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

I date 2015 gamification trends & insights

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Shannon OngFounder and CEO The Catch Twitter: OngShannon

Email: [email protected]

iDATE 2015 Gamification Trends and Insights

Gaming Been Around Since the Beginning…

Dashboard Common Leaderboardsall offer

IDENTITYACHIEVEMENTMASTERY STATUS

Classic Motivations

Achievement

Mastery

Status

Identity

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

“Every startup CEO should understand gamification, because

the gaming is the new normal”

–Bing Gordon, Partner Kleiner Perkins

1 acquire2 engage3 retain

Game Patterns

AQUIRE

Design means everything, make it exciting,

Make it easy to understand

“I want to join and understand how to play”

Make Something Visually Beautiful

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”

Build Excitement

Get them excited about what to expect when first logging in

Motivation to earn Status, Identity

Send Invites

VIRALITYthe new marketing incentivesinvites

ENGAGE

Give Them a Reason to Return

Look ahead and look forward to whats next when they login

Core Drive: create ownership and possession

Set Expectations

I know what to expect and it’s exciting

Core Drive: Scarcity and Impatience design

Engage Through Encouragement

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

Core Drive: Empowerment of creativity and feedback

Build Excitement

Create a fun hook, make it exciting

Adding timers help add the suspense

Core Drive: Scarcity, impatience design, creativity and feedback

RETAIN

Lift Engagement

Tinder: Launched My Moments

Keeping the engagement alive after the first connections is made

Stats and Achievement

Power Ups and Mega Flirts

Cards to Collect

Drive: ownership and possession

Incentives

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.

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.

Questions?

Shannon Ong, Founder and CEO

[email protected]

OngShannon and DateTheCatch