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Gamification: Loyalty by Design
Loyalty Summit, Mumbai 2015
Marigo Raftopoulos
We are bored,
disengaged &
uninspired
Engaged
Disengaged
Enrolled
20%
40%
40%
Towers Perrin 2011; Gallup 2013;
CEO Institute 2013
Carl Jung
Modern Psychology
Who Am I
Sri Ramana Maharashi
Joseph Campbell
Hero’s Journey
Follow Your Bliss
Jiddu Krishnamurti
Loyalty by Design
• Today’s session
– Challenges for loyalty
– What is gamification
– Design customer experience
– Examples and case studies
– Technology & platforms
• Challenge Questions
– Learn from each other
• 10 key steps
– Set you on your way
– Questions
About me
• Independent business strategy advisor
– Private & public sector
– Technology startups and incubators
– EU Commission Horizon2020
– Mixing business & games for 10+ years
• PhD researcher: gamification and
business innovation
• Technology neutral
What do customers want from loyalty
programs?
• Not great news: High cost,
high maintenance, low loyalty
• Customers have been trained
to expect financial rewards
• They think you’re incentivising
them to spend more (trust
issues)
• Need to move to a positive,
customer centric model Save money Receive rewards
Earn rewards Other
Technology Advice 2014
57.4%37.5%
Key challenges for customer loyalty
• Brand loyalty is waning
• Milennials are not engaging
• High cost to run
• Poor design
• We’re at an impasse
• Significant opportunities emerging
Do you really know your customer?
What are your assumptions
about your customer needs,
wants and desires?
What are your default decision
making models? How do you
test & revise them?
This is what game designers
know…
Who am I?
Reiss 2000: 16 core desires…
Power
Independence
Honor
Community
Ownership
We are bored,
disengaged &
uninspired
Engaged
Disengaged
Enrolled
20%
40%
40%
Towers Perrin 2011; Gallup 2013;
CEO Institute 2013
When you are listening to
somebody, completely, attentively,
then you are listening not only to
the words, but also to the feeling
that is being conveyed, the whole
of it, not part of it.
Jiddu Krishnamurti
(via Joseph Campbell)
How do your customers FEEL?
Are you taking more than you are
listening?
How gamification can be used in loyalty
• Game elements, game thinking
– Engage interest, connect, intrigue, interactive
– Part of a blended approach
• Using behavioral economics, to frame choices
with game mechanics
– To engage and motivate
– Enhance systems
– Trigger responses
• Deep customer engagement
– Rethink and redesign end-to-end systems
– Delighting your customers
– Emotional connection
– Designing experience
– Long term relationship rather than a short term fling
Three major types gamification
Gamification in Loyalty (1/3)
1. Games & simulations
• Engagement. Awareness. Marketing
McDonald’s Channel to
market strategy
Qantas FF partner
awareness program
Gamification in Loyalty (2/3)
2. Game Mechanics
• Rewards. Recognition. Reputation. Status. Community. Challenge.
Randomness. Surprise. Points. Badges. Leaderboards…
xxx
Gamification in Loyalty (3/3)
3. Playful Experiences
• Deep connection with the customer. Create long term
relationships. Customer journey focused. Integrated.
Expedia.com geo-
location game to build
relaltionships
“Fantasy Football” rewards
loyal customers with an
active experience
Strategy always comes first!
• Do you really know your customer?
– Challenge your assumptions about who they are, what their
needs are, what inspires them
• Clearly articulated business goals?
• Does this fit into your overall Brand identity,
promise and narrative?
• Are you designing a holistic, integrated
customer experience?
What resonates with you so far?
Loyalty Experience Design Matrix
(simple example using only financial metrics)
Shift existing
customers to spend
more or higher
margin
Acquire new
customers at high
margin
products/larger
basket
Retain existing
customers,
spending the same
levels
Acquire new
customers at entry
level spend
CUSTOMERS
SPENDING
Retain Acquire
Uplift
Maintain
A C
DB
Customer experience design is different in
each quadrant
Shift existing
customers to spend
more or higher
margin
Acquire new
customers at high
margin
products/basket
Retain existing
customers,
spending the same
levels
Acquire new
customers at entry
level spend
CUSTOMERS
SPENDING
Retain Acquire
Uplift
Maintain
ENGAGE
STABILIZE ENGAGE
INNOVATE
Tactical
promotions,
discounts and
rewards won’t
influence long
term behavior
change
A C
DB
Growth options will require
re-engagement on a different level
Shift existing
customers to spend
more or higher
margin
Acquire new
customers at high
margin
products/basket
Retain existing
customers,
spending the same
levels
Acquire new
customers at entry
level spend
CUSTOMERS
SPENDING
Retain Acquire
Uplift
Maintain
ENGAGE
STABILIZE ENGAGE
INNOVATE
Tactical
promotions,
discounts and
rewards won’t
influence long
term behavior
change
A C
DB
*
*
*
*
Growth options
Gamification optimizes loyalty (1/2)
• Tool to influence consumer behavior
– Frame choices & pathways
• Customer centric by design
– Human centered design
• Digital, multichannel, interactive, trans-media
– No media is independent of each other
Gamification optimizes loyalty (2/2)
• Seamless customer experience
– One company narrative
• Strategic mindset
– No gimmicks which are inauthentic
• Data generating
– data analytics and social media
Designing customer experiences..
Four gamification case studies:
Nike * Starbucks * JayZ * Expedia
Nike
Gain control over supply chain
Games
Game Mechanics
Playful Experiences
Empowering Customers
Socialization, challenges, curate & display achievements,
micro rewards, track exercise, give control (empower)
Customer experience: smarter, social,
motivational
Nike own the customer & now
control their supply chain
7 million runners
Brand loyalty
Big Data
57,000 materials
Vendor index
Open Data
Customer insight
Open access for devs
Business innovation
New product awareness: Help athletes stay warm while training, points, awards,
leaderboard. Try products. Win a meeting with the athletes
What does it feel like?
Starbucks
Differentiate an ordinary experience
Capture customer buying behaviour
Technology integration
Subtle gaming elements
stars, levels, redeem, random rewards & surprises
1
2
5
3
4
1
5
1. Onboarding
2. Rewards
3. Levels
4. Customisation
5. Gifting
Feedback
Surprise
Payments
Marketing,
Sales,
Loyalty
Technology integration for
convenience
Integrate payment methods with mobile technology
Pre-order and pre-payment
Membership doubled from 4.5m in 2012 to 9.0m in 2013
Starbucks knows
their customers, &
keeps them
engaged
Engagement is continuous.
You don’t set and forget
JayZ Decoded
Rewarding loyal customers
Epic adventure!
Multi-media, Multi-channel
Geo-location based game
Partner alliance strategy
(Random House + Bing Maps + Universal Music)
Create Experiences
Deeper customer relationships
A glimpse into and deep connection with the man that is the
Creating shared experience
Connection of the physical, virtual, and emotional
What does it feel like?
Expedia.com
Customer engagement by creating
experiences through games, location
base competitions, playful experiences
Different gamification for different
purposes
Different forms of gamification provide a holistic
experiences for customers to interact with your
brand
Challenge Question:
Which of these examples have
sparked ideas or your imagination?
An eye to the future
Gamification-enabled technologies
An eye to the future:
Gamification + Virtual/Augmented Reality +
Web/Mobile
Augmented Reality shopping: delight,
curiosity, discovery, awareness,
marketing, feedback
+ Gamification enabled: Playful experiences, onboarding, feedback-loops,
rewards, prizes, sharing, data capture, tech integration
Heinze AR app: customers win cookbook
& prizes when camera placed over the
product. Polls, location & preferences
An eye to the future:
Gamification + Virtual/Augmented Reality +
Web/Mobile
3D Augmented Reality
virtual fitting room
(shopping center)
Virtual Reality Fitting
room (web, home based)
+ Gamification enabled: Playful experiences, onboarding, feedback-loops,
rewards, prizes, sharing, data capture, tech integration
Gamification platforms for loyalty (1/2)
• Technology options:
• Digital gamified apps and web platforms (80+)
• Game and app developers
• Media agencies
• Experience & service designers
• Many mechanics in use – be selective & strategic
• Average cost of traditional loyalty programs US$500,000
(2010) can now be run for US$1000 on new platforms
• Only 5-10% business have a loyalty program – this
technology opens affordable options, esp for SMEs
Gamification platforms for loyalty (2/2)
• Engaging on-boarding mechanisms based on
motivation & behavioural design to:
• Join or sign up
• Stay in the program
• Participate in the program
• Integration with other digital technologies – mobile,
web, email, sms, geo-location
• More convenient and engaging
• Prolific data collection and analytics
• Intelligence before/during/after purchase
Challenge Question:
How are you looking to integrate these
new technologies in your program?
Ten Key Steps: 5+5
5 things to be, 5 things to do
• This may not be what you think
• Customer strategy
• Product strategy
• Technology strategy
• Capability strategy
• But you already know how to do this
Ten Key Steps: 5+5
5 things to be:
• Be courageous
• Stretch the boundaries of your product/service model
• Be curious
• What really makes your customer’s tick? Keep asking WHY?
• Be creative
• Dare to try something different, even if you think you can’t.
• Be playful
• Socrates: “an hour of play, a year of conversation”
• Be proactive
• Or else your competitors will. The time is never ‘right’.
Courageous
Curious
Creative
Playful
Proactive
Ten Key Steps: 5+5
5 things to do:
• Loyalty is everyone’s job, so share the love
• NASA janitor: “I’m helping put a man on the moon”
• Put a team together tomorrow and run a design-thinking exercise
• Rethink your product, service, and your loyalty paradigm with ‘radical ideas’
• Ask your customers and really ‘listen’
• Be prepared to let go of company folklore (satisfaction is not loyalty)
• Experiment by starting small on one easy project
• Big things grow from there (Commonwealth Bank)
• Borrow ideas
• No need to reinvent the wheel (Expedia on JayZ)
Most importantly,
What does it feel like to your customers?
Thank you!
Marigo Raftopoulos
Gamification for Customer Loyalty

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Gamification for Customer Loyalty

  • 1. Gamification: Loyalty by Design Loyalty Summit, Mumbai 2015 Marigo Raftopoulos
  • 2. We are bored, disengaged & uninspired Engaged Disengaged Enrolled 20% 40% 40% Towers Perrin 2011; Gallup 2013; CEO Institute 2013
  • 3. Carl Jung Modern Psychology Who Am I Sri Ramana Maharashi Joseph Campbell Hero’s Journey Follow Your Bliss Jiddu Krishnamurti
  • 4. Loyalty by Design • Today’s session – Challenges for loyalty – What is gamification – Design customer experience – Examples and case studies – Technology & platforms • Challenge Questions – Learn from each other • 10 key steps – Set you on your way – Questions
  • 5. About me • Independent business strategy advisor – Private & public sector – Technology startups and incubators – EU Commission Horizon2020 – Mixing business & games for 10+ years • PhD researcher: gamification and business innovation • Technology neutral
  • 6. What do customers want from loyalty programs? • Not great news: High cost, high maintenance, low loyalty • Customers have been trained to expect financial rewards • They think you’re incentivising them to spend more (trust issues) • Need to move to a positive, customer centric model Save money Receive rewards Earn rewards Other Technology Advice 2014 57.4%37.5%
  • 7. Key challenges for customer loyalty • Brand loyalty is waning • Milennials are not engaging • High cost to run • Poor design • We’re at an impasse • Significant opportunities emerging
  • 8. Do you really know your customer? What are your assumptions about your customer needs, wants and desires? What are your default decision making models? How do you test & revise them?
  • 9. This is what game designers know…
  • 10.
  • 11. Who am I? Reiss 2000: 16 core desires…
  • 12. Power
  • 14. Honor
  • 17. We are bored, disengaged & uninspired Engaged Disengaged Enrolled 20% 40% 40% Towers Perrin 2011; Gallup 2013; CEO Institute 2013
  • 18. When you are listening to somebody, completely, attentively, then you are listening not only to the words, but also to the feeling that is being conveyed, the whole of it, not part of it. Jiddu Krishnamurti (via Joseph Campbell)
  • 19. How do your customers FEEL? Are you taking more than you are listening?
  • 20. How gamification can be used in loyalty • Game elements, game thinking – Engage interest, connect, intrigue, interactive – Part of a blended approach • Using behavioral economics, to frame choices with game mechanics – To engage and motivate – Enhance systems – Trigger responses • Deep customer engagement – Rethink and redesign end-to-end systems – Delighting your customers – Emotional connection – Designing experience – Long term relationship rather than a short term fling
  • 21. Three major types gamification
  • 22. Gamification in Loyalty (1/3) 1. Games & simulations • Engagement. Awareness. Marketing McDonald’s Channel to market strategy Qantas FF partner awareness program
  • 23. Gamification in Loyalty (2/3) 2. Game Mechanics • Rewards. Recognition. Reputation. Status. Community. Challenge. Randomness. Surprise. Points. Badges. Leaderboards… xxx
  • 24. Gamification in Loyalty (3/3) 3. Playful Experiences • Deep connection with the customer. Create long term relationships. Customer journey focused. Integrated. Expedia.com geo- location game to build relaltionships “Fantasy Football” rewards loyal customers with an active experience
  • 25. Strategy always comes first! • Do you really know your customer? – Challenge your assumptions about who they are, what their needs are, what inspires them • Clearly articulated business goals? • Does this fit into your overall Brand identity, promise and narrative? • Are you designing a holistic, integrated customer experience?
  • 26. What resonates with you so far?
  • 27. Loyalty Experience Design Matrix (simple example using only financial metrics) Shift existing customers to spend more or higher margin Acquire new customers at high margin products/larger basket Retain existing customers, spending the same levels Acquire new customers at entry level spend CUSTOMERS SPENDING Retain Acquire Uplift Maintain A C DB
  • 28. Customer experience design is different in each quadrant Shift existing customers to spend more or higher margin Acquire new customers at high margin products/basket Retain existing customers, spending the same levels Acquire new customers at entry level spend CUSTOMERS SPENDING Retain Acquire Uplift Maintain ENGAGE STABILIZE ENGAGE INNOVATE Tactical promotions, discounts and rewards won’t influence long term behavior change A C DB
  • 29. Growth options will require re-engagement on a different level Shift existing customers to spend more or higher margin Acquire new customers at high margin products/basket Retain existing customers, spending the same levels Acquire new customers at entry level spend CUSTOMERS SPENDING Retain Acquire Uplift Maintain ENGAGE STABILIZE ENGAGE INNOVATE Tactical promotions, discounts and rewards won’t influence long term behavior change A C DB * * * * Growth options
  • 30. Gamification optimizes loyalty (1/2) • Tool to influence consumer behavior – Frame choices & pathways • Customer centric by design – Human centered design • Digital, multichannel, interactive, trans-media – No media is independent of each other
  • 31. Gamification optimizes loyalty (2/2) • Seamless customer experience – One company narrative • Strategic mindset – No gimmicks which are inauthentic • Data generating – data analytics and social media
  • 33. Four gamification case studies: Nike * Starbucks * JayZ * Expedia
  • 34. Nike Gain control over supply chain Games Game Mechanics Playful Experiences Empowering Customers
  • 35. Socialization, challenges, curate & display achievements, micro rewards, track exercise, give control (empower)
  • 36. Customer experience: smarter, social, motivational
  • 37. Nike own the customer & now control their supply chain 7 million runners Brand loyalty Big Data 57,000 materials Vendor index Open Data Customer insight Open access for devs Business innovation
  • 38. New product awareness: Help athletes stay warm while training, points, awards, leaderboard. Try products. Win a meeting with the athletes
  • 39. What does it feel like?
  • 40. Starbucks Differentiate an ordinary experience Capture customer buying behaviour Technology integration Subtle gaming elements stars, levels, redeem, random rewards & surprises
  • 41. 1 2 5 3 4 1 5 1. Onboarding 2. Rewards 3. Levels 4. Customisation 5. Gifting Feedback Surprise Payments Marketing, Sales, Loyalty
  • 42. Technology integration for convenience Integrate payment methods with mobile technology Pre-order and pre-payment Membership doubled from 4.5m in 2012 to 9.0m in 2013
  • 43. Starbucks knows their customers, & keeps them engaged
  • 44. Engagement is continuous. You don’t set and forget
  • 45. JayZ Decoded Rewarding loyal customers Epic adventure! Multi-media, Multi-channel Geo-location based game Partner alliance strategy (Random House + Bing Maps + Universal Music)
  • 47. A glimpse into and deep connection with the man that is the
  • 49. Connection of the physical, virtual, and emotional
  • 50. What does it feel like?
  • 51. Expedia.com Customer engagement by creating experiences through games, location base competitions, playful experiences
  • 52.
  • 53.
  • 54.
  • 55. Different gamification for different purposes
  • 56. Different forms of gamification provide a holistic experiences for customers to interact with your brand
  • 57. Challenge Question: Which of these examples have sparked ideas or your imagination?
  • 58. An eye to the future Gamification-enabled technologies
  • 59. An eye to the future: Gamification + Virtual/Augmented Reality + Web/Mobile Augmented Reality shopping: delight, curiosity, discovery, awareness, marketing, feedback + Gamification enabled: Playful experiences, onboarding, feedback-loops, rewards, prizes, sharing, data capture, tech integration Heinze AR app: customers win cookbook & prizes when camera placed over the product. Polls, location & preferences
  • 60. An eye to the future: Gamification + Virtual/Augmented Reality + Web/Mobile 3D Augmented Reality virtual fitting room (shopping center) Virtual Reality Fitting room (web, home based) + Gamification enabled: Playful experiences, onboarding, feedback-loops, rewards, prizes, sharing, data capture, tech integration
  • 61. Gamification platforms for loyalty (1/2) • Technology options: • Digital gamified apps and web platforms (80+) • Game and app developers • Media agencies • Experience & service designers • Many mechanics in use – be selective & strategic • Average cost of traditional loyalty programs US$500,000 (2010) can now be run for US$1000 on new platforms • Only 5-10% business have a loyalty program – this technology opens affordable options, esp for SMEs
  • 62. Gamification platforms for loyalty (2/2) • Engaging on-boarding mechanisms based on motivation & behavioural design to: • Join or sign up • Stay in the program • Participate in the program • Integration with other digital technologies – mobile, web, email, sms, geo-location • More convenient and engaging • Prolific data collection and analytics • Intelligence before/during/after purchase
  • 63. Challenge Question: How are you looking to integrate these new technologies in your program?
  • 64. Ten Key Steps: 5+5 5 things to be, 5 things to do • This may not be what you think • Customer strategy • Product strategy • Technology strategy • Capability strategy • But you already know how to do this
  • 65. Ten Key Steps: 5+5 5 things to be: • Be courageous • Stretch the boundaries of your product/service model • Be curious • What really makes your customer’s tick? Keep asking WHY? • Be creative • Dare to try something different, even if you think you can’t. • Be playful • Socrates: “an hour of play, a year of conversation” • Be proactive • Or else your competitors will. The time is never ‘right’. Courageous Curious Creative Playful Proactive
  • 66. Ten Key Steps: 5+5 5 things to do: • Loyalty is everyone’s job, so share the love • NASA janitor: “I’m helping put a man on the moon” • Put a team together tomorrow and run a design-thinking exercise • Rethink your product, service, and your loyalty paradigm with ‘radical ideas’ • Ask your customers and really ‘listen’ • Be prepared to let go of company folklore (satisfaction is not loyalty) • Experiment by starting small on one easy project • Big things grow from there (Commonwealth Bank) • Borrow ideas • No need to reinvent the wheel (Expedia on JayZ)
  • 67. Most importantly, What does it feel like to your customers?

Editor's Notes

  1. For illustrative purposes only, let’s look at the more elusive of human emotion that drives the bulk of human motivation and behaviour – that of desire. Reiss work shows that there are 16 core human desires that are universal and timeless – we will only look at 8 of these here today and see how thee best gamification taps these desires to make people feel better about themselves and their work. Good gamification taps the human psyche, these are intrinsic motivators
  2. Competence, achievement, influence. Things that empower people to excel in things they do. Example Nike+ was able to socialise a solitary sport into a global community of 7 million runners (and the data collected through gamification helped the company gain control over their supply chain)
  3. Freedom, self reliance, control over ones destiny. Remission game for young cancer patients
  4. Morality, character, and principles form the foundation of belonging in our communities. When the game FoldIt issued a call for action to help solve part of the riddle t the aids virus, 240,000 enrolled to play and solved a problem in three weeks that the University of Washington had struggled with for over 15 years
  5. Knight foundation find and seek game for the city of macon
  6. Ownership, collection, building, loss avoidance. Simulations run by Siemans, IBM, Cisco that teach and train by giving you control and responsibility. These are ‘safe fail’ environments that don’t work against you, they guide you through.