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Gamification Rewards

About the Author: Yu-kai Chou is a Partner at the Enterprise Gamification Consultancy(EGC) and a gamification pioneer who has been working in gamification since 2003. Yu-kai is the original creator of the Gamification Framework Octalysis, and is a regular speaker/lecturer at organizations like Stanford University and Google Inc.

The Importance of Rewards in Gamification

One of the key values that good gamification design can deliver on is improving engagement with the company’s targeted audience, whether it be users, customers, employees and/or other stakeholders. To be effective for any given application, a significant amount of thought must be put into understanding what is necessary to engage and motivate individuals at a deep level.

Incentives and Rewards are a crucial piece in the engagement puzzle. With proper and thoughtful design, incentive and reward programs can be very effective in providing optimal motivations for driving engagement. That is, with the right selection and mix of rewards, and an effective system for delivering these rewards, participants not only become engaged, but are also retained and become valuable evangelists for the company.

Two Parts of Rewards Planning

There are two elements of a reward that need careful planning: WHEN a reward is given out, and WHAT the reward is. So, just as the timing of the reward is important, the nature of the reward is important. Ultimately, the goal of the reward is to maximize motivation prior to receiving the reward, as well as happiness after receiving the reward.

To determine what the reward itself is, a good option is to utilize Gabe Zicherrman’s SAPS model: Status, Access, Power, Stuff.

But in terms of the structure of the reward, we can look at six types of rewards that can be implemented into a design as well as their key features.

1) Fixed Action Rewards (Earned Lunch)

In Fixed Action Rewards, users complete a certain task, and get the exact reward that they want or expect when they complete it. Similar to fixed ratio schedules, these programs reward the user after they successfully perform an action a fixed number of times. This is appealing because users know exactly what they are getting and will work towards that goal.

One common example of these programs are sandwich store punch cards, where you buy ten sandwiches and get the next one free. This encourages the customer to eat at the sandwich shop more often.

Another example is the frequent-flyer programs offered by several airlines, where customers who are enrolled in the program can earn “frequent-flyer miles” which are accumulated by distanced flown on that airline (or their partner services). These “miles” can then be redeemed for free flights, class upgrades, or other goods and services. Oftentimes the miles can be transferred to other participants in exchange or as gifts.

2) Sudden Rewards (Easter Egg)

Sudden Rewards are surprises that are unexpectedly given out. This is appealing because users were not expecting anything and suddenly get rewarded. The surprise element would give them an extra shot of happiness, making them think about whether they would obtain another Easter Egg in the future.

A good example of a sudden reward system is the “Chase Picks up the Tab” program. Once enrolled in the program, Chase cardholders have a very small chance of getting a text that tells them that Chase picked up the tab, and will credit the $5 purchase back into the accounts. Though the reward dollar amount is not great, it compels consumers to regularly swipe with their Chase cards instead of other cards because they want to see if they “won” again this time. Oftentimes, users will tell their friends about their winnings too, attracting other consumers to sign-up to this “game.” This is a great example of utilizing Unpredictability & Curiosity from the 8 Core Drives of Octalysis.

3) Random Rewards (Drops)

This type of reward may be anything and it will only be revealed once the required action is completed. This is appealing because the user continues to anticipate and guess what the reward might be, creating a feeling of suspense that engages them.

One example of random rewards are those associated with the White Elephant Gift Exchange game that often occurs at holiday parties around Christmas time. Also known as the “Gift Swap”, among other names, this “game” provides a mechanism for distributing inexpensive or undesired gifts (often from previous holiday seasons) among the participants.

The Exchange starts with each participant providing a wrapped gift for the gift pool, and then a determination is made for the order with which each participant will select a gift. The first participant selects and opens a gift from the pool. The next participant can then either select from the pool of unopened gifts or “steal” the opened gift from the first participant, who then selects from the pool.

The next player has the option to select from the pool or “steal” either gift from the previous players. This goes on until the last player selects the last gift or steals from one of the others, in which case, that individual opens the last gift. Again, in this case, everyone knows that once completion of the task, a reward will be earned, but what the reward is can only be known at the end.

A second example of Random Rewards is the Mystery Box Shop. Customers join the service via subscription and pay a monthly fee. On the first of each month a package containing 5 to 10 “fabulous curiosities,” is shipped out to the customer.

The contents of each package follows the theme for that month. Recent themes include “Never Grow Up,” “Hallowawsome,” “Another World,” and “Old School.”

Promising to be cool, curious, odd, or even bizarre, each Mystery Box provides an element of intrigue, which strikes the customers curiosity. Consisting of a mixture of clothing, toys, gadgets, snacks, electronics, and who knows what, each delivery is like opening your presents on Christmas morning. It will keep them coming back for more.

4) Rolling Rewards (Lottery)

Rolling rewards go from one person to another – someone has to win. Typically this form of reward determines a winner solely on chance, while creating growing levels of anticipation. This is appealing because everyone has a good (though small) chance, but people believe they will win with enough persistence.

Examples of rolling rewards include lotteries and sweepstakes. Traditional lotteries have large numbers of participants who make modest commitments in order to have a chance of winning substantial, often huge rewards. Any individual can improve their chances by purchasing additional tickets, though this strategy increases the mathematical odds only modestly. Lotteries often create heightened levels of excitement, and can become somewhat addictive; a situation that sometimes cause criticism for the organizers.

Lottery and sweepstakes winners are often promoted and featured in the media, providing further incentive for current and future players. This encourages all participants to stay involved. In the case of the Speed Camera Lottery, the community also benefits from the safer driving habits that the system helps to establish and reinforce.

The activity “Musical Chairs” illustrates a game situation where someone has to lose on each turn. This is the reverse of a Rolling Reward (Rolling Penalty), and equally engages everyone as they continue to play through much optimism and engagement.

5) Social Treasure (Gifting)

Social Treasures are rewards that can only be earned when “given” by another user. This is powerful because the user must get others to participate, increasing the virality (growth) of the service. In a sense it helps to promote involvement from others, and further encourages them to stay engaged.

Referral fees are one example of this type of reward. A restaurant, club, or other organization might provide special incentives – “Your friends come in at 20%!” “Bring a fourth and get an entree for free!”

Other examples are voting competitions where people must obtain the most votes or “likes” in order to win a prize. I’m sure you’ve all had the experience of some friend or family sending you an email asking you to “like” for their image or entries on Facebook, so they could win the grand prize from their favorite company.

The Social Treasure here is not the ultimate prize from that company (that would be considered a Fixed-Action Reward), but the votes and likes that can only be given out by someone else other than the user him/herself.

Some view the Academy Awards as an annual game where each studio dedicates substantial marketing resources to sway academy members into voting for their candidates and features. Because so many members want the highly coveted Oscar (read: status), they go out of their way to obtain the “social treasures” from others who generally give them a vote, benefiting the program organizers.

6) Reward Pacing (Collection Set)

These are rewards that are given out a piece at a time instead of altogether. This is effective because once a user has a few pieces, s/he will work hard to complete the collection. It is also more cost effective because the company does not need to give out tangible rewards to everyone.

A good example of reward pacing is the McDonald’s Monopoly Game. A cooperative effort between McDonald’s and Hasbro, this game uses the original Monopoly theme to promote a sweepstakes type of awards system. Customers would receive game tokens with each purchase of certain menu items.

Since the tokens were matched with the different board properties, customers could redeem complete token-property sets for cash rewards, with the most valuable property sets yielding awards in excess of $1 million.

If a user had 80% of the set, they obviously will become a lot more engaged and trying to finish the set as soon as they can (but for some reason the last 2 pieces are always impossible to get eh?) But do be careful, consumers will only try until they feel like they are not making any progress for a long time and will give up after that.

Another example can be seen from some friends I have at Zapt: the meta-game on top of Twitter. Zapt gives real rewards and prizes, but only after a user completes the entire collection set of 20 “medals,” each requiring specific challenges and tasks. The amazing thing here is that active users who are engaged will tweet 3 times as much as the average Twitter user to try to obtain parts of the final prize. They will even pay real money to help unlock – not the real prize – but the virtual medals, so they can advance toward the completion of their collection set.

Conclusion

Gamification and Engagement is all about good design, and it’s never a cookie-cutter solution. Many solutions out there use a clever combination of the above reward types – think about slot machines in casinos.

This is why utilizing great service providers like BigDoor can significantly help your company design the best services and engagement programs to maximize your user motivation and engagement with each reward – instead of just giving away free stuff without any returns on your investment.

Posted in: Blog, Gamification, Gamification Tips

Keith Smith - CEO/Co-Founder of BigDoor

With 2012 behind us, my team and I at BigDoor have been reflecting on the state of the much hyped and oft derided gamification movement.  Game mechanics are now being deployed in a number of employee facing solutions, but the most exciting and impactful uses of gamification continue to be in consumer-facing experiences.   2012 saw new gamification efforts from a number of big brands; NFL, MLB, Yamaha, Adobe, Universal Music, Starbucks and Random House – just to name a few.  Now that many of the most powerful consumer brands in the world are embracing gamification as a way to increase loyalty and engagement, it is worthwhile to take some time to understand why and what’s coming next.

So as 2013 gets underway, I wanted to lay out my predictions for where I see gamification heading in the coming year:

 1. Gamification will define next generation loyalty programs. There is an ever growing trend that traditional loyalty programs are not delivering the results that marketers want.  A recent Forrester Research, Inc. report noted that, “compared to 2008, 40% more consumers feel that loyalty programs offer them no value at all”¹. Affecting the success of these programs over the last 4 years is the rapid adoption of customers interacting with brands online. Traditional methods of loyalty marketing are not addressing the needs of online customers. But where traditional rewards programs are failing, gamified loyalty programs are rising to the occasion; consistently deliver higher customer acquisition rates, better engagement on and offline, and clearly offering customers value well beyond the traditional transaction based rewards model.  Innovative brands are embracing gamified loyalty programs, and as a result are putting significant competitive pressure on those brands that have yet to deploy this next generation of loyalty programs.

2. The e-commerce/retail sector will deploy gamification faster than any other industry. Despite its increasing lack of success, loyalty marketing has been a cornerstone of the retail industry for a long time. With gamified loyalty programs rising in popularity, the rapid adoption of these programs in the retail and e-commerce industries is inevitable. Gamified loyalty programs – unlike traditional transaction based models – give marketer’s access to key customer metrics from acquisition to engagement.  These insights allow marketers to better personalize interactions with their customers on and offline.

3. Gamification implementations will become more brand specific and allow more personalization of the user experience. One of the regular complaints I hear from marketers using a traditional loyalty program is that legacy loyalty program vendors provide a one-size-fits-all approach to their programs. As more brands embrace gamified loyalty and rewards strategies, gamification experts will need to ensure that their programs are on-brand and authentic, but they should also be personalized.  Truly effective gamified loyalty programs should allow marketers to target specific rewards to their customers based on their buying habits and demographic/psychographic information. A more personalized experience for customers results in higher customer satisfaction, which means more customer loyalty.

 4. Many gamification implementations will fail due to an absence of ongoing program management. Gartner released a report in late 2012 announcing that 80% of gamification implementations would fail. Despite the success gamification saw in 2012, this number seems likely, unless gamification experts embrace gamification as an ongoing strategy and not a bolt-on solution. While this means that gamification requires more work, it has also lead to some truly effective gamified loyalty programs that deliver a huge impact to the brand’s bottom line.

 5. Successful gamification implementations will be cross-device, cross-platform and even available offline. Now more than ever, customers are interacting with brands through a wide variety of channels; mobile, tablet, web and believe it or not – sometimes even in-person. Unless customers are willing to register and login when using these various platforms, most brands have no way of knowing users as they move between them. As brands search for ways to get data from and develop relationships with their customers, the need for knowing who your customers are across channels has become crucial. Gamification implementations give customers a real reason to register and login, and this is a critical first step for a brand to develop a true relationship with their customer across all of their various platforms and touch-points.

 6. Advertisers will embrace gamification as a new growth area. With the popularity of consumer facing gamification on the rise, it is only a matter of time before advertisers realize the huge new revenue potential these programs hold. Consumer facing gamification implementations provide an entirely new revenue stream, allowing higher ad revenues for brands and new advertising opportunities for sponsors. Brands like the NFL have already begun to embrace this trend, partnering with Visa as a primary sponsor for their NFL Fan Rewards program.

 7. Gamification platforms that provide actionable analytics and reporting will succeed; those who don’t will fail.  No gamification implementation is complete without a robust set of real-time analytics and insights. These insights tell marketers what is working and what isn’t working, and allow for real-time adjustments in gamified loyalty programs. Gamification companies will increasingly need to demonstrate the value of their products using detailed analytics and program monitoring. Marketers in 2013 should require simple and relevant metrics that help the iteration process of their program and validate the return on investment that a gamified loyalty program delivers.

¹: “Building A World-Class Loyalty Program”, Forrester Research, September 28, 2012[FRI1]


 We will be highlighting each of these predictions over the next few weeks on mygamification.com. Keep checking back!

Posted in: Blog, Gamification, Loyalty, Social Media

 

 

 

Yesterday our Co-Founder and CEO, Keith Smith was featured on NPR’s “Morning Edition” discussing finding great talent. The story, by national correspondent Wendy Kaufman, focused on computer scientists and the very small number of Bachelor’s degrees that Seattle’s University of Washington awards each year.  According to Kaufman, the number of degrees UW has rewarded has “remained unchanged for the past decade.”  With so many technology companies in the Seattle area looking for great talent it’s increasingly more competitive to find people,

“Really it just comes down to, I think, simple supply and demand. There are too many companies that are looking for great talent, and there’s just not enough developers and engineers to go around.” – Keith Smith 

At BigDoor we’re currently looking for a Black Box Tester to join our team. If you have what it takes please send an email to HR@bigdoor.com.

 

 

Posted in: BigDoor news, Blog, Employment

A short week this week. Some new Infographic pins on the Friday board and a few fun images. Whether you’re a Mac or a PC we thought everyone could appreciate decorating with technology in the image below!

 

Posted in: Blog, Gamification, Technology

In true startup form, we love to embrace our geekiness on a daily basis, but today is special for a number of reasons. Not only are we celebrating the unveiling of our awesome new logo, but it’s also Geek Pride Day! In honor of Geek Pride Day we took our geekiness up a notch (or two). Our employees are all rocking their favorite geeky shirts, we are kicking off the weekend with some awesome Star Wars trivia, Portal themed cocktails, and munching on some delicious cupcakes from The Yellow Leaf Cupcake Company (because cupcakes are the official geek food of BigDoor).

If you didn’t know, Geek Pride Day is celebrated on May 25th  and pays tribute to the first Star Wars movie that was released on May 25, 1977. It is also Towel day, a tribute from Douglas Adams Hitchhiker’s Guide to the Galaxy. Last but not least, Terry Pratchett’s fantasy novel Discworld celebrates May 25th as the day for survivors of the People’s Revolution.

If you are letting your Geek Pride show today tell us about it in the comments or on twitter hashtag: #geekprideday!

Posted in: Blog, Startups

Happy Friday! This week’s BigDoor Friday Pinboard features a few fun things – most notably our new logo!  We also found quite a few great Startup infographics this week and we wanted to share them on our weekly board.

Posted in: Blog, Gamification

The April 2012 launch of BigDoor’s Gamified Rewards Program arrived with the recognition that both our product design and the marketplace we serve have evolved substantially. With this evolution, we sensed an opportunity to update our identity to better reflect how we value simplicity, reliability, and versatility for a widening range of partners.

The company has been in business since 2009, so the current logo has had a solid timeframe within which to establish itself on the website, in our admin tools, business cards, social media accounts, printed collateral, and various and sundry expected places. Because of this legacy, we did not want to radically reshape, or even re-color, what we’re using today (we love that big, bold red-and-black combo), but several qualities to strive for came to mind: sleek, approachable, trustworthy, versatile, and strong. Added complexity is an unwanted item for any startup, so we also wanted to keep this redesign process fast-paced (but not rushed).

The red “door” in the mark visually suggests potential, possibilities and still appeals to us.

Even though quite a few variants of open/ajar doors came to mind, our conclusion was to illustrate a literally more straightforward perspective on this shape.

We also wanted to ensure the logo mark (graphic) can be displayed independently. This is an important requirement for social media account avatars, web favicons, and optimal flexibility in printed usage, too. But we also wanted that shape to have a more distinctive silhouette.

And with that, we arrive here:

It represents a progression from our original position (much like our business itself), conveys growth and depth, and provides easy visual association with the company name. We hope it conveys to you those qualities we wanted to communicate about us and the work we do with partners like these.

We hope you dig it – we’re pretty stoked  to make this change and start using this new identity to represent our new way of looking at gamified loyalty.

(Also, for font fans: yep, you nailed it. That’s modernist workhorse Futura Medium in there.)

Posted in: BigDoor news, Blog

Last week the Nieman Journalism Lab reported that MTV Networks will use gamification as part of the 2012 election coverage. MTV’s VP of public affairs, Jason Rzepka talked about the program, “Millennials are increasingly viewing life through a game lens, even just [using] #winning or #fail…Game vernacular has become a part of youth vernacular. By putting that competitive layer on top of it — a lot of people are inherently competitive, so if the path to winning is being informed, there could be a really great civic benefit.”

The beta version will be out this summer and the formal launch will happen on September 1st, 2012. The official name of the program is Fantasy Election ’12 and will encourage players and their friends to sign up, build a team, compete against each other in a virtual league. The game is centered around mobile — players using smartphones can check stats from their phones and much more. The other interesting thing is the game focuses on data. MTV will be using sources like PolitiFact, Real Clear Politics and more to measure performance and data. Social media and the frequency of Twitter and Facebok activity will also be used to gauge engagement.

What a smart use of gamification – we’re excited to see this program when it launches!

 

Posted in: Blog, Gamification, Gaming

Today the Pew Research Center released their study about Gamification, “Gamification: Experts expect ‘game layers’ to expand in the future, with positive and negative results” (by Janna Anderson and Lee Rainie, May 18, 2012). The Pew Research Center provides information about the “issues, attitudes and trends shaping America and the world.” Pew regularly focuses on popular topics including social networking, teens, technology and more.

The survey results are based on an opt-in, online sample of more than 1,000 technology stakeholders from companies including Google, Nokia, O’Reilly Media, Verzion, Cisco, IBM as well as from schools including MIT, Yale and Harvard University among others. It addresses the meteoric rise of gamification and examines thoughts from many of these technologists and analysts about the use of game mechanics.

Pew Research Survey Highlights

  • Social networks are just one of the primary drivers for gamification
  • 53% of these stakeholders agreed that “…the use of game mechanics, feedback loops, and rewards to spur interaction and boost engagement, loyalty, fun, and/or learning will continue to gain ground between now and 2020.” 
  • Additionally 53% of the respondents agreed with the statement that  “By 2020, there will have been significant advances in the adoption and use of gamification.”
  • While it has some drawbacks, gamification offers advantages in encouraging behaviors and generating measureable feedback
  • “…neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation.”
  • “…reward and status elements are embedded in implicit and explicit forms in people’s interactions in their engagement in online communities. Game elements and competition are interspersed throughout the platforms that have made social networks like Facebook and Twitter popular.”
  • Game-style engagement can bring an element of enjoyment to otherwise dull or challenging tasks, thus it will become a vital aspect of training, personal health, business, and education.

The survey also covered some negative effects of gamification and a few that liken it to manipulation. According to the survey, 42% of the respondents agreed that ”generally the trend will not advance except in specific realms.“ Our favorite negative quote of the survey was, “By 2020, anyone who ever used the term ‘gamification’ will be embarrassed to admit it.

Whether you’re an enthusiast or not, the survey is worth a read since it addresses many of the positives of gamification as well as perceived negatives.

 

 

Posted in: Blog, Gamification

Happy Friday! As we mentioned a few weeks ago, the marketing team is experimenting with Pinterest and our new Friday Pinboard. As a general rule, we like to follow the same themes as our blog: gamification and the elements that make it great – loyalty, social media, and engagement.  We also like to cover technology, startups and Seattle.

This week we found some fancy infographics about startups, gaming, marketing and geeks. Enjoy!

 

 

Posted in: Blog, Gamification, Social Media, Startups, Technology