yukai chou gamification

Comprehensive List of 90+ Gamification Examples & Cases with ROI Stats (2024)

Gamification-Stats-and-Figures

It’s all about the Gamification Examples & Case Studies

Below is a list of gamification examples and cases with ROI (Return On Investment) stats and figures, with many links to the case studies, so you can see for yourself the tremendous impact it is having on businesses.

I want this list to focus on cases that can confidently be measured as ROI.

The current gamification market size is estimated between $3 billion and $12 billion, depending on sources.

The Octalysis Group: Yu-kai Chou’s Case Studies

  • 712% uplift in sales for a well-known hotel chain, through our human-focused designs that boost product attractiveness and market performance.
  • A loyalty program for a Major Airline with a 175% performance enhancement through a well-crafted reward system.
  • An employee engagement platform for sales staff led to 28.5% more revenue and 59% higher KPIs.

Read the case studies done by the Octalysis Group of our clients.

The Octalysis Group has a decade-long track record of success working with clients across industry and service verticals. We specialize in creating engagement in areas where this is difficult to achieve.

Enterprise Gamification Case Stats and Figures

1) Caixa Bank (Brazil)Their initial goal of a 5% increase in annual sales (R$ 8.6 billion to R$ 9 billion) was surpassed, achieving a remarkable 49% increase in just six months. This resulted in an additional USD 1 billion in revenue for the bank.

2) SAP: The SAP Community Network gamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%

3) Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from team 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) SAP Streamwork: added gamification in brainstorming groups and grew generated ideas by 58%

7) Galderma: a 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% employee compliance for travel expenses

14) Deloitte: training programs that are gamified took 50% less time to complete and massively improved long-term 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 its learning portal for employees and increased actions per user by 100% within 5 weeks

19) Blue Shield’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 the UK used game mechanics to get 120,000 people to contribute 4,000 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

22) DirecTV: uses gamification to overcome the fear of failure

23) HCL: decrease new hire “Pre Join” dropout rate by 90%

24) T-Mobile: dials up employee engagement by 1,000 percent

25) Royal Caribbean Cruises: All-time high customer satisfaction with facial recognition.

26) Slalom Consulting: participation in the employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%

 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 retailers used PowerReviews’s social loyalty scheme to boost sales with a 300% increase in revenue from Facebook and 600% in content uploaded

5) Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their pizza with an app

6) Moosejaw, a clothing company, 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 improve 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 aged 16 to 24 had a more positive impression towards and 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 a 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 its 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 gamified system

16) Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in the total number 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 the 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 56.4%.

20) Grouper.MK: A 600% increase in monthly signups.

Product Gamification Case Stats and Figures

1) Microsoft: improved its 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 from 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 the 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 which lets people design their “perfect car”

8) Samsung Nation: 500% increase in customer product reviews, and a 66% increase in site visits when using a gamified system

9) Beta One: Microsoft’s Testing Division got a 400% increase in participation for the pre-release testing

10) Uber: The rideshare app gets more drivers on the road using gamification.

11) Arcade City: Challenger to Uber and Lyft getting its start in Austin, TX, with smart contracts (Ethereum) and guilds to protect drivers: “Think Habitica meets Uber,” says its CEO. 

12) Audible: Audible uses badges to keep readers reading, even though they already have a strong product.

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 people use the stairs if they can produce music with it

7) Speed Camera Lottery: a lottery system that causes a 22% reduction in driving speed

8) Toilette Seat: 44% 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 reduces the number of people exceeding the speed limit by 53%

12) Diet DASH at Drexel University shown to reduce sugar intake, and over half the players lost 3% body weight over 2 months

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, a 36% increase in ideas submitted, and a 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% retention and reducing bounce rate by 25%, all while seeing a 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 page views (200% the amount of the usual traffic for the entire nickel. 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 an 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 to the game 

16) American Express: the company has gotten over 2 million 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 the site’s users participate in this gamified environment and spend 30% more time on the site

19) Topliners: introducing 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 built a community of 2 million users around a gamified TV. feedback platform, 20% of all social media posts to dedicated TV. 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 which led to a weekly activity increase of 59%

24) Badgeville & Kendall-Jackson: increase customer engagement by 65%

25) Patient Partner: uses gamification to improve medication adherence

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

7) Duoling: Grew to 300 million users and 10 minutes per day per user.

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 grades 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 the control group)

3) Research findings support the impact of point-based levels (Status titles) and leaderboards on IBM’s internal social network service. Short-term impact showed a 92% increase in comments posted, within this research long-term engagement was also measured and a rise of 299% more comments posted was found compared to the control group

4) 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 narratives, leaderboards, and countdown timers on online training. Results were significant with a 61% increase in participation in online training.

6) Research findings support the impact of narrative, levels, quests, countdown timers, immediate feedback, guidance systems, visual storytelling, 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 than the control group. Additionally, the users expressed much higher satisfaction in regards to using the system.

The Octalysis Group: Case Study Collection

  • 712% uplift in sales for a well-known hotel chain, through our human-focused designs that boost product attractiveness and market performance.
  • A loyalty program for a Major Airline with a 175% performance enhancement through a well-crafted reward system.
  • An employee engagement platform for sales staff led to 28.5% more revenue and 59% higher KPIs.

Read the case studies done by the Octalysis Group of our clients.

The Octalysis Group has a decade-long track record of success working with clients across industry and service verticals. We specialize in creating engagement in areas where this is difficult to achieve.

Updated by Howie Ju: Oct. 10, 2023

102 thoughts on “Comprehensive List of 90+ Gamification Examples & Cases with ROI Stats (2024)”

  1. Thanks for the comprehensive list!

    Have you encountered any examples or case studies of products or services which pricing model and / or prices would have been gamified? Or do you have an opinion about price gamification? 🙂

    1. Sorry Pirkka, i’m also searching for a case like the one you were looking for… Have you succeded in your reseach? If yes, can you share it please? 🙂

  2. Hi Yu-Kai,
    I’m a fresh & passionate follower in the gamification & human-focused design space. Just purchased your new book: Actionable Gamification: Beyond Points, Badges, and Leaderboards. My desire is to become a gamification & human-focus designer. I want to learn how to apply the Octalysis framework to create engaging and successful experiences.

    Thank you for the strategy guide (Actionable Gamification: Beyond Points, Badges, and Leaderboards) book. I have been spending quality time studying the book and your blog posts. Thank you for making all this wealth of information available for free. God bless you!

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  15. Pura vida.

    We have invested in an employee game room at CCC. I wanted to share with all business owners and happy employees what can be done in an office environment to raise morale:

    Telemarketers and customer service agents may burn out after a period of time. That is a fact. CCC has dropped the standard attrition rate dramatically. In addition, the attendance rate has remained at a relative high for industry call center standards just from the implementation of the game room.
    Let off steam in a call center video game room. “All you can play” arcade machines for CCC Costa Rican call center employees.
    Our rigorous bilingual telemarketing structure requires the same amount of down time focus for the agents in order to recharge the mind and body. The call center solution for a strong push on the phones is to incorporate a real retro arcade in Central America.
    CCC is known in Costa Rica as offering the best employee arcade.
    The international outsourcing industry has the best game room in Costa Rica.
    Without question, CCC has the best gaming toys in a Latin American outsourced Telemarketing Company.
    The proud owner of CCC, Richard Blank, firmly believes that the more an agent stays away from their virtual cell phone world; the more they will increase their interpersonal relationship building among other BPO employees.
    Since 2007, our highly educated call center agents continue to grow as one unit by incorporating many challenging video games during scheduled breaks and lunch time.
    CCC took a chance when most call centers do not utilize a common medium of arcade gaming.
    The Costa Rican millennial generation that grew up playing video games at home did not share the same pleasure and stimulation as the early retro gamers that had an arcade on every corner and local mall in the United States.
    CCC Human Resources Department was intent on a positive learning experience by combining fast momentum and a creative mind. Proving a solid ROI on a large internal expense for employee retro gaming recreation, the telemarketing staff has enjoyed a spike in morale, increased online labor support and a flattering local reputation in Costa Rica as a great call center environment run by generous owners.
    Back in the 1980, anyone in Costa Rica who wanted to play the real video games was on a mission to find an arcade. Once you placed your 100 colones on the game marquee to hold your place, it didn’t get any better when you had the chance to show your skills in front of dozen kids from San Jose. Each Tico was shooting for the high score on Asteroids or Pac Man and loved every minute of it. CCC wants to bring that excitement back into a call center environment and use it to grow past our 440 agent limit at our current location on Paseo Colon.
    Today, CCC firmly stands behind having our call center employees experience the authentic arcade sounds, sights and real time retro competition.
    Our new video arcade room has given CCC another strong gust of wind in our sails. Costa Rica’s Call Center will continue to reward our amazing staff by a pace of 1 new arcade machine per 44 new telemarketing agents hired and hitting their monthly quota.
    The employee friendly call center environment became more pleasurable immediately which can offset a demanding telemarketing career. Any BPO boss could only imagine and wish for laughter, smiles, spirited jokes and high energy at their Costa Rican office on a Monday morning before shift.
    The reality today is that CCC has become the only call center to have gifted their entire staff a video arcade game room to have fun, period. All agents are given the option to arrive early to play the games or they may choose to stay inside and enjoy the machines during the evening while waiting for their ride to safely take them home.
    A smart motivational technique used for CCC BPO agents is to compete on the machines in the game room.
    One way in which a telemarketer’s confidence could be made stronger or broken down is through an arcade experience during their work day. Costa Ricans have courage and can back up their swagger on the phone after dominating the video games during their scheduled breaks.
    In the competitive offshore outsourcing call center arena, CCC has an advantage over the rest in Costa Rica by creating a strategic play environment.
    High end arcade video games will reinforce a call center agent’s focus, mind set to win and motor skills while off of the phones during their free time. The most important virtue is to show a solid habit of good sportsmanship regardless of the outcome of the games in the arcade.
    More new friendships have blossomed in the game room at CCC call center Costa Rica.
    Our entire staff has concluded that an immediate visual stimulation combined with a conditioned manual stimulation in gaming added a very special ingredient to our nuance at CCC. To date, Costa Rica’s Call Center is the only BPO in Central America with a retro arcade game room, period.
    The average age of our Costa Rican call center agents correspond with the virtual gaming boom. Every CCC agent that grew up mastering Nintendo has amazing skills and a strategic thought process.
    Combining a bilingual telemarketer’s gaming experience to help motivate, focus and relax the work place mind set is priceless and makes perfect sense for any outsourcing company.
    Everyone in Costa Rica that works at a call center possesses certain cognitive attributes to win an arcade game. Naturally, the CCC staff will harness and transfer that energy and high confidence to a telemarketing floor after a hot streak in the game room.
    The new generation of online gamers has stated that they prefer the feel of an authentic arcade game machine setup: joystick, eye level monitor and properly spaced buttons. CCC wants to bring back the real unique arcade game experience to Costa Rica for all telemarketers verses a hand held controller game that is found on any standard flat screen TV in San Jose.
    All video arcade games at CCC are free.
    Many people in the outsourcing call center industry will question the distraction ratio, loss production or adverse effects towards an arcade game room. Well, the risk of an arcade game room was definitely worth the reward to CCC. The most common reaction from the agents is that they are “letting off steam”. CCC telemarketers are able to function better by structuring their break times around a more productive activity than checking their email, text messaging or having a cigarette.
    CCC personally challenges all business owners to incorporate a video arcade within their establishment and not to charge a cent.
    It is obvious that we take care of our employee’s well mental state while bonding through other mediums besides long meetings or just traditional work place activities that produce average telemarketing results.
    Just like on a golf course, we are able to use a game room during a conversation, find alternate ways to focus and share BPO ideas than spending time in a board room with a projection screen.
    Bottom line, make our meetings productive in multiple ways when communicating with today’s new work place demographic in call centers.
    Recess play has been lost in memories of youth and days long gone. Not at CCC. We ensure that everyone knows how to enjoy their time and has fun at least once a day at our call center.
    Telemarketing and video games do have something in common regarding performance and success.
    A professional telemarketer’s natural ability to become in sync with their rhythm, pace, concentration, decision making and a positive attitude emerge stronger through video games. BPO agents return to the phones in motion after going into the arcade during their break.
    Our call center in Costa Rica has a solution to chain smoking telemarketers. The BPO agents are smoking less at Costa Rica’s Call Center. Does this industry create stress? Yes it does. Yet, many forgo a smoke break to spend 15 minutes playing the video games to relax and increase their health. The average call center agent will smoke a minimum of 4 fewer cigarettes a day via our game room.
    CCC promotes the best environment as to find a healthy alternate than chain smoking outside in between calling sessions. We have noted that once a professional telemarketer from Costa Rica leaves the game room, they feel recharged. From a scent perspective, they do not emit an odor of tobacco that carries on the calling floor.
    Free play for all CCC agents, period. The games are a gift to all of the hard working telemarketers in Costa Rica. Some companies charge their employees to play their games. Our call center staff has earned their retro arcade game room which is now famous for being the best in Costa Rica.
    We have the space for the arcade and plenty of electricity to entertain over 100 telemarketing agents during their free time. The recreational advantage at our call center speaks volumes and has yet to be matched in Costa Rica let alone Central America. Once the word spread, the private arcade was packed since day 1 with our amazing staff having a great time.
    The arcade boom of the 1980s was represented by a quarter that would reserve your spot. At CCC, we work on an honor system and it shows since everyone is given a turn to play. Naturally, some gamers last longer than others and show an old playground dominance mentality on the arcade machines which appears to be respected in Costa Rica.
    There may be a queue on our predictive dialer, but there is never a long wait to start playing arcade games at CCC COSTA RICA.

    http://WWW.OUTSOURCINGTOCOSTARICA.COM

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  17. I am about to take the GMAT too and I know how hard the test can be. I have been preparing myself by taking an online GMAT prep course to help me get ready. It has been very beneficial to me so far, so I am hoping I can pass the real thing. Good luck to you

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  18. Hi, Yu-Kai. I enjoyed your session at the gamification conference in SF. Would you be willing to update the links here? Some don’t work.

    Thanks,
    Yehuda

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