but through a series of stages where they grow to understand it better. The user experience will develop gradually as familiarity with features and structure is gained.

If a product attracts people at the beginning, but as time goes by becomes boring and uninspiring, that’s a failure in design.

Similarly, if a game offers an amazing experience only after 20 hours of play, but prior to hitting the 20-hour mark it’s boring and torturous, then it almost does not matter as no one will reach that level.

A better way of think about the product is to view it as a user’s journey through evolving phases of product perception or experience. With each phase the product appears to be different – in essence, a unique, different product.

Therefore, a good Octalysis Gamifier can break the process into four distinct products, which emphasizes on the 4 Experience Phases of a Game: Discovery, Onboarding, Scaffolding, and Endgame.

A Level 2 Octalysis Gamifier will then gamify each of those 4 phases in an innovative way that adapts the 8 Core Drives.

In this chapter, we will look at a brief summary of each Experience Phase.

Note that the 4 Phases in Octalysis has certain overlap with UPenn Professor Kevin Werbach’s theories of Identity, Onboarding, Scaffolding, and Mastery.

In fact, I modified my original phrasing to sound more like his because I prefer to have a more unified language with less confusion in the gamification world. My framework is slightly different due to my own experiences but I do want to give Kevin Werbach credit for doing great evangelical and educational work in the industry.

The First Phase in the Player Journey is: Discovery

Continue reading Gamification Design: 4 Phases of a Player’s Journey

Top Ten Gamified Healthcare Games that will extend your Life

Image of Nintendo's Dr. Mario, Healthcare Games

Healthcare Games Improve Lives

Technology is changing the face of healthcare as we know it. The typical habit of only going to a doctor when you have an issue is slowly fading. The medical field is now moving towards preventative care, and for good reason: according to the Partnership for Prevention, over 100,000 lives could be saved in the U.S. every year if the gaps in just 5 preventative health services were closed. Preventative healthcare improves general well-being and can save lives by catching a disease or condition before it’s too late.

And Gamification is making services more accessible, fun, and impactful through preventative healthcare games.

It’s no surprise that positively changing daily behaviors can help prevent disease and disorders. Eating healthier foods, maintaining an exercise routine, and remembering to complete a prescription medication regiment can ensure you enjoy a long, healthy life. While we intend to remain on top of these things, the reality is that most of us are likely to fall short of staying consistent with these habits. However, with the help of gamified tools and platforms, healthy regular activities can be fun and easier to maintain.

Here are 10 amazing companies that are changing and (even saving) lives through preventative healthcare games.

Continue reading Top Ten Gamified Healthcare Games that will extend your Life