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GAMIFICATION
Trends Analysis
 Presentation by: Anne Hinrichsen & Nannan Xun
 Hospitality Marketing and Sales
WHAT IS GAMIFICATION?
 Gamification is defined as the integration of game mechanics or
game dynamics into a website, service, community, or application
in order to make them more fun and engaging and to encourage
customer loyalty.
HISTORICAL REVIEW
 Gamification has been around for hundreds of years,
just not used in the same way as it is now.
For example: the toy in the Cracker Jack box.
 First modern gamification service was created by
Bunchball in 2007.
 BigDoor was founded in 2009.
This is an example of the
rewards a customer could
earn on a site that uses
BigDoor’s gamification
software.
REACH AND SCOPE
 Big and small companies and brands have started to catch on to
gamification as a marketing strategy.
 The more popular gamification becomes the more important it is
for every segment of the business and hospitality world to adopt
the trend into their plans.
DIRECT APPLICATION #1
NIKE
 2012- Introduced Nike+ Fuel Band
 Tracks daily exercise
 Nike Fuel earned based on exercise and
goals
 Online interactive game: Nike Fuel
Missions
 Uses Nike Fuel earned to lead characters
through a world taken over by winter
DIRECT APPLICATION #2
VERIZON
 Social site called Verizon Insider
 Added Gigya (gamification platform) to the site
 Users can earn points and rewards for participating in contests,
posting comments, and promoting events
BUSINESS LANDSCAPE IMPACTS
 Gamification can help manage employee behaviors and
productivity levels
 Employees can use the scoreboards and badges to keep track of
their own behavior and involvement within their company – this
will help motivate employees with competition, challenges,
and the incentive to do their tasks to the best of their ability
 By 2015 gamification will be in 25 percent of
redesigned business processes
COMPETITIVE ADVANTAGE
Gamification
REPORTED IMPACTS
INDUSTRY EXAMPLE- BIG DOOR
 Case example- BigDoor
INDUSTRY EXAMPLE-
 Case Study- BadgeVille
PERCEPTION ON GAMIFICATION
 It is helping publishers to keep their users around their sites.
COURSE CONTENT
 Effective Sales Techniques
 Sales Force Objectives
 Customer Retention
 Customer Satisfaction
 Public Relation
BIGDOOR
 https://www.youtube.com/watch?v=vwIYzr8etcc

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Hinrichsenand xun.gamification

  • 1. GAMIFICATION Trends Analysis  Presentation by: Anne Hinrichsen & Nannan Xun  Hospitality Marketing and Sales
  • 2. WHAT IS GAMIFICATION?  Gamification is defined as the integration of game mechanics or game dynamics into a website, service, community, or application in order to make them more fun and engaging and to encourage customer loyalty.
  • 3. HISTORICAL REVIEW  Gamification has been around for hundreds of years, just not used in the same way as it is now. For example: the toy in the Cracker Jack box.  First modern gamification service was created by Bunchball in 2007.  BigDoor was founded in 2009.
  • 4. This is an example of the rewards a customer could earn on a site that uses BigDoor’s gamification software.
  • 5. REACH AND SCOPE  Big and small companies and brands have started to catch on to gamification as a marketing strategy.  The more popular gamification becomes the more important it is for every segment of the business and hospitality world to adopt the trend into their plans.
  • 6. DIRECT APPLICATION #1 NIKE  2012- Introduced Nike+ Fuel Band  Tracks daily exercise  Nike Fuel earned based on exercise and goals  Online interactive game: Nike Fuel Missions  Uses Nike Fuel earned to lead characters through a world taken over by winter
  • 7. DIRECT APPLICATION #2 VERIZON  Social site called Verizon Insider  Added Gigya (gamification platform) to the site  Users can earn points and rewards for participating in contests, posting comments, and promoting events
  • 8. BUSINESS LANDSCAPE IMPACTS  Gamification can help manage employee behaviors and productivity levels  Employees can use the scoreboards and badges to keep track of their own behavior and involvement within their company – this will help motivate employees with competition, challenges, and the incentive to do their tasks to the best of their ability  By 2015 gamification will be in 25 percent of redesigned business processes
  • 11. INDUSTRY EXAMPLE- BIG DOOR  Case example- BigDoor
  • 12. INDUSTRY EXAMPLE-  Case Study- BadgeVille
  • 13. PERCEPTION ON GAMIFICATION  It is helping publishers to keep their users around their sites.
  • 14. COURSE CONTENT  Effective Sales Techniques  Sales Force Objectives  Customer Retention  Customer Satisfaction  Public Relation