| Title | Description | Company
| Type
| Hard fact
| Link |
| Beta one | During pre-release phases of development, Microsoft's Testing Division asks people to surrender their machines overnight for us to test and we give them back the next day. This has to happen multiple times, and participation rates drop, the more often they have to do that. The game is Hang Man-style to spell out the words "beta one" for pre-release testing | Microsoft | Internal Productivity Game | 4x improvement in participation | Blog |
| Language Quality | Within a simple Silverlight application, 500,000 screens were reviewed by over 4,500 people to correct and/or improve the translations.
"In many ways this played to people's enjoyment in their ability to use their native languages and their national and corporate pride," said Smith. "They didn't want their friends to see a project they worked on with bad translations."
This game was much more sophisticated than the early 'Beta One' effort. "We injected false failures, intentionally poor translations, into the game to make sure that people were really paying attention and not just 'knee-jerk' circling everything on the screen," Smith said. "We had leaderboards by individual and by language to tap into that national pride. Japan took a day off company-wide to play the game. They won that leaderboard." | Microsoft | Internal Productivity Game | | Blog |
| Communicate Hope | Communicate Hope, which aided the development of Microsoft's Office Communicator (now known as Lync). For this game, the goal was to get users to provide feedback on the product design and usability and to submit bugs. The game leaderboard was linked to five charities and Microsoft's contributions to those charities was tied to the game results. Smith's group got 16x more feedback from people playing the game than those not playing the game, and tens of thousands of dollars went to the charities.
Communicate Hope worked at both ends of the testing process, as it had a second component that rewarded the test team members if they responded quickly to feedback (taking away from their usual focus of recording and fixing bugs). | Microsoft | Internal Productivity Game | 16x more feedback | Blog |
| Ribbon Hero 1 & 2 | A game that incentivizes MS Office users to learn new skills in office. Done by the MS Office with the Xbox team, this game proved so successful, that a sequel was launched. | Microsoft | Productivity Games for End Users | | Blog |
| Just Press Play | Students who dropout early were less likely to have been woven into the social fabric of their school. Phelps proposed to create a productivity-style game around the "non-academic" aspects of college life and turn it into a "Hero's Journey." | Microsoft & Rochester Institute of Technology | Productivity Games for Education | | Blog |
| Foldit | Gamers have solved the structure of a retrovirus enzyme whose configuration had stumped scientists for more than a decade. The gamers achieved their discovery by playing Foldit, an online game that allows players to collaborate and compete in predicting the structure of protein molecules. After scientists repeatedly failed to piece together the structure of a protein-cutting enzyme from an AIDS-like virus, they called in the Foldit players. The scientists challenged the gamers to produce an accurate model of the enzyme. They did it in only three weeks. | Foldit | | Gamers solved problem within 3 weeks, scientiests couldn't olve it for 15 years. | |
| Bottle Bank Arcade | Many of us return our plastic bottles and cans. Noticeably fewer recycle their glass. Maybe that's because we don't get any money in return, as we do for cans and plastic. Can we change this attitude by making recycling glass fun to do? So you are not just rewarded with a good conscience, you also get a smile. See the results here. | TheFunTheory | Productivity Games for End Users | 50x more usage than nearby bottle return | Video |
| The world's deepest bin | To throw rubbish in the bin instead of onto the floor shouldn’t really be so hard. Many people still fail to do so. Can we get more people to throw rubbish into the bin, rather than onto the ground, by making it fun to do? See the results here. | TheFunTheory | Productivity Games for End Users | 132% more trash was collected | Video |
| Piano stairs | ”Take the stairs instead of the escalator or elevator and feel better” is something we often hear or read in the Sunday papers. Few people actually follow that advice. Can we get more people to take the stairs over the escalator by making it fun to do? See the results here | TheFunTheory | Productivity Games for End Users | 66% more people than normal choose to use the stairways | Video |
| Speed camera lottery | The winning idea of the fun theory award, submitted by Kevin Richardson, USA. Can we get more people to obey the speed limit by making it fun to do? This was the question Kevin’s idea answered and it was so good that Volkswagen, together with The Swedish National Society for Road Safety, actually made this innovative idea a reality in Stockholm, Sweden. | TheFunTheory | Productivity Games for End Users | 22% reduction in speed | Video |
| The Play Belt | You can only then use the in car entertainment system, when you are buckled up. | TheFunTheory | Productivity Games for End Users | | Video |
| Travel Expense System | When you plan a trip, you get an allowance for each location. If you stay above, no questions asked, just submit the bills. If you are below, you can select what you do with the money: - paid out on your next pay check
- saved towards another travel that might not even be have planned
- donate it towards a charity
| Google | Internal Productivity Game | nearly 100% compliance | |
| Toilet seat | Train your son to lift the toilet seat by gamifying it with a cowboy on the lid, when you lift the seat it also shows the cowboy drawing guns and at the same time a pea falls into the water, at which you can "aim" | | | 4 out of 9 (44% increase) | Video |
| Survey | Rephrasing questions on the survey in a way, that make it more interesting for participants lead to a sharp increase in responses.[..] A question such as “Describe yourself” yielded on average 2.4 descriptive words, with effectively 85% of respondents answering. When that question was changed to present the challenge “Describe yourself in exactly seven words” the descriptors increased to an average of 4.5 and the response rate rose to 98%.[..] Our study found that by adding a motive to answer a question we could improve the response rates. For example, we asked respondents how much they liked each of a list of music acts. Typically, this yielded evaluations of 83 artists. Not bad. However, when we asked them to imagine that they owned their own radio station and to decide which of the artists they would put on their station’s playlist, respondents were willing to spend longer deliberating their answers and the average number of artists evaluated rose to 148.[..] “When we asked respondents to make a list of their favourite foods, we received an average of six items in response. When we told them they had two minutes to do it, the figure rose to 35” [..] When we gave respondents a packet of crisps and a series of labels to describe them, ranging from “well designed” and “good colours” to “unoriginal”, we produced 15% more activity (in clicks) and 50% more fun reported by respondents. | Engage Research and GMI | Productivity Games for End Users | - from 2.4 raise to 4.5 descriptive words
- response rate frmom 85% to 98%
- # of artists evaluated from 83 to 148
- from 6 favourite food items mentioned to 35
| Link |
| The great perfect T-Shirt-Debate | This and many many more examples are in the slide deck Gamification: How Effective Is It? | | | - User participation up from 68% to 83%
- Community interaction up from 3% to 37%
- Avg. # user posts up from 1.5 to 2.3
- ...
| Link (slide 24) |
| Interrupting Online Video Views | Using game mechanics, blurbIQ turns video commercials from passive to active engagement by overlaying brand and trivia questions on the video. The average number of brand questions answered per 30-second engagement is 3.39. Up to 5% of visitors end up sharing something with friends. Of these 80% are shared via Facebook, 16% share via email and 4% share via Twitter. "You would think that interrupting video views to ask brand-related questions would kill user interest. But just the opposite happens. They watch longer, convert at a higher rate and remember more about the brand message. We drive consumers to interact with and understand the messaging of the video," says Scott Reese, CEO of blurbIQ Inc | blurblQ | | - interaction rate of 37.97%, a lift of 915% over the "industry average" of the other video vendors of 4.15%
- video completion rate was 65.45% vs. 43.57%
- click-through rate was 2.52% vs. 0.18%, a lift of 1,400%
- Video viewers exposed to blurbIQ's "gamification" have shown +95% unaided brand and key message recall two weeks after one exposure vs. single digits for TV viewers of the same commercial.
| Link |
| Student journalists get gamified | A graduate journalism professor from NYU uses multiple game mechanics to engage his students. Among them are leaderboards for social media, where students over the course of 14 weeks to grow their followers, as well as handing in over 20 assignments. And through a company called Stray Boots, I organized a Wall Street treasure hunt, in which students learned the history of the area through playing a walking game. A report from the 2006 Summit on Educational Games by the Federation of American Scientists found that students recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But students remember 90% "if they do the job themselves, even if only as a simulation." | | | - Collectively, my 15 grad students correctly answered 77 out of 150 questions (or 51.3%) from the reading passage but for the Treasure Hunt they got 89 of 150 right (or 59.3%).
| Link |
| Call center gamification | LiveOps Inc., which runs virtual call centers, uses gaming to help improve the performance of its 20,000 call agents—independent contractors located all over the U.S. Starting last year, the company began awarding agents with virtual badges and points for tasks such as keeping calls brief and closing sales. Leaderboards allow the agents to compare their achievements to others. | LiveOps | | - Since the gamification system was implemented, some agents have reduced call time by 15%, and sales have improved by between 8% and 12% among certain sales agents, says Sanjay Mathur, vice president of product management at LiveOps, Santa Clara, Calif.
- Introduction of the platform was met with an 80% adoption rate in the very first week. And these adopters were found to have outperformed non-users by 23%, with an average +9% higher rate of customer satisfaction. Further measurement proved that gamification reduced training from an average of four weeks, to 14 hours. That's over three-and-a-half weeks of earned productivity.
| Link1 Link2 |
B2B Marketer in Finance
| To launch a new website in the finance sector, the game "Kill the Paper Invoice" was launched. | Sharedserviceslink | | Over the first month of the campaign:
- Website visits increased by 108.5%
- Unique website visits increased by 99.8%
Over the second month of the campaign:
- Website visits increased by 95.9%
- Unique website visits increased by 81.4%
Other results include:
- 34% increase in membership database
- 9.38% conversion rate from game page visit to data capture
- 19.7% of leader board entrants forwarded the game to a colleague
| Link |
OpenText
| A community used leaderboards for social adoption & usage | | | - business usage and adoption increase by 250%
| Link |
Buffalo Wild Wings
| Campaign that generated +100Mio impressions via Facebook & Twitter | | | - first 3 weeks: 30,000 players
- 3 months: 184,000 players
- 1 in 3 players returned to play again
- Increase in participation by 500%
| Link |
| Green Giant with Facebook/Farmville | Gamified Vegetables | www.farmvillefreak.com | | - generated 420,000 "likes"
| Link |
Playboy
| Voting for Miss Social | | | - doubled consumer base within 4 months
- 85% rate of re-engagement
- 60% improvement in revenues from one month to the next
- Dec. 2010 - March 2011: grew active user base by 80,000
| Link |
American Express Nextpedition
| Finding your travel sign racks up over 2 million 'likes' | | | | Link |
Idea Street
| An innovation game created by the UK Department of Work and Pensions to decentralize innovation and generate ideas from its 120,000 peopl across the organization. It is a social collaboration platform with the addition of game mechanics, including points, leader boards and a "buzz index". | | | - Within the first 18 months, the project had around 4,000 users, generated 1,400 ideas, 63 of which hae been implemented within the Department
| Link |
Objective Logistics
| Automatically determining work performance of employees in restaurants based on criteria such as sales, tips, surveys and customer acquisition data. “In restaurants, the top 10% of employees add $8.54 to every check. The bottom 10% actually subtract $7.21. In many cases it’s even more extreme. MUSE creates a competitive environment, and in doing so shifts the bottom to the middle, the middle to the top and the top through the glass ceiling – we conservatively predict a 2-4% increase in sales at the outset.” | www.objectivelogistics.com
| | Throughout the Not Your Average Joe’s chain the following was reported:
- 1.8% increase in sales
- 11% increase in gratuities
| Link
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Chevrolet Volt
| Chevy Volt uses a simple green / amber indicator (pictured above, right) on the dashboard to give drivers visual feedback on their driving style. If you’re too heavy on the accelerator, the green ball moves up and turns amber. If you’re too heavy on the brakes (preventing the energy recovery system from recharging the batteries) the ball moves down and again, turns amber. The challenge is of course, to keep the ball green, and positioned centrally. | | | - reduced the number of people exceeding the speed limit in Lanarckshire by 53% during a trial of 226 warning signs
| Link |
Insideview
| We saw this internally at InsideView when we wanted to drive social media adoption by the company. The only game mechanic we had to put in place was a monthly email that highlighted to most active employees on Twitter. The internal competition to be in First Place drove up the number of updates from employees 312%. | InsideView | | - A newsletter highlighting top employees, Increased the number of Twitter updates by 312%
| Link |
ePrize
| A group of salespeople who were rarely logging Events. Across the group, they would log about 10/week which is nowhere near what was actually happening or expected. The team felt comfortable in their old ways and weren't behind the change. So we ran a very simple one week sales competition where every Event logged would get a point. Whoever got the most points that week would get $100 gift certificate to a local restaurant for a nice dinner. A contest leaderboard and status updates would be shared daily to keep the team aware of where they stood. | | | - For the 4 weeks prior to the contest, Events logged/week were consistently around 50.
- During the week of the contest, it shot up to 85.
- For the 4 weeks after the contest was over, Events logged/week held steady around 60 – a 10% increase from the pre-contest results.
| Link |
Samsung Nation
| Samsung, for example, came to Badgeville hoping to increase the number of product reviews users post on its website. The companies combined forces to launch Samsung Nation, a social loyalty program that lets users earn badges for such activities as writing reviews and watching videos and compete for rewards. By using Badgeville's platform along with its own technologies, Samsung saw a 500% increase in customers' product reviews. | Samsung Nation | | - 500% increase in customers' product reviews
| Link |
| allkpop | allkpop - an online news site for Korean pop culture (focusing primarily on K-pop – is the infectious Korean brand of pop music). | allkpop | | - During the week long promotion of the game mechanics launch on allkpop, they experienced a 104% increase in shares, 36% rise in comments and 24% more page.
- this has had a long term and sustained impact on traffic levels.
| Link |
| Keas | Keas is an Employee Wellness Program that combines the best of social media and online games to create happier, healthier, more engaged employees. It’s time your company joined the social wellness revolution. | Keas | | - When Keas switched their health behavior-change site to a gamified approach, their user engagement rose 100x (an order of magnitude).
| Link |
| Dosomething.org | Using the power of online to get teens to do good stuff offline. | Dosomething.org | | - Dosomething.org had a 26% response rate from their teen audience to a scavenger hunt. By comparison, 2-3% of their users respond to “marketing” offers.
| Link |
| Wellvolution | Wellvolution (including Shape Up Shield and other programs) is an eight-week-long, social-media-fueled challenge that uses an online platform to let employees form teams, post comments in forums, set team and personal fitness goals, and give virtual 'high fives' for encouragement. | Wellvolution Shape Up Shield | | - In the past three years, [..] 80% of Blue Shield employees have participated in at least one of its wellness programs. During that period, there has been a 50% drop in smoking prevalence and a similar increase in regular physical activity among employees. The incidence of hypertension has fallen by two-thirds, and disability claims are down among participating workers [..]
| Link |
Department of Work and Pension / UK
| That's when he came across Spigit, an innovation management solutions company. Spigit and Gardner's agency gamified government processes by creating DWP's Idea Street initiative in 2007. Through a virtual trading platform, British civil servants could buy and sell stock in new ideas with a virtual currency. What followed was a crowd-sourcing effort that called on civil servants to turn ideation into real cost savings. Those who posted comments and helped execute change could accrue more points, and were even rewarded through promotions. In one case, a call center employee came up with the idea to create internal marketing materials, resulting in that employee's transfer to the office of the head of the DWP. | | | - In less than nine months, the DWP incurred about $41 million in hard savings by innovating its business processes
| Link |
| CaLLogix | As President of CaLLogix, a lean contact center company headquartered in New Hampshire (an expensive geographic area for a contact center), my focus is on being highly responsive to our clients’ changing requirements, delivering exceptional service and managing a profitable company.
Attrition, absenteeism and rising health care costs negatively impact our service and bottom line. Our ability to provide superior service depends on our staff being ready to take the important calls coming into our center. | | | - reduce attrition by 50% and absenteeism by 80% while cutting our insurance premium increase and improving our overall company performance.
When 15 people are absent on a single day in a 200 person contact center, we have to scramble to cover the calls those 15 people would have taken. Prior to implementing our Consciousness @ CaLLogix wellness program, we averaged 15 absences each day. Today we average two. - the company saved $380,000 during the first year of the program – that equates to $2,000 per employee! Further, we haven't had to conduct our usual monthly new hire training in the past 8 months due to big reductions in turnover.
| Link |