Υπηρεσίες Παιχνιδοποίησης.

Υπηρεσίες Παιχνιδοποίησης ή Gamification

Υπηρεσίες Παιχνιδοποίησης Gamification

[Παιχνιδοποίηση] / {Gamification}

Υπηρεσίες Παιχνιδοποίησης ή Gamification είναι η διαδικασία η οποία έχει σκοπό την ενεργοποίηση των κινήτρων των χρηστών, την αύξηση της αφοσίωσης και της συμμετοχής, καθώς και την διαμόρφωση της συμπεριφοράς των χρηστών, κάνοντας χρήση μηχανισμών και τεχνολογιών παιχνιδιών.

«the gamification effect»

Λειτουργεί ενθαρρύνοντας τις επιθυμητές συμπεριφορές των ανθρώπων, που πηγάζουν από την ψυχολογική προδιάθεση που έχει ο κάθε άνθρωπος να παίζει παιχνίδια, να λύνει προβλήματα, να ολοκληρώνει αποστολές . . . και να ανταμείβεται ! ! !

 

Επιστημονικές έρευνες προβλέπουν ότι το 50% της καινοτομίας στο χώρο του διαδικτύου θα προέλθει, μέχρι το 2015, από ενέργειες που σχετίζονται με την «παιχνιδοποίηση – gamification». Θεωρητικά πρόκειται για εξαιρετικό εργαλείο προώθησης  εταιρικών ιστοσελίδων για τους εξής βασικούς λόγους:

  • Δίνει άμεσο feedback: Ο επιχειρηματίας δεν περιμένει να συγκεντρώσει στατιστικά στοιχεία από δημοσκοπήσεις και από στοιχεία πωλήσεων επί μακρά χρονικά διαστήματα. Με την χρήση της «παιχνιδοποίησης» της οικονομικής του δραστηριότητας έχει άμεσο feedback και στατιστικές επισκεψιμότητας-αποδοχής.

 

  • Εντυπωσιάζει τον καταναλωτή. Με τη δύναμη των πολυμέσων σε συνδυασμό με τη ρητορική της διαφήμισης, ασκεί περισσότερη έλξη στους χρήστες των ιστοσελίδων.

 

  • Δίνει στους χρήστες την «ψευδαίσθηση» της καταξίωσης: Ο χρήστης της ιστοσελίδας επιτυγχάνοντας κάποιους στόχους οι οποίοι του δίνονται, ανεβαίνει “επίπεδα”, ολοκληρώνει “quests” (αναζητήσεις) και επιβραβεύεται για αυτό, οπότε αισθάνεται ότι έχει εκπληρώσει ένα σημαντικό έργο και ανταμείβεται για τις προσπάθειές του.

 

  • Απασχολεί τον χρήστη για σημαντικό χρονικό διάστημα: Ο χρήστης καλείται να συμμετάσχει σε παιχνίδια, δραστηριότητες και άλλες ασχολίες που εμπεριέχουν έναν δείκτη δυσκολίας, αρκετό για να τον κάνουν να ασχοληθεί περισσότερο, αλλά αρκετά εύκολο, ώστε να καταφέρει να ολοκληρώσει την προσπάθειά του. Έτσι καταγράφονται μεγαλύτεροι χρόνοι επισκεψιμότητας στις ιστοσελίδες. Οι χρόνοι επισκεψιμότητας μιας ιστοσελίδας αποτελούν το βασικό ζητούμενο της επιτυχίας.

«Gamification Υπηρεσίες Παιχνιδοποίησης»

Η Butterfy έχοντας στόχο τις νέες γενιές χρηστών του διαδικτύου, οι οποίες έχουν μεγαλώσει μέσα στην κουλτούρα των ηλεκτρονικών μέσων και των video games, επιθυμεί να επενδύσει στην ανάπτυξη της υπηρεσίας της «παιχνιδοποίησης» και των εφαρμογών της που εμπεριέχουν τα στοιχεία του gaming, του chatting, των location-based services.

Έχουμε στόχο να παρέχουμε στους πελάτες μας υψηλής ποιότητας λύσεις που θα τους βοηθήσουν να επιτύχουν ένα είδος «δέσμευσης» (engagement) των πελατών τους με την εταιρική τους ιστοσελίδα.

  • Engagement. Με την χρήση της παιχνιδοποίησης ο χρήστης της ιστοσελίδας μετατρέπετε σε οπαδός της.

 

Χρησιμοποιώντας game mechanics βοηθάμε τον πελάτη μας να επιτύχει υψηλή συμμετοχή, αφοσίωση και δέσμευση των χρηστών της εταιρικής του ιστοσελίδας.

Μερικά παραδείγματα αποτελεσματικής εφαρμογής από Υπηρεσίες Παιχνιδοποίησης ή Gamification είναι:

  • Η απόκτηση badges, trophies και achievements
  • Η παρακολούθηση και η ανταμοιβή της on line δραστηριότητας του χρήστη
  • Ο ανταγωνισμός για μια θέση στους πίνακες βαθμολογίας των χρηστών
  • Η δημιουργία εικονικών ταυτοτήτων για την πιο άμεση αυτο-έκφραση
  • Η συνεργασία με άλλους χρήστες ως μέρος μιας ομάδας
  • Η διάδοση ενός μηνύματος μέσω των social media

Με την εγκατάσταση στοιχείων παιχνιδιού σε μια εταιρική ιστοσελίδα παρέχονται περισσότερες διασκεδαστικές εμπειρίες στον χρήστη και τελικά επιτυγχάνεται μια βαθύτερη δέσμευση και αφοσίωση του χρήστη με την ιστοσελίδα. Με αυτό τον τρόπο η «παιχνιδοποίηση- το gamification» μιας ιστοσελίδας αποκτά υψηλή και μακράς διαρκής επισκεψιμότητας καλύπτοντας ουσιαστικά κάθε επιθυμία και ανάγκη του χρήστη.

Οι άνθρωποι έχουν θεμελιώδεις ανάγκες και επιθυμίες για ανταμοιβή (όταν επιτυγχάνουν), καταξίωση, επιτυχία, αυτο-έκφραση, ευγενή ανταγωνισμό και αλτρουισμό. Οι ανάγκες αυτές είναι καθολικές σε όλες τις ηλικιακές ομάδες άσχετα με το φύλο, την εθνικότητα και την πολιτιστική κουλτούρα. Ο παραπάνω πίνακας εξηγεί πώς τα game mechanics μπορούν να αγγίξουν τις συμπεριφορές των ανθρώπων.

«the gamification effect»

 

Υπάρχουν πάρα πολλοί τρόποι για να επιτευχθεί η «δέσμευση» του χρήστη με μια ιστοσελίδα ανάλογα με το είδος της ιστοσελίδας και τον στόχο που έχει θέσει ο πελάτης. Μερικοί τέτοιοι στόχοι toy gamification είναι:

  • Η παρακολούθηση ενός βίντεο
  • Η προβολή μιας φωτογραφίας
  • Η δημιουργία περιεχομένου από τον χρήστη
  • Η συμμετοχή στο Newsletter
  • Η εγγραφή στην ιστοσελίδα
  • Η πιο συχνή επίσκεψη στο ηλεκτρονικό κατάστημα
  • Η προσθήκη ενός σχολίου
  • Η συμμετοχή σε ένα κουίζ ή σε μια ηλεκτρονική ψηφοφορία
  • Η επίσκεψη σε συνδεδεμένες ιστοσελίδες
  • Η αγορά ενός προϊόντος
  • Η αξιολόγηση ενός προϊόντος
  • Η κοινοποίηση στα social media μιας δραστηριότητας του χρήστη

 

«the gamification effect» «Υπηρεσίες Παιχνιδοποίησης»

 

«See 25 extreme Gamification Examples»

 

1. U.S. Army – America’s Army

Gamification Use: Recruitment.

The U.S. Army is no stranger to using games for training purposes.  Now it’s using gamification to attract new recruits and generally promote awareness of the U.S. armed forces. America’s Army has attracted millions of potential new recruits. This effort was initiated back in 1999, and the first version was released in 2002. By 2008, four transportable “Virtual Army Experience” units were hitting shopping malls and public events. More than a decade in the making, the U.S. Army has turned its knowledge and experience of training games into a powerful recruiting tool.

2. Jillian Michaels

Gamification Use: Motivation and Goal Tracking.

Jillian Michaels encourages users to stay on track with her fitness programs using gamification techniques for a number of fitness challenges. With a multitude of challenges to choose from, users can select a program that’s most closely aligned with personal goals and lifestyle. Each challenge uses its own set of ramification techniques. ex -> contests and prizes, badges, partner and group challenges.

3. Samsung Nation

Gamification Use: Social Loyalty and Customer Engagement.

Samsung gets social and creates user-generated content by rewarding users.  Getting engaged with the community, participating in Q&A discussions with other users, watching videos, reviewing products, and other activities. In exchange for their participation, users are awarded with badges and progress through levels of achievement. Samsung already had hundreds of thousands of visitors, so it didn’t need to put much effort into driving visitors to the site. Instead, it focused on explaining the benefits of getting involved with the community to encourage users to review products and create valuable branded content for the company.

4. Treehouse

Gamification Use: Goal Tracking and Proof of Achievement.

Treehouse is a virtual training academy for learning code, app development, and business skills. It’s used by beginners to learn valuable career skills and experienced professionals for career advancement. Students choose from various tracks for defined outcomes. Earn badges and points as they work through the library of courses to show off their achievements. They also impress potential employers. Tracks are broken into manageable chunks, and a tracker shows your progress as you work towards your goals. The more points you earn, the higher your potential salary.

5. Mint.com

Gamification Use: Fostering Financial Independence and Goal Tracking.

Mint.com makes the ordinarily painful process of demystifying your financials and planning for your future simpler and more entertaining. Through gamification. By employing a variety of goal trackers. Visual breakdowns for better understanding of your spending habits and budget allocation. Easy-to-interpret charts and graphs outlining your personal financial plan. Mint.com is helping everyday people plan secure financial futures and get back on track with their financial goals. Would you rather analyze a spreadsheet or use a cool app that creates a colorful display to show you exactly where your money’s going every month – automatically?

6. Recyclebank

Gamification Use: Customer Loyalty and Rewards.

Recyclebank rewards users for doing everyday things that are good for the environment. Learning how to cut back on water consumption or purchasing greener products – specifically, those with the Recyclebank logo. Users earn points by working their way through a tiered series of questions and answers. They learn about greener living practices and pledge to follow them. Exchange points for rewards. Rewards include pretty sweet discounts (20 % off, $10 or $20 off, etc.) from vendors. Such vendors are 1800FLOWERS.com, The Honest Company, Macy’s, and more, and you can compare your rank against other users to gauge your green-living status.

7. Pierce County Library – Teen Summer Challenge

Gamification Use: Promoting Literacy and Building Membership.

The Pierce County Library makes use of gamification to encourage teens to read throughout the summer. With a series of challenges designed to take teens on “an epic journey,” young readers can select categories and badges that look interesting to them. Anyone can register and participate, but prizes are only issued to teens with a valid Pierce County Library card. This program turns reading into a fun summer activity while boosting membership for the library. It manages that with leaderboards to track your progress against others, a points system, and a dashboard that displays user statistics,

8. Kaplan University

Gamification Use: Educational Achievement.

Kaplan University implemented Badgeville solutions to enhance its curriculum by encouraging more engaged participation. By incorporating challenges and badges, Kaplan saw results such as higher student grades, decreased rates of students failing to complete courses and programs, and conducted behavior analysis to differentiate what distinguishes the most successful students from the rest in order to derive gamification processes that would foster the same practices across the student population, according to InformationWeek.

9. Teleflora Rewards

Gamification Use: Social Loyalty and Customer Engagement.

Teleflora’s Rewards program gives customers one point for every dollar spent on the website. For every 150 points accumulated, users get a $15 discount on a future purchase. Users also get perks like sneak previews of upcoming products, the opportunity to pre-order new products before they’re available to the public, free email gift reminders, bonus points for special offers, and more. Points are also awarded for social loyalty activities, such as posting reviews, leaving Facebook comments, and answering other customers’ questions. With points and rewards activity is tracked in a leaderboard.

10. Step2

Gamification Use: Customer Loyalty.

Step2 makes a variety of children’s products, encouraging parents to get involved with creating buzz about the brand using a loyalty program. Customers get involved by writing reviews and engaging with other customers. They create buzz surrounding Step2 products, earn points for their activities and gradually working their way up several levels, designated by badges, to become influencers. The leaderboard ranks users by level and influence, displaying a number of stats. ex. the number of reviews written, number of helpful votes, shares, photos and videos, and more.

11. Keas

Gamification Use: Employee Wellness, Cost Reduction.

Keas is an employee wellness platform used by enterprises. Their aim is to maintain lower group health insurance costs and reduce expenses such as unnecessary sick days. Keas employs gamification within its platform, enabling employees from client companies to log in to a personal dashboard. There they can view stats, earn awards for achievements for completing tasks, and even support co-workers for progress towards their goals.

12. The World Bank – Evoke

Gamification Use: Solving World Problems.

Evoke is an educational game encouraging youth to develop innovative solutions to the world’s biggest challenges, such as hunger and poverty. The World Bank, which created Evoke, describes the game as “a crash course in changing the world.” Players are challenges to complete ten missions and ten quests paced over the course of ten weeks. Those who successfully complete the required challenges earn the distinction of “World Bank Institute Social Innovator.” But that’s not all: Winners from the original graduating class in 2010 reaped benefits. ex. seed funding for new ventures, travel scholarships to share their visions at the EVOKE Conference in Washington, D.C. and online mentorships with business leaders and social leaders from around the world.

13. DevHub

Gamification Use: Project Completion.

DevHub didn’t quite expect such a massive impact from implementing a few simple game-like features into its platform, such as awarding badges for completing certain tasks. Forbes reports that the company was rather astonished when it watched the percentage of users who actually completed projects jump from just 10 % to 80 %. Basically, the strategy aims to incentivize users to work their way through the more tedious or challenging tasks that tend to make people throw in the towel or procrastinate.

14. Verizon Insider

Gamification Use: Customer Loyalty and Engagement.

Verizon Wireless ramped up customer engagement with some gamification tricks in Verizon Insider. It’s a community hub where users can get exclusive offers, participate in online and real-world events. They can engage with the community through writing reviews and other interactions to earn points. By getting personal and more interactive, and rewarding users for getting involved, Verizon is amplifying brand recognition and driving loyalty.

15. 4food

Gamification Use: Social Loyalty, Brand Awareness, Engagement, and Social Missions.

A visit to the 4food website is like a big game. If you’re checking out the badge-like core company values, “flipping the bird” for a discount offer. If you are building your own burger. Then 4food website visit is one customers won’t soon forget. The 4foods goal is to de-junk fast food, but they also donate 25 cents to a good cause every time a (W)holeburger is purchased. Check out what’s trending. Learn about the ingredients of the many 4foods burgers, or go to the BuildBoard to “Build your burger. Then make it good4all by giving it a name, and telling us: what is your purpose?”

16. Proof

Gamification Use: Motivation, Goal Tracking.

Proof is a Mindbloom app (which has a number of other gamification apps, as well) that’s a great example of gamification in its own right. But it can also be used by a small business or enterprise to encourage healthy competition and achieve goals. All that thanks to the ability to use it alone or with a group of other users. With Proof, users create 7-day challenges. They capture photo or video proof using smartphones to track progress and prove that they actually met the challenge. Brands that put this app to use can incorporate rewards to those who complete challenges, turning it into a motivational tool for the workforce. Small business owner or consultant?. You can find a way to use this app with clients, too.

17. Engine Yard

Gamification Use: Customer Engagement.

Engine Yard is a platform for deploying, scaling, and monitoring applications. The company implemented a Zendesk knowledge base, but didn’t see the levels of engagement they had hoped for. To encourage participation, Engine Yard incorporated badges and other gamification tactics to boost participation and reward users for making contributions to the community. By doing so, it successfully increased user-generated content for its customer self-help portal. As a result they decreased the number of support tickets and reduced the demand on support staff.

18. Beat the GMAT

Gamification Use: User Engagement, Goal Tracking and Competition.

Beat the GMAT, a social network for prospective MBAs. As they research and navigate the MBA admissions process, was started by an MBA student from his dorm room at Stanford in 2005. Acquired by Hobson’s in 2012, it had already been experimenting with gamification since 2010. With badge reward systems for engagement. Simple games with points and level systems. Beat the GMAT eventually realized its team needed to focus its efforts on core business operations and became one of Badgeville’s first customers.

19. Bluewolf

Gamification Use: Employee Engagement and Motivation.

Bluewolf uses gamification internally as a way to get employees more engaged and actively involved in building the Bluewolf brand. Using Bunchball’s technology, Bluewolf created its own #GoingSocial program using a variety of initiatives, including employee ‘Pack Profiles’. It offers points and rewards for internal and external collaboration. It publishes to a blog post on the company blog, earning a Klout score of 50 or above, and other achievements. The result is a more robust social presence for a social brand that engages potential customers and drives employee investment.

20. ChoreWars

Gamification Use: Healthy Competition, Employee Motivation.

It may sound like a household chore motivator for kids, and it is. But it’s also a great tool to use in the office. Get teams more motivated to complete the more mundane tasks that need doing. With a variety of configurations, you can use ChoreWars as a one-off contest to get employees back in action. An ongoing program with a weekly high-score table to award prizes to top competitors every week. ChoreWars turns any ordinary task into a fun. It engages competition by allowing users to create characters, create chores, and go on adventures with gold and equipment.

21. Nissan – Car-wings

Gamification Use: Customer Loyalty.

The Nissan Carwings program, a concept created by Nissan Innovation for the Nissan Leaf. Nissan’s 100-percent electric car, gamifies driving and draws customers like magnets. With a regional rankings dashboard, owners can compare their performance to other local drivers, earn bronze, silver, and gold medals – or for the most impressive performance rankings, a fancy platinum award. A complimentary service for three years for new Leaf owners, Carwings does much more than just ranks your driving stats on a leaderboard. You can communicate with your car via your smartphone. Get reminders, start charging the battery, set timers, turn on the A/C and more. Even if you’re not near your car at the time.

22. Tongal

Gamification Use: Fostering Creativity, Connecting Brands with Creative Talent.

Tongal is a community of brands and creative minds that benefit in different ways through a crowd-sourced model. It makes use of gamification to foster creativity and put top-notch creative work that connects brands with their audiences in powerful, meaningful ways. The community votes on ideas for submitted projects, and winning creators are paid to create their vision. The final submitted work is ranked by the Sponsor and distributed to audiences worldwide. It’s a win-win solution that puts earning power in the hands of the world’s most brilliant minds.It provides leading brands with access to innovative creative works that otherwise may never come to life.

23. Progress Wars

Gamification Use: Parody, Brainstorming and Stress Relief.

Progress Wars isn’t really designed for business. Though its total simplicity, parody approach, and potential usefulness for business purposes is intriguing enough for us to include it here. Poking fun at the thrill of playing games on Facebook and leveling-up to see the all-important progress bar make its way further to the right, Progess Wars is literally that:A progress bar, completed by clicking a button to complete various “missions.” But what about business?. It’s a great distractor when you need a temporary moment of bliss, and the various challenge messages can help clear your head when you need some added creativity. If your team is struggling with progress on an important project, a few minutes of Progress Wars can trick your brain into thinking you’ve got your mojo back. Return to mundane, frustrating project and start getting stuff done. End of story.

24. SCVNGR

Gamification Use: Building Brand Awareness, Team Building.

SCVNGR is a fun game platform that sends users to places they’d frequent anyway. There they complete challenges, accumulate points, and earn rewards. Get in the game. Create challenges at your favorite local places, set up a trek for your team and force them to do goofy things in public, and more with SCVNGR. Whether you set up challenges at your physical location and offer rewards or use SCVNGR for team-building purposes, this app has tons of potential.

25. The Email Game

Gamification Use: Brand Awareness, Team Building, Productivity.

Baydin creates tools that help its customers make better decisions and handle massive email influx. More efficiently than ever before with The Email Game. Using gamification to boost productivity, The Email Game gives users a 3-minute time limit to respond to emails that must be addressed now. It rewards you with points and accomplishments when you’ve done things quickly or managed your workflow well. The Email Game’s gamification approach benefits Baydin by fostering customer loyalty. Its enterprise edition can help your team become more productive and have more fun managing email at the office.

 

Close