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Chiquita Gets Its
Game On
Steve Daly, CTO, Empower Media Marketing
@spdaly/@empowermm



Cassidy Hamilton, Marketing Brand Specialist, Chiquita Brands
@cassidyjoyh/@chiquita



Steve Patrizi, Chief Revenue Officer, Bunchball
@spatrizi / @bunchball
In a single tweet?
Brands can tap gamification fun to reach real
business goals, engage consumers and end
“one & done syndrome.” #ChiquitaWOMMA
Reinforce Fun
Brand = Badges




    250,000,000 Stickers In Market
The Engagement Dilemma
   I have high brand
     awareness, HH          …so how do we add
    penetration, low        value AND engage
involvement purchase        brand advocates??
      and limited
      packaging…
A simple sidewalk???
Or a treacherous, death defying walk!
A boring drive home…
Or a race to the checkered flag!
Games became
popular.
People reached for
games for
Accomplishment
outside reality.
Games are everywhere – Everyone is a
              gamer
                  • 120M people are enrolled
                    in travel award programs
                  • Starbucks is awarding
                    points and badges for store
                    visits
                  • 200M+ people play social
                    games with only virtual
                    rewards
Who has figured out engagement &
                    loyalty?



  Game Designers             Social Networks          Airlines & Hotels


    500M People                750M+ People            120M People
playing games at least     sharing & commenting   choosing vendors to earn
     1hr per day             4 hours every day      500B points per year




                         What’s their secret?
Addressing 3 Basic Human Motivators




Achievement             Status                  Rewards

Levels in games   Standings/leaderboards     Access to exclusives
 Miles & points      Job titles at work    Early boarding/upgrades
 Progress bars      Likes on Facebook      Discounts & incentives




         In other words, they’re using
  game mechanics to drive engagement & loyalty.
Fixing the
“One and
Done”




Will it ever
happen
again???
We work
hard for this.                                               Engage??

          Attract                       Satisfy
   Traffic Optimization                Content
(SEM, PPC, Display, Email)          Optimization
                             (A/B Testing, Copy, Creative)



                                 And this.
ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn]
1. Applying the mechanics of gaming to
   non-gaming activities to change
   people’s behavior.
2. Integrating game dynamics and game
   mechanics to drive participation and
   engagement.


                                          18
Gamification drives
 participation/engagement.



Participation/engagement drives
         business value.
     19
Pioneering Gamification since 2007

                   Founded in 2005

                   Created gamification in 2007

                   First customer: NBC’s The Office

                   Work with over 100 customers

                   Engage over 125M users

                   Power over 14B actions
Combining Experience & Technology




Gamification Expertise            Nitro Motivation Platform
4+ years deploying gamification    Powerful, scalable & proven engine

   Experience in B2C & B2B        Seamless integration across platforms

Focus on sustainable user value    Cloud-based and constantly updated
Multi-Layered Experience
The 7 Things To Take Away
   1) Progress: Bars, Levels, Points, Badges, Customization –
      we like to see our progress
   2) Missions: Provide multiple long-and-short-term aims for
      players to tackle
   3) Credit: track & reward effort, not just achievement
   4) Feedback: tangibly link actions to consequences
   5) Surprise: add the Element of Uncertainty to drive and sustain
      interest
   6) People: we're most engaged by people – especially
      collaborating in groups
   7) Engagement: games are tuned to dole out rewards that
      engage the brain and keep us wanting more
Steve Daly, CTO, Empower Media Marketing
@spdaly/@empowermm



Cassidy Hamilton, Marketing Brand Specialist, Chiquita Brands
@cassidyjoyh/@chiquita



Steve Patrizi, Chief Revenue Officer, Bunchball
@spatrizi / @bunchball

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Chiquita Gets its Game On

  • 2. Steve Daly, CTO, Empower Media Marketing @spdaly/@empowermm Cassidy Hamilton, Marketing Brand Specialist, Chiquita Brands @cassidyjoyh/@chiquita Steve Patrizi, Chief Revenue Officer, Bunchball @spatrizi / @bunchball
  • 3. In a single tweet? Brands can tap gamification fun to reach real business goals, engage consumers and end “one & done syndrome.” #ChiquitaWOMMA
  • 5. Brand = Badges 250,000,000 Stickers In Market
  • 6. The Engagement Dilemma I have high brand awareness, HH …so how do we add penetration, low value AND engage involvement purchase brand advocates?? and limited packaging…
  • 8. Or a treacherous, death defying walk!
  • 9. A boring drive home…
  • 10. Or a race to the checkered flag!
  • 11.
  • 12. Games became popular. People reached for games for Accomplishment outside reality.
  • 13. Games are everywhere – Everyone is a gamer • 120M people are enrolled in travel award programs • Starbucks is awarding points and badges for store visits • 200M+ people play social games with only virtual rewards
  • 14. Who has figured out engagement & loyalty? Game Designers Social Networks Airlines & Hotels 500M People 750M+ People 120M People playing games at least sharing & commenting choosing vendors to earn 1hr per day 4 hours every day 500B points per year What’s their secret?
  • 15. Addressing 3 Basic Human Motivators Achievement Status Rewards Levels in games Standings/leaderboards Access to exclusives Miles & points Job titles at work Early boarding/upgrades Progress bars Likes on Facebook Discounts & incentives In other words, they’re using game mechanics to drive engagement & loyalty.
  • 16. Fixing the “One and Done” Will it ever happen again???
  • 17. We work hard for this. Engage?? Attract Satisfy Traffic Optimization Content (SEM, PPC, Display, Email) Optimization (A/B Testing, Copy, Creative) And this.
  • 18. ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn] 1. Applying the mechanics of gaming to non-gaming activities to change people’s behavior. 2. Integrating game dynamics and game mechanics to drive participation and engagement. 18
  • 20. Pioneering Gamification since 2007 Founded in 2005 Created gamification in 2007 First customer: NBC’s The Office Work with over 100 customers Engage over 125M users Power over 14B actions
  • 21. Combining Experience & Technology Gamification Expertise Nitro Motivation Platform 4+ years deploying gamification Powerful, scalable & proven engine Experience in B2C & B2B Seamless integration across platforms Focus on sustainable user value Cloud-based and constantly updated
  • 23.
  • 24.
  • 25.
  • 26. The 7 Things To Take Away 1) Progress: Bars, Levels, Points, Badges, Customization – we like to see our progress 2) Missions: Provide multiple long-and-short-term aims for players to tackle 3) Credit: track & reward effort, not just achievement 4) Feedback: tangibly link actions to consequences 5) Surprise: add the Element of Uncertainty to drive and sustain interest 6) People: we're most engaged by people – especially collaborating in groups 7) Engagement: games are tuned to dole out rewards that engage the brain and keep us wanting more
  • 27. Steve Daly, CTO, Empower Media Marketing @spdaly/@empowermm Cassidy Hamilton, Marketing Brand Specialist, Chiquita Brands @cassidyjoyh/@chiquita Steve Patrizi, Chief Revenue Officer, Bunchball @spatrizi / @bunchball