Tag Archives: gamification

Is Social Gaming the Future of Employee and Customer Engagement?

According to a May 2011 study by IPSOS conducted for Saatchi & Saatchi, gamification may have an important role in transforming consumer behaviors into new brand loyalty and employee communications, incentive programs and training. Some of the top-line findings:

  1. Ban it or exploit it?
  2. 50% say they play social games at work–guys more than gals 53%/39%–and Tablet owners more than smartphone owners (68%-54%).

  3. Are you as engaging as a game? 57% play social games to pass time when bored–implication, make the workplace and communications more engaging
  4. Give a break or take a break? 39-40% game when alone or in need of a “mindless” break respectively
  5. What motivates: “Discounts” are most compelling incentives for winning a challenge followed by “Social Action” and “Points toward Loyalty Program.” 25% said “Status in Community” was a compelling incentive.–wonder if that would change if bonus compensation and advancement were tied to it?
  6. Express your inner goodness to win: 18-24 year olds most likely to take a salary reduction to work for a socially responsible company.

Here’s the study:

Thoughts?

Change Everything

This post presents the content and discusses the process in my journey to create the “This Can Change Everything” presentation for iMedia Breakthrough Summit on March 21, 2011. It was a 30-45 minute discussion where I covered So|Lo|Mo, Gamification, Maker-movement and Social CRM/Caring after a hat-tip to Moore’s & Metcalfe’s laws combined with the “People” coefficient. With an extra 15-minutes allowance, I may have added connected TVs as a potential “return to the Family Room” theme. Regardless, these themes are ones that I believe can change everything in the coming years.
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