25
Shannon Ong Founder and CEO The Catch Twitter: OngShannon Email: [email protected] iDATE 2015 Gamification Trends and Insights

I date 2015 gamification trends & insights

Embed Size (px)

Citation preview

Page 1: I date 2015   gamification trends & insights

Shannon OngFounder and CEO The Catch Twitter: OngShannon

Email: [email protected]

iDATE 2015 Gamification Trends and Insights

Page 2: I date 2015   gamification trends & insights

Gaming Been Around Since the Beginning…

Dashboard Common Leaderboardsall offer

IDENTITYACHIEVEMENTMASTERY STATUS

Page 3: I date 2015   gamification trends & insights

Classic Motivations

Achievement

Mastery

Status

Identity

Page 4: I date 2015   gamification trends & insights

Gamification….has introduced us to integrating game mechanics to drive desired behaviors.

Page 5: I date 2015   gamification trends & insights

“Every startup CEO should understand gamification, because

the gaming is the new normal”

–Bing Gordon, Partner Kleiner Perkins

Page 6: I date 2015   gamification trends & insights

1 acquire2 engage3 retain

Game Patterns

Page 7: I date 2015   gamification trends & insights

AQUIRE

Page 8: I date 2015   gamification trends & insights

Design means everything, make it exciting,

Make it easy to understand

“I want to join and understand how to play”

Make Something Visually Beautiful

Page 9: I date 2015   gamification trends & insights

First is Key

“First” is Key

Get them excited about playing a game first, animate the actions

“I know what I’m doing, and I like it”

Page 10: I date 2015   gamification trends & insights

Build Excitement

Get them excited about what to expect when first logging in

Motivation to earn Status, Identity

Page 11: I date 2015   gamification trends & insights

Send Invites

VIRALITYthe new marketing incentivesinvites

Page 12: I date 2015   gamification trends & insights

ENGAGE

Page 13: I date 2015   gamification trends & insights

Give Them a Reason to Return

Look ahead and look forward to whats next when they login

Core Drive: create ownership and possession

Page 14: I date 2015   gamification trends & insights

Set Expectations

I know what to expect and it’s exciting

Core Drive: Scarcity and Impatience design

Page 15: I date 2015   gamification trends & insights

Engage Through Encouragement

Get Them Excited, Invite Your Friends, Give them a little encouragement

Core Drive: Empowerment of creativity and feedback

Page 16: I date 2015   gamification trends & insights

Build Excitement

Create a fun hook, make it exciting

Adding timers help add the suspense

Core Drive: Scarcity, impatience design, creativity and feedback

Page 17: I date 2015   gamification trends & insights

RETAIN

Page 18: I date 2015   gamification trends & insights

Lift Engagement

Tinder: Launched My Moments

Keeping the engagement alive after the first connections is made

Page 19: I date 2015   gamification trends & insights

Stats and Achievement

Page 20: I date 2015   gamification trends & insights

Power Ups and Mega Flirts

Page 21: I date 2015   gamification trends & insights

Cards to Collect

Drive: ownership and possession

Page 22: I date 2015   gamification trends & insights

Incentives

Page 23: I date 2015   gamification trends & insights

La Quinta Gamification Case Study

General slot machine game that most people are very familiar with.

Users click the big Spin Button a large Win-State action that visually attracts the user to it), and they get a chance of winning points, or collectables

Source: Yu-Kai Chou: Yu-kai was one of the earliest pioneers in Gamifcation, starting his work in the industry in 2003 and was Rated 4th on the Top 40 Gamification Gurus by Leaderboarded.

Page 24: I date 2015   gamification trends & insights

La Quinta Results

✤ La Quinta sent out emails to 83,600 potential customers on their email list promoting the Stay and Play game.

✤ Out of the 83,600 email recipients, 2000 people signed up to the Lucky Diem promotions program, which is a 2.4% email conversion rate.

✤ Within a three-month period, those 2000 users eventually led to 10,700 new referral signups, representing a K Factor of 5.3K (Viral Coefficient of 530%). 34% of the users returned every single day and spent 3.75 minutes on average daily and contributed to 23,000 unique user invites, 10,000 new Facebook Likes and 4,500 new Twitter Followers for La Quinta.

✤ 14.1% of the users ended up becoming paying customers, with Lucky Diem’s platform engendering 1,784 new bookings for La Quinta, a 712% sales lift against the control group. That’s a tremendous win for any established chain or company that is already extremely successful in their own right.

Page 25: I date 2015   gamification trends & insights

Questions?

Shannon Ong, Founder and CEO

[email protected]

OngShannon and DateTheCatch