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.
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.
Enterprise Gamification Case Stats and Figures
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
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%
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
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
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
16) Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy
Product Gamification Case Stats and Figures
Lifestyle Gamification Case Stats and Figures
3) ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%
Consumer Behavior Gamification Case Stats and Figures
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
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%
17) Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website
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)
Education Gamification Case Stats and Figures
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 a 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) 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%.
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 compared to the control group. Additionally, the users expressed much higher satisfaction in regards to using the system.