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Vishal Bisht
www.marksmantech.com
Gamifying Enterprise
e-Commerce Applications
Does it work?
© marksman™ | 2013
Agenda
 What is Gamificaion
 Why Gamification
 Gamification in e Commerce
 Best Practices & Success Stories
 Conclusion
© marksman™ | 2013
What is Gamificaion
Gamification is the use of game thinking
and game mechanics is a non-game
context in order to engage users and
solve problems.
wikipedia
© marksman™ | 2013
What is Gamificaion
Gamification and game apply the
exciting , productive , addictive aspects
of game play to non game activities.
© marksman™ | 2013
Why Gamificaion
 Gamification focuses on activities that
are self motivated and generate intrinsic
rewards, which are a renewable
resource.
 Extrinsic rewards(cash offers,
discounts) may work in the short term
but are difficult to sustain unless aligned
with intrinsic rewards.
© marksman™ | 2013
Why Gamificaion
 By 2014 more than 70 % of Global
2000 organization will have at least one
gamified application.
 By 2014, 80 % of current gamified
applications will fail to meet business
objectives , primarily due to poor design.
Gartner Inc
© marksman™ | 2013
Gamificaion in e Commerce
Goal of eCommerce
Visits Converts in to Sales
© marksman™ | 2013
Gamificaion in e Commerce
© marksman™ | 2013
The Magic of Games
 "Games are unnecessary obstacles that
we volunteer to tackle"
Bernard Suits
 "Games are work we volunteer for"
Jane McGonigal
 "A game is a problem-solving activity,
approached with a playful attitude"
Jesse Schell
© marksman™ | 2013
Motivation
Motivation is a psychological feature
that arouses an organism to act towards
a desired goal and elicits , controls , and
sustains certain goal-directed behaviors.
Wikipedia
© marksman™ | 2013
More Motivation Theory
Intrinsic Rewards
(self motivation)
Create tasks
Flexible thinking
Thoughtful solutions
Extrinsic Rewards
(carrot/stick)
Prescriptive tasks
Rote tasks
Work faster
© marksman™ | 2013
Gamification Principles
Drive user rewards and incentives where
 User feel invested
 User have long term goals
 Content and activity are rewards in and
themselves
© marksman™ | 2013
Gamification Principles
Creating Intrinsic Rewards
 Satisfying the work with meaningful
rewards
 The experience or hope of being
successful
 Stronger social connectivity
 Meaning to be a pat of something larger
than ourselves
© marksman™ | 2013
Game Mechanics & Elements
 Points , Badges and Leaderboard
 Avatars
 Status
 Progress Bars / Levels
 Achievements
 Rewards
- Tangible / Intangible
© marksman™ | 2013
Gamification Design Framework
© marksman™ | 2013
Gamification Design Framework
 Define business objectives
 Delineate target behaviors
 Describe your players
 Devise activity loops
 Don't forget the fun
 Deploy the appropriate tools
© marksman™ | 2013
Gamification and Loyalty
 Gamification provides a framework for
designing your user experience to increase
loyalty
 It allows user to link their online
experiences together and work towards a
goal
© marksman™ | 2013
Traditional Loyalty Programs
 Based on repeat purchases
 Relies on extrinsic rewards
 Modifies user behavior but not intent
© marksman™ | 2013
The future of loyalty is Social
 Create a meaningful relationship between
you answer your customer - between
purchases
 Influence behavior and create intent
© marksman™ | 2013
Convert Visitors in to Leader
Visitor
Contributor
Leader
 Visit & Write Reviews POINTS
X
 Visit & Write Reviews
 Answers - Questions
POINTS
X+
 Visit & Write Reviews
 Answers – Questions
 Share
(Facebook , Twitter , Linkedin.. etc)
POINTS
X++
© marksman™ | 2013
What does Gamification Deliver
- Deepens Engagement
- Create Loyalty
- Increases Revenue
© marksman™ | 2013
What does Gamification Deliver
- Content Volume
- Content Quality
- Social Sharing
© marksman™ | 2013
Best Practices & Success Stories
eBay
www.ebay.in
Case 1
Gamify :
Competitive Bidding and Feedback System
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 1
Ownership & Possession - The power of eBay is that buying items on eBay isn‟t just
a “purchase” - If you were to just think of creating an ecommerce store, it‟s not
necessarily intuitive to have a competitive bidding system, real-time feedback, and
stars for leveling up that eBay introduced.
Development & Accomplishment - but when you buy something on eBay, you felt
that you WON! Even though you might have paid 10% more compared to what you
initially wanted to pay, you felt that you beat the other bastards who were bidding
against you, sealing your victory.
© marksman™ | 2013
Best Practices & Success Stories
Linkedin
www.linkedin.com
Case 2
Gamify : Personalization
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 2
For LinkedIn, its product is only as good as the quality of the data that its members
upload.
So to encourage users to maintain accurate profiles it gives you a different status
based on the amount of data you‟ve included.
This is obviously only a small feature, but it‟s one that could be implemented on
ecommerce sites to encourage customers to part with more personal data.
© marksman™ | 2013
Best Practices & Success Stories
Nike
www.nike.com
Case 3
Gamify : Winter’s Angry Campaign
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 3
Decent example of how a brand can use an online game to drive awareness of its new
product range.
Back in 2011 Nike created an online game in which players had to help athletes stay
warm while they trained outside in the cold.
A leaderboard tracked the highest scores in the „Winter‟s Angry‟ campaign as entrants
competed for a trip to meet one of the athletes.
© marksman™ | 2013
Best Practices & Success Stories
Teleflora
www. teleflora.com
Case 4
Gamify : Engagement Platform
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 4
US florist Teleflora gamifies its entire store and offering points for actions including user
reviews, comments, answering other customer queries and posting on Facebook. There
are additional points on offer if you are the first person to review a product or answer a
question in the user Q&A section.
As a result of its social program, referral traffic from Facebook increased by 105% and
there was a 10-fold increase in the number of pictures and videos being uploaded. Most
importantly though, Teleflora‟s conversion rate improved by 92%.
© marksman™ | 2013
Best Practices & Success Stories
Zappos
www. Zappos.com
Case 5
Gamify : Culture and Customer Service
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 5
At Zappos, the world‟s largest online shoe store, company culture and core values are
believed to be the keys to its phenomenal success. An integral part of this philosophy
is the belief that individuals that have fun on the job tend to be more creative and
productive. Also, that work and play are actually intertwined. Based on these beliefs,
activities that seem unrelated to work actually build excellent working relationships.
This “culture of play” at Zappos has proven to work in getting people to unite and stay
together in pursuit of a common goal, especially when they are encouraged to laugh
and go beyond superficial tasks.
Zappos customers feel the fun in the culture of the company, and buying items or
dealing with customer service become a joyful ride instead of a senseless grind.
© marksman™ | 2013
Best Practices & Success Stories
Woot
www. Woot.com
Case 6
Gamify : Daily Deal System
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 6
Unpredictability & Curiosity, as well as Scarcity & Impatience
The online retailer, Woot offers only one initial product per day in limited quantities at
a special sale price. A new product will be offered only after the supply of the first
product has been exhausted, or by 12:00 AM Central Time. Each day people will
wait for the next product to be introduced, often at the midnight hour.
Since each product is limited and unknown beforehand, there are a combination of
factors which influence the site‟s shoppers.
© marksman™ | 2013
Best Practices & Success Stories
Jillian Michaels
www.jillianmichaels.com
Case 7
Gamify : Workout Plans
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 7
Fitness guru Jillian Michaels gamifies her workout plans by awarding badges to
users who stay on track and complete their goals.
As we all know, fitness plans tend to start with gusto and peter out within a
couple of weeks, which is bad news for a business that relies on people staying
the course.
© marksman™ | 2013
Best Practices & Success Stories
Dropbox
www.dropbox.com
Case 8
Gamify : Engagement Platform
© marksman™ | 2013
Best Practices & Success Stories
OutcomeCase 8
Cloud storage supplier Dropbox has included an element of gamification in its platform
by offering additional storage space if users complete certain tasks. A free account
gives you access to 2GB of storage, but you can earn an extra 250MB just by taking a
tour of Dropbox‟s services.
There‟s also 125MB up for grabs for connecting your account to either Twitter or
Facebook, following Dropbox on Twitter or leaving feedback.
But the biggest rewards are reserved for referring friends – 500MB for each referral up
to a maximum of 16GB.
© marksman™ | 2013
Conclusion
Increasing conversion rates on our eCommerce websites is the ultimate goal.
Gamification is a rather unique way of doing this, The idea is that by adding gaming
elements to the sales process, such as small challenges and rewards, you can
increase customer loyalty and advocacy.
As in every game or competition, the participants have to be motivated by a
worthwhile reward. It‟s also true that the greater the reward, the more you can ask
people to do to earn the reward.
marksman - Can help to
Gamify your e Commerce Business
© marksman™ | 2013
Vishal Bisht
Enterprise – Technology Expert
vishal@marksmantech.com
91-9810387898
@marksmantech
Marksman Technologies Pvt Ltd
A – 60 , First Floor , Sector – 58 , Noida , Delhi – NCR, 201301
P : +91-120-4287898
W : www.marksmantech.com
© marksman™ | 2013
Gamify your e Commerce Business
With
marksman
© marksman™ | 2013
References
Books
 Changing the Game
David Edery and Ethan Mollick
 Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gabe Zichermann and Christopher Cunningham
 Designing for the Social Web
Joshua Porter
 A Theory of Fun for Game Design
Raph Koster
Links
 Enterprise-gamification.com
 Gamification.co
 Gamification.org
 Yukaichou.com
 Wikipedia.com

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Gamifying Enterprise e-Commerce Applications

  • 2. © marksman™ | 2013 Agenda  What is Gamificaion  Why Gamification  Gamification in e Commerce  Best Practices & Success Stories  Conclusion
  • 3. © marksman™ | 2013 What is Gamificaion Gamification is the use of game thinking and game mechanics is a non-game context in order to engage users and solve problems. wikipedia
  • 4. © marksman™ | 2013 What is Gamificaion Gamification and game apply the exciting , productive , addictive aspects of game play to non game activities.
  • 5. © marksman™ | 2013 Why Gamificaion  Gamification focuses on activities that are self motivated and generate intrinsic rewards, which are a renewable resource.  Extrinsic rewards(cash offers, discounts) may work in the short term but are difficult to sustain unless aligned with intrinsic rewards.
  • 6. © marksman™ | 2013 Why Gamificaion  By 2014 more than 70 % of Global 2000 organization will have at least one gamified application.  By 2014, 80 % of current gamified applications will fail to meet business objectives , primarily due to poor design. Gartner Inc
  • 7. © marksman™ | 2013 Gamificaion in e Commerce Goal of eCommerce Visits Converts in to Sales
  • 8. © marksman™ | 2013 Gamificaion in e Commerce
  • 9. © marksman™ | 2013 The Magic of Games  "Games are unnecessary obstacles that we volunteer to tackle" Bernard Suits  "Games are work we volunteer for" Jane McGonigal  "A game is a problem-solving activity, approached with a playful attitude" Jesse Schell
  • 10. © marksman™ | 2013 Motivation Motivation is a psychological feature that arouses an organism to act towards a desired goal and elicits , controls , and sustains certain goal-directed behaviors. Wikipedia
  • 11. © marksman™ | 2013 More Motivation Theory Intrinsic Rewards (self motivation) Create tasks Flexible thinking Thoughtful solutions Extrinsic Rewards (carrot/stick) Prescriptive tasks Rote tasks Work faster
  • 12. © marksman™ | 2013 Gamification Principles Drive user rewards and incentives where  User feel invested  User have long term goals  Content and activity are rewards in and themselves
  • 13. © marksman™ | 2013 Gamification Principles Creating Intrinsic Rewards  Satisfying the work with meaningful rewards  The experience or hope of being successful  Stronger social connectivity  Meaning to be a pat of something larger than ourselves
  • 14. © marksman™ | 2013 Game Mechanics & Elements  Points , Badges and Leaderboard  Avatars  Status  Progress Bars / Levels  Achievements  Rewards - Tangible / Intangible
  • 15. © marksman™ | 2013 Gamification Design Framework
  • 16. © marksman™ | 2013 Gamification Design Framework  Define business objectives  Delineate target behaviors  Describe your players  Devise activity loops  Don't forget the fun  Deploy the appropriate tools
  • 17. © marksman™ | 2013 Gamification and Loyalty  Gamification provides a framework for designing your user experience to increase loyalty  It allows user to link their online experiences together and work towards a goal
  • 18. © marksman™ | 2013 Traditional Loyalty Programs  Based on repeat purchases  Relies on extrinsic rewards  Modifies user behavior but not intent
  • 19. © marksman™ | 2013 The future of loyalty is Social  Create a meaningful relationship between you answer your customer - between purchases  Influence behavior and create intent
  • 20. © marksman™ | 2013 Convert Visitors in to Leader Visitor Contributor Leader  Visit & Write Reviews POINTS X  Visit & Write Reviews  Answers - Questions POINTS X+  Visit & Write Reviews  Answers – Questions  Share (Facebook , Twitter , Linkedin.. etc) POINTS X++
  • 21. © marksman™ | 2013 What does Gamification Deliver - Deepens Engagement - Create Loyalty - Increases Revenue
  • 22. © marksman™ | 2013 What does Gamification Deliver - Content Volume - Content Quality - Social Sharing
  • 23. © marksman™ | 2013 Best Practices & Success Stories eBay www.ebay.in Case 1 Gamify : Competitive Bidding and Feedback System
  • 24. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 1 Ownership & Possession - The power of eBay is that buying items on eBay isn‟t just a “purchase” - If you were to just think of creating an ecommerce store, it‟s not necessarily intuitive to have a competitive bidding system, real-time feedback, and stars for leveling up that eBay introduced. Development & Accomplishment - but when you buy something on eBay, you felt that you WON! Even though you might have paid 10% more compared to what you initially wanted to pay, you felt that you beat the other bastards who were bidding against you, sealing your victory.
  • 25. © marksman™ | 2013 Best Practices & Success Stories Linkedin www.linkedin.com Case 2 Gamify : Personalization
  • 26. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 2 For LinkedIn, its product is only as good as the quality of the data that its members upload. So to encourage users to maintain accurate profiles it gives you a different status based on the amount of data you‟ve included. This is obviously only a small feature, but it‟s one that could be implemented on ecommerce sites to encourage customers to part with more personal data.
  • 27. © marksman™ | 2013 Best Practices & Success Stories Nike www.nike.com Case 3 Gamify : Winter’s Angry Campaign
  • 28. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 3 Decent example of how a brand can use an online game to drive awareness of its new product range. Back in 2011 Nike created an online game in which players had to help athletes stay warm while they trained outside in the cold. A leaderboard tracked the highest scores in the „Winter‟s Angry‟ campaign as entrants competed for a trip to meet one of the athletes.
  • 29. © marksman™ | 2013 Best Practices & Success Stories Teleflora www. teleflora.com Case 4 Gamify : Engagement Platform
  • 30. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 4 US florist Teleflora gamifies its entire store and offering points for actions including user reviews, comments, answering other customer queries and posting on Facebook. There are additional points on offer if you are the first person to review a product or answer a question in the user Q&A section. As a result of its social program, referral traffic from Facebook increased by 105% and there was a 10-fold increase in the number of pictures and videos being uploaded. Most importantly though, Teleflora‟s conversion rate improved by 92%.
  • 31. © marksman™ | 2013 Best Practices & Success Stories Zappos www. Zappos.com Case 5 Gamify : Culture and Customer Service
  • 32. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 5 At Zappos, the world‟s largest online shoe store, company culture and core values are believed to be the keys to its phenomenal success. An integral part of this philosophy is the belief that individuals that have fun on the job tend to be more creative and productive. Also, that work and play are actually intertwined. Based on these beliefs, activities that seem unrelated to work actually build excellent working relationships. This “culture of play” at Zappos has proven to work in getting people to unite and stay together in pursuit of a common goal, especially when they are encouraged to laugh and go beyond superficial tasks. Zappos customers feel the fun in the culture of the company, and buying items or dealing with customer service become a joyful ride instead of a senseless grind.
  • 33. © marksman™ | 2013 Best Practices & Success Stories Woot www. Woot.com Case 6 Gamify : Daily Deal System
  • 34. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 6 Unpredictability & Curiosity, as well as Scarcity & Impatience The online retailer, Woot offers only one initial product per day in limited quantities at a special sale price. A new product will be offered only after the supply of the first product has been exhausted, or by 12:00 AM Central Time. Each day people will wait for the next product to be introduced, often at the midnight hour. Since each product is limited and unknown beforehand, there are a combination of factors which influence the site‟s shoppers.
  • 35. © marksman™ | 2013 Best Practices & Success Stories Jillian Michaels www.jillianmichaels.com Case 7 Gamify : Workout Plans
  • 36. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 7 Fitness guru Jillian Michaels gamifies her workout plans by awarding badges to users who stay on track and complete their goals. As we all know, fitness plans tend to start with gusto and peter out within a couple of weeks, which is bad news for a business that relies on people staying the course.
  • 37. © marksman™ | 2013 Best Practices & Success Stories Dropbox www.dropbox.com Case 8 Gamify : Engagement Platform
  • 38. © marksman™ | 2013 Best Practices & Success Stories OutcomeCase 8 Cloud storage supplier Dropbox has included an element of gamification in its platform by offering additional storage space if users complete certain tasks. A free account gives you access to 2GB of storage, but you can earn an extra 250MB just by taking a tour of Dropbox‟s services. There‟s also 125MB up for grabs for connecting your account to either Twitter or Facebook, following Dropbox on Twitter or leaving feedback. But the biggest rewards are reserved for referring friends – 500MB for each referral up to a maximum of 16GB.
  • 39. © marksman™ | 2013 Conclusion Increasing conversion rates on our eCommerce websites is the ultimate goal. Gamification is a rather unique way of doing this, The idea is that by adding gaming elements to the sales process, such as small challenges and rewards, you can increase customer loyalty and advocacy. As in every game or competition, the participants have to be motivated by a worthwhile reward. It‟s also true that the greater the reward, the more you can ask people to do to earn the reward. marksman - Can help to Gamify your e Commerce Business
  • 40. © marksman™ | 2013 Vishal Bisht Enterprise – Technology Expert vishal@marksmantech.com 91-9810387898 @marksmantech Marksman Technologies Pvt Ltd A – 60 , First Floor , Sector – 58 , Noida , Delhi – NCR, 201301 P : +91-120-4287898 W : www.marksmantech.com
  • 41. © marksman™ | 2013 Gamify your e Commerce Business With marksman
  • 42. © marksman™ | 2013 References Books  Changing the Game David Edery and Ethan Mollick  Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps Gabe Zichermann and Christopher Cunningham  Designing for the Social Web Joshua Porter  A Theory of Fun for Game Design Raph Koster Links  Enterprise-gamification.com  Gamification.co  Gamification.org  Yukaichou.com  Wikipedia.com