Top Banner
WE ARE THE GAMIFICATION EXPERTS GAMIFICATI N ENGAGEMENT & RESULTS
23
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Gamification - Fredrik Siren - Richen

WE ARE THE GAMIFICATION EXPERTS

GAMIFICATI N ENGAGEMENT & RESULTS

Page 2: Gamification - Fredrik Siren - Richen

RICHEN is a privately owned company that specializes in enriching the value of existing brands. Our main tools are gamification and crowdsourcing. Our employees are experts in marketing, advertising and the digital way of business.

Page 3: Gamification - Fredrik Siren - Richen

THE PHENOMENA

Page 4: Gamification - Fredrik Siren - Richen

WIKIPEDIA SAYS: Gamification is the use of game mechanics & elements in a non-game

environment.

Page 5: Gamification - Fredrik Siren - Richen

GAMIFICATION ELEMENTS MISSIONS ACHIEVEMENTS TOP LISTS

SOCIAL REWARDS GOALS

Page 6: Gamification - Fredrik Siren - Richen

BUT WHAT IS IT REALLY?

Page 7: Gamification - Fredrik Siren - Richen

IT’S ABOUT COMMITMENT

Page 8: Gamification - Fredrik Siren - Richen

DATING

Page 9: Gamification - Fredrik Siren - Richen

LONG TERM GOAL

Page 10: Gamification - Fredrik Siren - Richen

WHY DOES

IT WORK ?

Page 11: Gamification - Fredrik Siren - Richen

VS.

FUNCTION FOCUSDESIGN

HUMAN FOCUS DESIGN

Page 12: Gamification - Fredrik Siren - Richen

STATUS / ACCESS / POWER / ONLY THEN STUFF

SAPS

Page 13: Gamification - Fredrik Siren - Richen

ENGAGEMENT CAROUSEL

ACTIVATE USERS

SPURS THEM

ON

EMPOWERS

MOTIVATES MORE

Source: Forrester 2012

Page 14: Gamification - Fredrik Siren - Richen

INDUSTRY EXAMPLES INTERNAL

Spotify: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily

SALES

Autodesk: gamified the free trial, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%

MARKETING

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

EDUCATION

The impact of levels, badges and a feedback system connected to a study course, 18.5% higher average grade for students enrolled in the gamified course.

Page 15: Gamification - Fredrik Siren - Richen

CASE: VEIKKAUS POINTS

WE ARE THE GAMIFICATION EXPERTS

Page 16: Gamification - Fredrik Siren - Richen
Page 17: Gamification - Fredrik Siren - Richen
Page 18: Gamification - Fredrik Siren - Richen

OUR RESULTS OF GAMIFICATION

+3000% The growth of

watching videos.

A drop of

70% in leaving

tasks undone.

+20% site visit & frequency increase.

MIN More time spent on Website

87% Very

positive user feedback.

Page 19: Gamification - Fredrik Siren - Richen

VIDEO WATCHING

63BEFORE

VIEWS

1516AFTER

VIEWS

Page 20: Gamification - Fredrik Siren - Richen

RE-DIRECTION

150BEFORE

VISITS

10xVISITS

Page 21: Gamification - Fredrik Siren - Richen

USER PARTICIPATION

39491195TESTS DONE

23%QUIT

6,5%QUIT

TESTS DONE

230%GROWTH

Page 22: Gamification - Fredrik Siren - Richen

WHY SHOULD YOU DO IT? ( i.e. the SNAKEOIL PITCH )

At this stage results are guaranteed. For the price of a marketing campaign you WILL get better short / long –term results.

Page 23: Gamification - Fredrik Siren - Richen

GAME IS N! DO YOU WANT TO KNOW MORE?

FREDRIK SIRÉN: +358 40 555 1409 | [email protected]