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

The Octalysis Framework for Gamification & Behavioral Design

This post is a high-level introduction to Octalysis, The Gamification Framework I created Octalysis is a powerful Gamification Framework created after extensive research and study by its creator over 17 years.

Gamification, a design approach centered around human motivation, takes elements from games and applies them to real-world activities. Octalysis emphasizes “Human-Focused Design” instead of mere functionality, optimizing human motivation and engagement within a system.

The framework comprises 8 Core Drives represented by an octagon shape, including Epic Meaning & Calling, Development & Accomplishment, Empowerment of Creativity & Feedback, Ownership & Possession, Social Influence & Relatedness, Scarcity & Impatience, Unpredictability & Curiosity, and Loss & Avoidance. By understanding and implementing these Core Drives, designers can create engaging experiences that cater to intrinsic motivators and promote positive user experiences.

What is Gamification?

Gamification is a design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”).

Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. Click To Tweet

Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. This process is what I call “Human-Focused Design,” as opposed to “Function-Focused Design.” It’s a design process that optimizes human motivation in a system, as opposed to pure efficiency.

The Challenges with Function-Focused Design

Continue reading The Octalysis Framework for Gamification & Behavioral Design

Top 10 Learning Games For Kids (2023)

Top 10 Learning Games for Kids by Yu Kai Chou

Top 10 Learning Games for Kids

(If you are confused about what all the Core Drive #s are about in this post, make sure you check out the Gamification Framework: Octalysis first!)

This is a follow-up to last week’s post on What are Learning Games. One of the most promising applications of gamification is to enhance the learning experiences of children. The teaching tools of today are no longer limited to chalkboards, whiteboards, flashcards, textbooks, and worksheets. Games offer kids more interactive options.

“There is no commandment which says, thou shall not have fun,” says one YouTuber who discussed the use of games for educational purposes. They can enrich a child’s understanding of information rather effortlessly. And with games, learning feels effortless, as opposed to being an aggravating chore.

But be forewarned. It is important to choose your educational game wisely. Just because it is packaged as a learning tool, does not automatically justify its worth. David Kleeman President of the American Center for Children and Media sums this up well as he says:

“I love and support the idea of tapping the engagement and strategic thinking of gameplay, but I’ve also seen very poor examples that are little more than gussied-up rote learning,”

With that said, here is my list of Top Ten Learning Games for Kids. They range from the teaching of simple and intermediate academics to more complex real-life skills.

Learning Game #1: Dragon Box

Why wait until middle school to start learning Algebra? While some students excel in this subject, it is certainly not everyone’s favorite. Many kids learn to solve equations very mechanically without really understanding the underlying concepts at work.

In Dragon Box, visual elements are used to represent the idea of balancing two sides within a closed system. The goal is to eliminate all unnecessary elements to get the box all by itself. The game progresses to higher levels which more closely approximates the types of equations that kids will eventually face in school.

I remember in my childhood (yes, even as an Asian kid), I hated math. It was the most annoying and boring subject. It was the epitome of “school work,” and it was what many parents cared about the most. I also know A LOT of other kids thought like me too.

The amazing thing about Dragon Box is that little kids LOVE to play it without knowing that they are solving complex math. There have been many case studies where 4+-year-olds are mastering and solving thousands of middle school Algebra problems!

This is the epitome of a learning game – making something boring fun and exciting!

Learning Game #2: Mind Snacks

Mind Snacks is an interactive app that teaches words and phrases in different languages such as Spanish, Chinese, French, German, and Japanese. There is also the option to choose SAT vocabulary. Instead of learning through rote memorization and repetition, fun touchscreen games are used.

Most kids don’t like being confined to a desk with a textbook. But with Mind Snacks, they can learn foreign words and phrases in informal settings, such as waiting in line, or even during a long car trip.

Childhood is the best time to learn new languages. The earlier this is done, the better. With games like Mind Snacks, kids can optimize this valuable window of opportunity instead of waiting until middle school or even high school.

By the way, I must add that I have been playing this game for a while to learn Spanish myself, and it is by far the most fun learning experience I have had towards Spanish (comparable to playing Diablo III in Spanish).

The difference between this and Duolingo is that Duolingo gamifies the Meta-game toward language learning, whereas Mind Snacks makes the learning part itself fun!

Learning Game #3: DIY.org

Projects like baking a cake, knitting a scarf, planting a garden or even making toys can give kids an immense sense of Development & Accomplishment (Core Drive 2: Development of Accomplishment and Core Drive 3: Empowerment of Creative Feedback). They also learn that not everything of value needs to be store-bought, especially when they can use their abilities to create these things.

Do-it-yourself projects teach problem-solving skills, artistic sensibilities, resourcefulness, and independence. They also help bring out the creativity that is inherent in all of us.

The site, DIY.org has an app called DIY – Get Skills, Be Awesome. Kids can showcase their creations and even share them in a larger community. This social aspect allows them to receive validation from peers their age, not just from mom and dad (Core Drive 3: Empowerment of Creative Feedback
and Core Drive 5: Social Influence and Relatedness)

Learning Game #4: Code Spells

More parents are realizing how important it is for kids to learn how to code, especially since this is a highly marketable skill. However, programming is not offered as a core subject in school for small children yet. But with a game like Code Spells, writing code becomes a fun pastime, not an extra learning course.

Players must help gnome characters perform certain tasks by using magic. But the spells they use need to be written in Java code.

A study on 40 girls (ages 10-12), showed that learning code was quite effortless due to this game. And some of the subjects even expressed disappointment that the game was over too soon. A highly addictive experience combined with immense learning equates to a fabulous learning game indeed!

I remember when I took my first computer class in Visual Basic, it was so dull that I gave up on it quickly for the exciting topic of Economics (that eventually disappointed me), which led to a great regret for me because now being a professional in the tech world, I truly wished I learned more programming when I was younger. Hopefully, this can prevent other kids from having the same regret later (and who knows, maybe it’s not too late for me!)

Learning Game #5: Khan Academy Kids

Khan Academy Kids is an offshoot of the renowned Khan Academy platform, specially curated for early learners. Tailored for children aged 2 to 7, this app offers a delightful blend of learning and play. It covers a broad spectrum of topics from early literacy, math, and problem-solving to emotional development and motor skills. What sets Khan Academy Kids apart is its unique amalgamation of open-ended activities, interactive stories, and captivating videos, all designed to foster creativity and curiosity in young minds.

Gamification principles lie at the heart of Khan Academy Kids’ success. The platform ingeniously integrates game mechanics into educational content, transforming the learning process into an engaging adventure. As children navigate through the app, they encounter challenges, quizzes, and puzzles. Successful completion of these activities leads to rewards in the form of delightful animations, badges, or new content. This constant loop of challenge, accomplishment, and reward ensures sustained engagement, making children active participants in their learning journey rather than passive recipients of information.

Analyzing the app through the Octalysis Framework reveals a strategic emphasis on several Core Drives. “Development & Accomplishment” is evident as children continuously progress and achieve mastery over concepts. The whimsical characters and narratives introduce Core Drive 1: Epic Meaning & Calling, making learners feel part of a grander story or mission. Additionally, “Empowerment of Creativity & Feedback” shines through as kids have the liberty to explore, create, and immediately see the outcomes of their actions. This careful integration of core drives ensures that Khan Academy Kids is not just an educational tool but an experience that young learners eagerly return to, day after day.

Learning Game #6 ABC Mouse Academy

ABCmouse Early Learning Academy is a revered digital platform for learners aged 2 to 8. Designed to build foundational skills, it provides a structured learning path with over 10,000 activities across subjects like reading, math, science, art, and music. As children complete lessons, they earn tickets, which can be used to “buy” virtual items, seamlessly integrating rewards into the learning journey.

Incorporating gamification, ABCmouse’s vibrant graphics and catchy songs amplify engagement. From the Octalysis Framework’s lens, the platform leverages “Core Drive 2: Development & Accomplishment” with progress tracking, while the virtual rewards appeal to “Core Drive 4: Ownership & Possession”. ABCmouse masterfully marries education with gamification, ensuring both learning and enjoyment coexist.

Learning Game #7. Game Star Mechanic

An important life skill (which is difficult to teach) is to come up with a good, creative idea and develop it through a process of logical steps.

With Game Star Mechanic, kids are allowed to hone this ability by making their games and sharing them with others. According to their site, their community has over 250,000 designers whose games have been played over 5 million times. Game Star Mechanic is even being used by teachers in classroom settings to fulfill STEM requirements.

If I had played this game on game design growing up, I would have become an even stronger Gamification Expert (assuming that this is physically possible).

Learning Game #8: SimCity

SimCity is one of the original awesome Learning/Productive/Serious Games in the industry that got the hearts and minds of players. Eventually, you learn that it also gets the brains of players.

The makers of SimCity have come out with an educational version (Sim City EDU) to fulfill classroom STEM (Science, Technology, Engineering, and Mathematics) requirements. Kids are asked to build virtual cities as they learn about socioeconomic development, urban planning, and environmental management.

This holistic framework helps kids develop big-picture thinking styles where they learn how specific actions affect a larger system such as an entire city.

I wasn’t a big fan of this game when I was younger (it’s because I messed up the water piping and sewage system in my city the first time playing and gave up), but one of my best friends who loved this game ended up being an Architect – graduating from Architecture Association, one of the top architectural universities in the world.

Learning Game #9: BrainPOP Jr

BrainPOP Jr. is an innovative educational platform tailored for younger learners, typically those in kindergarten through third grade. This digital resource is lauded for its compelling combination of videos, interactive quizzes, and engaging games, all of which revolve around core educational subjects. It’s not just about rote learning; it’s about sparking curiosity. With mascot Annie and her robot friend Moby leading the way, the platform’s content is designed to be relatable and accessible, making complex topics digestible for young minds. From science and math to arts and social studies, BrainPOP Jr. ensures that learning is always just a fun video or game away.

Incorporating gamification mechanics, BrainPOP Jr. masterfully taps into the intrinsic motivations of its young users. At the heart of its success is the seamless integration of learning objectives with game-based challenges. When children complete activities or answer quiz questions correctly, they’re rewarded, fostering a sense of achievement and progression. This not only reinforces the educational content but also encourages continuous engagement and exploration. The more they play and learn, the more rewards they gain, creating a positive feedback loop that motivates further interaction and deepens the learning experience.

Utilizing the Octalysis Framework, one can observe that BrainPOP Jr. focuses heavily on the “Development & Accomplishment” core drive. Children are constantly propelled forward by their successes, eager to reach the next milestone or conquer the next challenge. Additionally, the platform’s use of characters like Annie and Moby adds a touch of Core Drive 1: Epic Meaning & Calling, as children feel they’re part of exciting adventures and stories. It’s not just about answering questions; it’s about joining beloved characters on a journey of discovery. This combination of gamification elements ensures that BrainPOP Jr. remains a go-to educational tool that’s as entertaining as it is informative.

Learning Game #10: PBS Kids online

PBS Kids Online is the digital extension of the esteemed Public Broadcasting Service’s children-focused programming. Aimed at promoting educational content for children, PBS Kids online offers a variety of interactive games, videos, and activities centered around popular PBS Kids shows like “Arthur,” “Sesame Street,” and “Curious George.” The platform is designed to be both entertaining and educational, seamlessly integrating learning objectives into fun digital experiences. Parents and educators have lauded PBS Kids Online for its commitment to quality, age-appropriate content that engages children while supporting their cognitive and social development.

Conclusion on Learning Games

Most people think of games as being strictly recreational. But this does not necessarily have to be the case. Games can help kids of all ages master learning feats without the struggle and frustration that is often felt in formal learning contexts. When designed properly, they can boost feelings of confidence, and accomplishment (Core Drive 2: Development of Accomplishment
2) and self efficacy. They offer excellent opportunities for players to tap into enormous reserves of creativity and problem-solving abilities. And best of all, they can be incredibly enjoyable.

(Thanks to Christine Yee for tremendously helping me with this post)

Updated in 2023 by Howie Ju

Top 10 Finance Gamification Examples To Level Up in 2023

This article was written by Erik van Mechelen, based on the Octalysis framework designed by Yu-kai Chou. Updated in 2023.

Human-focused Finance

The main takeaway from Yu-kai Chou’s Actionable Gamification: Beyond Points, Badges, and Leaderboards is that design experiences, particularly those involving gamification, need to be designed for humans. That’s why Yu-kai refers to them as human-focused.

Finance should be human-focused too. It’s not only about numbers and making them better. It is about improving our relationship to money, making it easy for families to track expenses and investments, and helping businesses manage their contractors and make deals.

Here are the top 10 finance apps to watch (or use!) in 2017.

As always, I’ll refer to the 8 Core Drives of Octalysis. As a bonus, I will mention a few Game Techniques along the way, too!

Edit: I also just learned about SaveUp.com (earn credits for financial behaviors), SmartyPig.com (automate transfers to digital piggy banks earmarked for savings goals), and Trade Samurai (learning Forex trading). These are very solid as well!

Continue reading Top 10 Finance Gamification Examples To Level Up in 2023

The 10 best social products that use Gamification to literally save the world (2023)

Click here to view our full list of Gamification examples.

As a Gamification Pioneer, one of the most common responses I get when I tell people about Gamification is some version of, “Interesting. But how can something like video games really create value in real-world important things?” In other words, “I’m going to be polite to you, but I think this is a gimmicky fad that has no impact.”

Instead of trying to convince people with the same arguments over and over again, I’m going to settle this issue here once and for all – Gamification not only has real-life value and impact, but it even saves lives and could ensure our future as a race!

Earlier I wrote about Old Spice’s Genius Gamification Marketing Campaign DIKEMBE MUTOMBO’S 4 1/2 WEEKS TO SAVE THE WORLD. While I think it is brilliant and does a lot of things well, I can assure you that it does NOT really save the world, outside of making more men smell like an adventure and bake gourmet cakes with the kitchens they made with their own hands.

But the 10 Examples below will blow your mind away and show you why Good Gamification, or “Human-Focused Design” (as opposed to Function-Focused Design”), undeniably has a role in “adding more lives” to our future.

Many thanks for the help of 周唯中 for making the work below possible.

Gamification Example 1: Puzzle Game FoldIt made breakthrough in AIDS Research that Scientists couldn’t solve

By 2009, AIDS had already killed 30 Million people, or close to the equivalent of the State of California. As of 2010, there are still 34 Million people who have contracted HIV. For 15 years, many of the top PhD Scientists in the world were trying to decipher a crystal structure for one of the AIDS-causing viruses called the Mason-Pfizer monkey virus (M-PMV), but could not solve it.

Luckily, the University of Washington’s Center for Game Science (yes, such a center exists) collaborated with the Biochemistry department and created FoldIt, an online puzzle video game about protein folding. Foldit utilizes a game-like puzzle interface that allows people from all over the world to “play” and compete in figuring out various protein structures that fit a researcher’s criteria.

To everyone’s surprise, with over 240,000 “players” registering for the game and competing viciously against each other, a solution to the structure of the M-PMV was found in 10 days, creating a major breakthrough in the AIDS research field. 15 Years vs. 10 Days? I would say for this alone Gamification added extremely concrete value to the world and could one day save a loved one.

Gamification Example 2: RPG Diary Game Pain Squad helps Patients Combat Cancer by providing both Purpose and Data

Continue reading The 10 best social products that use Gamification to literally save the world (2023)

Top 10 Gamified Healthcare Games that will extend your Life (2023)

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 regimen 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 10 Gamified Healthcare Games that will extend your Life (2023)

Top 10 eCommerce and shopping examples that use Gamification (2023)

Click here to view our full list of Gamification examples.

Shopping has evolved so much from traditional market exchanges. It completely transformed from acquiring of needed goods into a rich experience that integrates deeply into every single culture of civilizations that can afford to power such an activity. People shop for fun, and for many (ahem, me not included), shopping could still be an epic win after spending 3 hours in a mall without buying a single item.  (In the rulebook for my game, if I am shopping for over an hour and I buy nothing, I feel that I have failed. No Win-State for me…)

As shopping went online, a lot of the fun, interactive, and social experiences of shopping disappeared. However, it opened up a whole new world of other fun and exciting activities that could make shopping even more addicting than ever – except this time within the comforts of my home, and I can achieve my win-states much more often.

This is where eCommerce Gamification comes in place. Awesomely, many eCommerce gamification examples out there have actively improved sales and conversions by double or even triple digits towards the right direction, and some helped eCommerce sites become $Billion businesses!

Below I present to you 10 stellar eCommerce Gamification examples that will revolutionize shopping. Many of these examples are from an older period. Nevertheless, these classic eCommerce examples remain timeless concepts and are worthy of study.

eCommerce Gamification #1: eBay’s Bidding and Feedback System

When it comes to early good gamification, few can match eBay’s ability to bring out our Core Drives.

If you were to just think of creating an e-commerce store, it’s not necessarily intuitive to have a competitive bidding system, real-time feedback, and stars for leveling up that eBay introduced.

The power of eBay is that buying items on eBay isn’t just a “purchase” like most e-commerce sites (Core Drive 4: Ownership & Possession in Octalysis), but when you buy something on eBay, you feel that you WON! Even though you might have paid 10% more compared to what you initially wanted to pay, you felt that you beat the other bastards who were bidding against you, sealing your victory. This is an enormously good example of Core Drive 2: Development & Accomplishment.

Add that to trying to improve your seller’s %, getting more stars, improving feedback scores, and constantly checking back to see if you have gotten new bids or competition (Core Drive 6: Scarcity & Impatience as well as Core Drive 7: Unpredictability & Curiosity), finally leading to NOT wanting to lose the deal (Core Drive 8: Loss & Avoidance), no wonder everyone keeps saying, “eBay is so addicting!”

eCommerce Gamification #2: Woot.com Daily Deal System

The online retailer, Woot offers only one initial product per day in
limited quantities at a special sale price.  A new product will be
offered only after the supply of the first product has been exhausted,
or by 12:00 AM Central Time.  Each day people will wait for the next
product to be introduced, often at the midnight hour.

Since each product is limited and unknown beforehand, there is a
combination of factors that influence the site’s shoppers.  They know
that the next item up can be desirable and yet limited in quantities.

They also know that they could be disappointed in the particular
product, and have no desire to acquire it.  Thus, Woot’s users are
attracted by the motivation to find out what will be offered and how
“rare” they might perceive it to be.

Oftentimes, when people log onto Woot.com at 4 PM, they see that amazing deal, but unfortunately sold out. After a few days, they feel a stronger desire to finally be able to get the deal. As a result, a bunch of people start to go on Woot at 11:59 PM, constantly refreshing their page, so they can immediately see the new deal and potentially scoop it up if it’s appealing.

When you get users to change their daily habits before going to bed like Woot.com, you are demonstrating an amazing utilization of Core Drive 7: Unpredictability & Curiosity, as well as Core Drive 6: Scarcity & Impatience.

eCommerce Gamification #3: Nike’s Winter’s Angry Campaign

Continue reading Top 10 eCommerce and shopping examples that use Gamification (2023)