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In the Land of Kroilon is the Gamification product of the Novabase Academy.
The academy is an internship of 2 weeks with all our new graduates recently hired. The program exists since 2006, 3 to 5 sessions per year, but now is gamified.
In the Land of Kroilon was the theme found to embody 2 weeks that have a case study, teambuilding activities, soft skills presentations, etc.. The players (aproximatly 40 per session/game) travel within a fortress map, through several rooms, achieving goals and unlocking different adventures every day.
The final battle with the wizzard Diaz Krez is fought in the last day when the players have to deliver the final result of a 2 week training.
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October 12015
The goal of the Klant-a-gotchi platform is to increase Aegon employees' awareness of the end customer (users of Aegon products) in a fun and engaging way. Klant-a-gotchi is a contraction of the Dutch word for customer and the classic Japanese game Tamagotchi.

When first accessing the platform each user creates a Klant-a-gotchi, a virtual representation of an Aegon customer. Each Klant-a-gotchi is built by an employee who gets to decide the sex, age, family and housing situations. Furthermore by completing a personality test, they ensure that each Klant-a-gotchi is unique but relevant. Responsibility for the Klant-a-gotchi is then assigned to a colleague.

The creator of a Klant-a-gotchi acts as Customer. The employee who receives responsibility for the Klant-a-gotchi acts as Customer Manager. Customer managers and Customers interact with each other through the platform. This challenges the Customer Managers to keep the Customers satisfied.

A Klant-a-gotchi’s satisfaction is measured by its mood, represented as a point system. The employee earns emotion points by performing actions in the platform:

- asking and answering questions
- resolving event puzzles

Employees are also assigned in teams that participate in friendly competition with one another by comparing the collective average scores of the employees in each team.

Employees and/or Teams who perform well have the chance to earn physical rewards. To commemorate general accomplishments, the employee can also receive digital achievements for certain efforts, actions, and happenings in Klant-a-gotchi as well as initiatives to improve customer service.
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August 152015
BLUErabbit is a gamified learning enhancer used to transform traditional classes into great adventures. It's a platform that makes a class FEEL like a game, not turn it into one.

The goal of BLUErabbit is to offer the world a platform to gamify classes. It's known that in Education there are two different parts to gamify: one is the system you use to keep track of the data and another is the curriculum of your classes. BLUErabbit intends to link both of them. It offers a platform that uses several game mechanics and allows the teacher to add his/her curriculum in any way they want.

Gamification IS needed in education. We are looking to transform teaching into an environment that allows safe failure, avoids perfection and increases engagement and interest. We want people to be excited about their classes and with BLUErabbit we are making it easier for all the teachers.

Thanks to the system the students involved (currently 420) have increased in 300% the amount of projects submitted to the class and work a lot faster than before. The teacher becomes a guide instead of a boss telling and yelling what to do. The system is NOT intended to replace the teacher and it's not by any means an e-Learning platform. It empowers teachers and students and makes them responsible for their education. And the teacher develops content that the students of this age are willing to play with.
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JetBlue is one of the largest low-cost airlines in America. When JetBlue decided to change its loyalty scheme in 2009, the airline was looking for a complete overhaul of its already existing TrueBlue rewards program. JetBlue realised at the time that its outdated loyalty program no longer differentiated the airline as a trendsetter—a distinctive quality that the airline applies to all of its endeavours brand-wide.

Choosing Comarch over several other candidates, JetBlue wanted to get back to its core principles and create a unique, modernised loyalty program that would reestablish the company as an innovator within its industry.

JetBlue was looking for an IT system that would fuel the relaunch of TrueBlue with specific functionalities:

- Revenue-based point accrual – points for purchasing tickets and other onboard services, co-branded credit-card usage and transactions from partners
- Activity-based point expiration – points won’t expire as long as a member either flies or uses their co-branded credit card over a 12-month period of time
- Dynamic redemption – any seat that is available for regular purchase can also be purchased using TrueBlue points; no blackout dates
Automatic retro claims with promotion reprocessing

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A project that is focused on content marketing. Each time that a customer share Alimerka's contents they get points (Alipoints) that they can exchange into direct awards, or coupons for participation in contests.

The platform contains more than 1000 recipes, nutritional advices and a monthly challenge that tries that customers create a recipe using a given ingredient.
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People development app: the first virtual employee who defies our Managers to become the ideal Pernod Ricard Manager. Gamification based experience that challenges people management abilities, energizes participants towards employee engagement and makes them compete to be the best Pernod Ricard Manager.

To make Managers fully and definitely understand the key scope of their role in employee engagement and to ensure their commitment with organisation strategic goals and values by working on three pillars:

- People management: Managers are expected to move their teams to action.
- Engagement: Managers are expected to develop and inspire their teams.
- Strategy: Through people empowerment, Managers ultimate role is to deliver company strategy.

To do so by integrating the digital dimension as a reshaping of learning through Gamification, the innovation of the future. Introducing Gamification as an innovative and dynamic alternative to training, which:

- Fosters better capture of people management and leadership skills.
- Shifts the motivation for learning from extrinsic to intrinsic.
- Promotes efficient learning, maximizing user engagement in creative ways.
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November 172011
Loquiz is a mobile game platform that enables creating your own indoor and outdoor adventure games, photo and scavenger hunts. Games are built online and played on smart devices.

It helps event professionals, team building trainers, schools and outdoor adventure companies to create their own engaging games for people with less workload.

Core purpose is to get people to interact with each other and surroundings. Tech is not the cause but rather a tool to make through gamification engagement with event more fun.

Main benefits are flexibility and ease of editing and running games. Combining existing questions with a few client or event-specific ones offers an option to create and conduct games within minutes. No lengthy process using old methods (paper, printing out questions, pen, gps, maps, setting up the track physically on landscape or dividing printed out material to audience for game).
When conducting the game Loquiz allows event planner to get an overview during the game of teams’ progress on landscape. And in the end to see final game results - instantly - to announce the winning team.

Loquiz has different game types to build on. These have different logic- from simple quiz and outdoor freeflow movement game to brainwork-inducing strategy games and scavenger hunts.

It’s also easy to engagemultiple users on account or outside contributors. Players can collaborate and insert questions for an upcoming event without seeing other content.

Robust app is easy to use even with temporary lack of internet connectivity; it is easy to continue the game on another device if needed.




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This is a classroom gamification project, designed by Natalie Denmeade, for a Digital Media Class at Taree Campus of North Coast TAFE, NSW Australia in 2014 and 2015. The students are mainly young boys 17 - 22 with a few mature age students. The aim of this project was to incorporate game elements and 'play' to increase engagement in class activities, improve attendance, and to build resilience required to complete a qualification. The average completion rates for Australian VET (TAFE) courses is 32%. In smaller regional towns this figure drops even lower to 7 - 12%, (as in this Digital Media course 2010 - 2013 statistics). The completion rate went up to 63% following this project, and is still rising. More importantly, the gamification project has created autonomous, resilient and happy learners.

The project aims were to:

* Develop a Learning community: empower students to mentor and teach
* Build individual identities through respect and affirmation of skill
* Cultivate trust
* Be playful
* Offer choices and embrace chance
* Take risks (and make mistakes)
* Have faith in student potential
* Incorporate whatever inspires students - draw on contemporary references eg Game of Thrones
* Share power: learners were involved in negotiating key points.

The course in Digital Media was redesigned to deliver both levels 3 and 4 (and advanced level 4) in the one classroom and to have a team-based holistic approach from all of the teachers involved in delivery. This approach relies on peer-support and collaboration and self-paced learning. Establishing the classroom culture with a new group of students is time-consuming and a very hit and miss affair depending on the dominating personalities in the newly formed group. This roll-over mixed-level approach leaves a core of students who have an established culture for novices to step into. This has created a learning community where 'the energy literally crackles' when you walk in the room. Many students come in to the room when no classes are scheduled so they can continue to work on their group projects.

The flexible gamification design concept tightly integrates a range of technology in the every day classroom; notably, Google Apps (GAFE) Moodle LMS, Online Portfolios and Badges. It incorporates low-tech and high-tech solutions for data collection and sharing of content. Unlike most eLearning projects, this framework doesn't rely on activities being planned in advance. Rather, the flexible design provides learners with choices where ever possible and is responsive to their skills and preferences.

There is a 45 minute presentation available online which outlines the project and has details use of eLearning Technologies: https://plus.google.com/events/c89omaen65i14sltl6721lqnk1g
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Global competence is a 21st Century imperative, but students are largely disengaged when learning about the world. 86% of 18-24 year olds cannot identify Israel, Iraq, or Iran on a map. Both newspaper circulation and network newscast ratings have long been in decline, and the audience that remains grows ever older. Online news fares little better.

FantasyGeoPolitics.com turns students into fans and managers of learning about the world by “gamifying” the news and engaging them with global information sources.

Popularly referred to as "fantasy football for social studies and literacy standards," Fantasy Geopolitics is a social learning game that follows countries as they compete for news headlines and development goals. As one teacher said about the game, “Fantasy Geopolitics empowered me to assume my students actually knew what is happening in the world, so I could scaffold and build upon those realities more efficiently in class.”

Teachers (or Commissioners) sign up, invite Students (or Players), have a draft in class, and use the scores and resources to build global competence inside and outside the classroom.

Students draft teams of countries, follow those countries in the news, adjust their lineups by adding, dropping, or trading countries and become more aware, automatically scoring points every time their countries are mentioned in the New York Times or make moves on a global news conflict-cooperation tone scale.

In my classroom, Fantasy Geopolitics improved engagement, news interaction, and test scores. Throughout the 2014-15 school year, the game also worked for more than 1,000 teachers and schools. Students say they’re most engaged in class when playing Fantasy Geopolitics and that it raises their awareness about the broader world. Teachers say students love seeing the changes in news trends and scores and that students get into the competition so much that they’re actually wanting to read the news and dive into learning about it more.

Fantasy Geopolitics is not only a successful learning game, but also a much better way to the read the news. We turn students into FANS (and managers) of learning.
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As a second year teach I saw that my students needed a little extra push to help get them engaged in the subject of history. As a Video-Gamer myself I knew the power that video games can have to motivate people to achieve beyond their wildest dreams. Therefore as a High School history teacher I decided to add the Gamification concept to my class. The main goals of the project to introduce collaboration and competition into my classroom in a fun way. By doing this I hoped that students would become more engaged in the content and want to study the topics more outside of the classroom. Since I implemented the Sector 6 system 2 years ago I have seen a huge increase in the interest level my students have with the subject. They attack every project, task, or goal with energy as they know they are working towards a common goals and will be rewarded for their hard work. It truly has helped transform my class into an experience!
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In the Ebola outbreak that stroke West Africa during 2014-2015, MSF responded in all the countries affected. As part of the response strategy, MSF was involved in Information, Education and Communication in health promotion. AllAgainstEbola App was created by MSF together with Riceup Studio, to promote safe and good practices to the people of the community in an Ebola context.

The objective of the app is to contribute to increase the knowledge of the population about the transmission of the Ebola virus and therefore to reduce the spread of the epidemic. It was decided to use gamification due to the power of games on behavior changes. As well as the conviction in social games to create collective efforts for health improvement by harnessing the power of friendly competition.

The big challenge was to design and create the app just in one month, to be fast responding to the emergency.
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September 242015
Just SOLD OUT Platform has been developed and performs TCM El Logo. A gamification project for theatres and event management

JustSoldOUT is a gamification platform 100% Mobile oriented. Its allow each gamer to become a community manager and promote products or events during a campaign (time period) . Platform allows gamers to share information through Facebook, Twitter, Whatapp, mail, and whatever is in your share option mobile. Motivates player visits for check-in and QR-scans at places, download apps, video watching, and or web visits. Quiz or external challeges (for example game completion) can be added easily. Everything at your pocket 24×7 for you to promote.

Platform Increase competition through "real " rewards. Main objetive is that messages and marketing campaign become viral and you gamer your best promoter at a low cost. JustSOLD OUT keep loyalty through a general ranking and exclusive rewards.

Platform provide leads, geolocalization, social information, sharing information (links betwenn players) to the companies. Allows to growth an army of comunity managers for your enterprise.


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At Persistent, we have implemented a game based visualization approach for all our employees that combines social collaboration, performance management, learning and rewards and recognition. The eMee solution has been in operation at Persistent for 5 years now, and the company saved, by a conservative estimate, over 38,000 person hours in 2014 by eliminating the need for an arduous and time consuming end-of-year appraisal process.
Client – Persistent Systems
With a young and globally spread workforce of more than 8,000 employees, leaders at Persistent were keen to embrace innovative ideas for streamlining their performance appraisal process, which was time-consuming and ineffective. Persistent asked eMee to help develop a game-based approach to performance management.
Persistent's leaders wanted their performance management system to drive social collaboration, learning and development, and employee recognition. The solution incorporated those functions into a gamified performance management platform that allows employees to participate in tailored learning opportunities, develop target behaviors, and showcase their achievements and skills.
Solution
eMee's appraisal system was designed to make the process fun, inclusive, easy, and transparent. It drives continual performance management instead of confining appraisals within the traditional end-of-year event. It also allows any employee to participate in the performance management of a peer, not just immediate managers an arrangement that allows for more data accrual than is possible in traditional systems.
In the new system, every employee has a virtual avatar, similar to the popular virtual-reality game Second Life. Managers and peers can present virtual gifts to employees to recognize their achievements, or employees can request gifts for themselves. These virtual gifts carry points, which give an accurate and objective measure of performance against key performance indicators (KPIs). The system also supports reprimands, which can be viewed only by an employee's manager.
The platform is integrated with Persistent's business applications and other information systems, eliminating the need for manual data entry and eliminating subjectivity in assessing performance.
Today employees and managers have a single window into all aspects of an employee's performance, including KPIs, objectives, training needs, and certifications.
Results
Performance assessment at Persistent now involves real-time feedback from various stakeholders, including customers, peers, and managers, across teams and functional units. Timely data capture is critical in Persistent's project-driven environment, where people switch managers and projects multiple times per year.
• Drastic reduction in escalations and resignations
• Quicker closure of annual appraisal cycles, saving over 6 weeks of calendar time
• Over 38,000 man hours saved in in last appraisal cycle.
• Better employee and customer satisfaction figures.
• 87% of survey respondents said eMee CPA is better than Annual Appraisals
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November 32014
Every year in Canada 1,400 children are diagnosed with cancer and must not only battle the disease itself, but also the pain associated with cancer and its treatment. Pain is a common and distressing symptom that affects a child’s quality of life. To effectively manage pain, the healthcare team relies on patients to communicate how they are feeling. The challenge is that after chemotherapy and radiation treatment, the last thing on these kids’ minds is completing a pain dairy. To meet this challenge, researchers at The Hospital for Sick Children developed Pain Squad, a creative solution aimed at capturing the daily pain experiences of these children in the form of an iPhone app. Pain Squad helps kids and teens with cancer track how intense their pain is, how long it lasts, where it hurts, what helps to treat it and how it impacts their daily lives.

To keep kids engaged and motivated with the app, the concept of gamification was introduced to recording their pain assessments. Adolescents play the role of law-enforcement officers in a special police force that hunts down pain. The gamification system included a compliance-based rewards system where users proceed up the law-enforcement ranks. Each promotion to a higher rank unlocks an encouraging video clip featuring celebrities from two Canadian law enforcement shows, Rookie Blue and Flashpoint.

Traditionally, self-report pain assessments take the form of paper-based reports. These reports are only completed 40%-60% of the time and can be inaccurate and contain bias due to the recall of a patient’s pain experience. Gamification in the Pain Squad app has demonstrated 81% compliance overall among users. Users also overwhelmingly endorsed the app as appealing and fun to use. They also appreciated the ability to role-play as a detective and advance through the law enforcement ranks within the game. Overall, users enjoyed using the game-based app, found it easy to use and found that it did not interfere with their daily activities.
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Binnakle, the first game to find new solutions to any challenge inside companies

Many companies are already using gamification as a tool to change behavior of its people, to improve internal processes or improve the knowledge of his client. A Deloitte study indicates that in five years 25% of the processes will include any part of gamification. Another study by Gartner notes that in the coming years, 50% of companies will integrate the game into their innovation processes. In addition, various American universities offer courses and game integration in different areas of the company, particularly in innovation and creativity in the famous Stanford course "From play to innovation", organized by Ideo.
Within this context arises Binnakle, the first game that takes advantage of gamification to help companies to systemize all parts of the creative process. It aims to provide organizations with a tool to find innovative solutions in any area of ​​the organization effectively while playing. Binnakle enables anyone, even without previous knowledge of innovation, to optimize the performance of a creative session, finding new solutions on any kind of challenge

The main challenge was gamify the whole process of innovation and not just generating ideas. With some tools and practice, generating new ideas is not the most complicated part. Getting ideas that are really different from the solutions we use to find in our meeetings and that can generate value and be transformed into projects that can be implemented to reach, is much more complicated. In fact the quality of the output is heavily influenced by the other phases of the process: reframe the challenge to find new questions, select the ideas so they do not fall more disruptive to the first filter ideas, transform ideas into concrete concepts and landed, thinking on how to conduct a pilot/prototype and prepare the idea to maximize their acceptance with proper presentation.

Binnakle represents an expedition that guides the participants, called Explorers, to innovation through the 4 phases of creative thinking. A game of Binnakle is a competition among teams that will be awarded with bikles according to 3 criteria’s: luck, quantity of content generated and quality of these proposals. The brave explorers from the different teams will have to overcome the 4 missions (representing the 4 phases of creative thinking) of the game.

Mission 1: THE LAKE OF QUESTIONS
Goal: To write as many reformulations of the challenge as you can
Reason: The best way to find new answers is to reformulate new questions

Mission 2: THE FOREST OF LIGHTS
Goal: to obtain the maximum number of ideas solving the reformulated challenges selected during Mission 1
Reason: The best way to find good ideas is to generate many

Mission 3: THE VALLEY OF THE TWO FACES
Each team has managed to get out of the crater of the challenge; they have survived in the lake of the questions, and crossed the forest of the lights. Now we are in the a new quite space that is ideal for rethinking and more reflection
Goal: to make the ideas chosen more concrete and improve them.

Mission 4: THE BEACH OF NEW HORIZONS
Each team has managed to get out of the crater of the challenge; they have survived in the lake of the questions, and crossed the forest of the lights. They had time to rethink and improve their ideas in a quite space. Now they have arrived to the beach of the new horizons to defend them the best they can.
Goal: each team will try to board their ideas to explore the sea of opportunities. They will have to prepare the ideas, optimize their presentation and define how to organize a first test to check their potential.
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Our solution: an advanced dashboard tool with mobile support, to monitor individual and group achievements. All with the bonus of gamification ;)

Our FREE version challenges individuals to gain good habits by tracking their dedication to different activities.

We've made a short video explaining our idea and showing the game looping: 1minuto.weggu.com

Hope you like it! Leave us your email and we'll send you a "beta code" to try it http://app.weggufication.com/invitacion

Joins us!! Thanks and good luck! :D
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June 12015
Beer Wars Game is an action of gamification developed by SoloArtesanas with the dual aim of creating a community of craft beer lovers and increase sales of the online store.

Craft beer consumption is a recurring activity among craft beer lovers. The Beer Wars try to move online shopping orders to monthly subscriptions in achieving higher average tickets and loyal customers.

Most of our competitors try to build and maintain online clubs whose only customer service is to give them 6 to 12 different beers home each month. The gamification allows us to differentiate ourselves from these online clubs achieving that customers receive their beers each month, try and learn to taste and value them and compete against other Beer Warriors to win prizes.

A battle (month) of the Beer Wars is as follows:
1. Every Beer Warrior receives a pack of craft beers in 3 different types.
2. Every week, every Beer Warrior taste one of the three beers using our mobile web app for tasting beers.
3. He/She learns to taste craft beer and rates every feature of it (appearance, foam, color, ...)
4. The more accurate is the Beer Warrior tasting to the brewery tasting, the more points he/she gets.
5. Alongside the tasting, it is also evaluated other Beer Warrior actions such as replies to tests questions or minigames, beer photos, etc.
6. After 3 weeks (one for each beer) we offer the fourth week to try again any of the 3 beers and improve scores.
7. At the end of every month the best Beer Warrior is published and we send to him/her their prizes (tickets for microbreweries, free beer, ...)

The gamification is addressed from the mobile web and through a constant and fluid communication via email with each Beer Warrior.
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The goal of the project was to create an online learning program that teaches new employees everything they need to know about “corporate taxes”. The learning program is integrated into a holistic learning strategy for new employees, which also includes face-to-face training. By passing all training units, new employees are able to qualify for their daily work as a tax expert consultant at PwC.

Because “corporate taxes” are a central as well as a very extensive key topic for PwC tax experts, the learning program consists of 12 modules which cover about 12 hours of learning contents. This requires a long attention span. Furthermore, most learners associate learning formats about „corportate taxes“ with dry and complicated learning contents. Therefore, a traditional web-based training seemed to be inappropriate in terms of learning motivation and retention. Instead, gamification elements and story-based learning were used to increase the learners‘ motivation.

Different interactive elements are integrated into the training. The learner has to fulfill a concrete mission that is embedded in the framework of a realistic story with distinctive characters and authentic dialogs: Mr Amann, an entrepreneur, hired PwC to carry out the tax audit for his company. The learner has to gain the required knowledge and has to solve different tasks together with his team. The goal is to satisfy the critical auditor Mr Findich, who controls whether all submitted information is correct.

Points are used for performance measurement. The learner can collect these points for solving diverse tasks. Tasks with different difficulty levels are available. The faster the learner solves the tasks, the more points he gains. Additionally, the learner can gain extra points for fulfilling voluntarily tasks like working through a legal text again. Furthermore, the learner has the possibility to gain badges and rewards for solving tasks or just collecting information. The badges and rewards are not connected to the points. They are an additional motivation instrument.

There is an interim test in the middle of the learning program. After completing it, the learner receives a suggestion on which learning units to do next in order to successfully pass the final test.
The training is available in German and it is accessible via a Learning Management System.
PwC has chosen two e-learning experts as partners to create the learning program: HQ Interaktive Mediensysteme GmbH and IMC AG. With IMC, PwC has already carried out different successful projects in the past, e.g. implementing mobile learning cards.

The master version of the learning program will be available end of October.
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October 102014
A) Main Goal:

Touristic interactive experience using gamification as a frame to make tourism.



B) Company projects

Inoibérica, Ingeniería Interactiva del Ocio is a technology company focused on providing innovation and value to the tourism sector. The company's products are designed to generate a more social and interactive entertainment, so that new traffic of visitors are attracted and made loyalty customers. To do this, the company offers solutions for the generation, through mobile devices, of dynamic and interactive games.

Linked to a brand-territory, mainly concentrated in government (municipalities and county councils, through their respective boards of Tourism) and in all types of private establishments and commerce like hotels, restaurants, shops, leisure activities, etc.

The company has developed a technology that enables the creation of customized mobile applications using the game as a means of attraction or loyalty. The technological basis is similar, although specific developments vary for each customer segment:
• Amazing Specific Space - Unique developments: Museums, resorts, etc
• Amazing City - Tourist Territories: Cities, provinces or other political lands.


In both cases, the technology developed by the company customizes the application to the maximum, so that each one is different and provides a unique experience. Also, the app will be updated periodically with a low cost to the client, allowing renewed versions systematically and ensures a steady stream of revenue for the company.
In resume is a very customized app to offer the final customer a unique and personal experience visiting a city, an attraction park, museum, etc. Our developments put the final user as the protagonist of the experience.

C) Gamification Implication

We used gamification as a way to make funniest the visit to a city or a specific space. We propose the visitor to play a game where he is the protagonist that has to discover some secrets, mysteries or treasures involved in the area that he is visiting.
With our developments, the city becomes the board game and the monuments and symbolic places, the sites to develop the action. Arriving there (using own geo-localization as a tool) we present a challenge to our friends who have to solve them to pass the dare.

For that we make them to look for a QR hidden, to solve a test, to look for a mysterious character (using for this augmented reality), to make a small physic game, to take a picture, etc.

To promote the engagement of the tourists, we incorporate all the theories and mechanics of funny games, like points, avatars, emblems, classifications, etc.

Added to that, and as extrinsically motivation, we offer prizes related to the local commerce like free nights in hotel, free meals, attractive discounts, etc.

To summarize, we provide an added value to tourism. We say to the tourist: using our Amazing Apps, you visit places at your own pace enjoying a funny and interactive experience. How? Playing with real elements of the space you visit and winning attractive prizes.
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Consum, the foremost Spanish food retailer, decided to work with Hooptap to boost its loyalty program with a Danone product campaign. Danone, a multinational food-products corporation, wanted to launch a campaign to familiarize users with their products on a Consum's environment. Its objective was to increase sales by a 20%. Hooptap provided a Consum's Brand Club, where users interacted with the different product varieties and their specifications.

Danone challenged the customers to play new games every day in order to win prizes while discovering new content about the products and the brand itself. During the campaign, users in the Consum's Brand Club could win points on the virtual grocery store, sponsored by the brand, and get discounts and prizes which could be purchased at the usual POS. At the end, this gamified environment worked to engage the audience and monetize this relationship in a fun and interactive way.
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As Cisco transitioned from selling products to selling solutions to selling outcomes, support became more complex and challenging. Meanwhile, our customers have increasingly relied on self-serve and self-solve support options to meet their service needs.

Our customers and partners clearly benefit when our Technical Assistance Center (TAC) Engineers share their expertise by producing content. However, historically, only a small subset of our TAC engineers would take the additional time needed to document and publish their knowledge and expertise.

Our challenge: How do we engage and motivate over 4,000 TAC Engineers across the globe to transform their knowledge and expertise into content our customers can use? And how can we make it easy for them to do so?

Through both the Knowledge Champions League (our Gamification methodology) and workflow integration enhancements to the engineers' case management platform, we successfully engaged our TAC engineers, and sustainability increased TAC content production. The Knowledge Champions League (KCL) employee engagement initiative offered a 2 week work rotation to any TAC location in the world for the winners as an incentive. Enhancements to the engineers' case management platform provided an easy way for our engineers to capture and publish knowledge from within their case resolution workflows, thus converting their knowledge into valuable content for our customers as part of the support process.

The results confirm we have driven employee engagement and impact leveraging Gamification:
55% Increase in TAC authors externalizing content - publishing content to cisco.com
43% Increase in TAC authors creating internal content
47% Increase on number of articles published yearly
5 Times more content created by Engineers participating in KCL (compared to those who didn't participate)
+1M Yearly customer views on externalized articles
$41.7M in case deflection attributed to articles externalized by TAC Engineers

Our Gamification approach,

Our approach was to infuse gamification to our existing Social Knowledge Management Environment, Tech Zone, and integrate Tech Zone into our engineers' case resolution system and workflows (CSOne). Tech Zone began as an internal Cisco channel that lets support engineers around the world share support case solutions and knowledge in real time through online discussions and articles. Engineers used this powerful collaborative environment to author content, post questions, adapt conversations to their own documents, and tap into TAC “crowd sourcing” for a myriad of purposes. Tech Zone was then integrated into the Engineers' case resolution workflows and system (CSOne). Additional "flag for publishing" capabilities were added to convert the discussion and issue resolution content into externally published Cisco.com articles for customers to access.

This was the perfect environment to introduce game mechanics methodology to drive TAC engineer engagement and drive the content creation culture.

In order to introduce game design methodology to engage and motivate our engineers we did the following:

1) Build a reputation foundation: Points, Ranks and Leaderboards
A foundational mechanism was to enable Engineers to build their reputation, in which their content contributions would translate to obtaining points that would enable them to keep on growing on Tech Zone's ranking system. The first time an engineer logs in Tech Zone he obtains a "New member" rank, the next evolution rank is to start consuming knowledge which transitions the engineer to an "Observer" rank. As the engineer starts replying to discussions and creating valuable articles, the engineer starts raising in the ranks (Associate, Specialist, Expert) all the way up to an "Elite" Rank.

A key element to drive engagement is to provide feedback to the engineers regarding how they are doing; in addition to ranks we also displayed public leaderboards for each technology. These leaderboards were designed to showcase the top contributors on a 30 day rolling window, allowing anyone that recently joined Tech Zone to grow and be recognized in their technology leaderboard.

Points, Ranks and Leaderboards provide the foundation to enable direct feedback to engineers regarding their reputation and how impactful the content they created is. This motivation drove engineers to continue sharing valuable content with their peers and our customers.

2) Create tailored competitions: The Knowledge Champions League (KCL)
We supplemented our foundational reputation by launching an annual competition which we called the Knowledge Champions League (KCL) to empower engineers to drive the creation of valuable content that, when shared with our customers, helped customers self-serve and self-solve their issues, and in turn, avoided the creation of a support case to TAC. The competition was designed to bring together TAC Engineers from different regions to collaborate in teams.

*KCL Structure:
Phase 1: Qualifying period. During a period of 3 months we empowered all Engineers to create content in Tech Zone to qualify as top contributors in their Technology Space.
Phase 2: Team Competition. After the qualifying period finished we paired the top contributors of each Technology and different sites (Europe, Americas, Australia and India) into teams to compete in seeing which technology team creates the most impactful customer content.

Each Technology Team was paired with a Technical Leader who would be their coach to drive the right behaviors and best practices on the creation of valuable content.

*Game Elements:
In order to create an enticing competition we incorporated the following core game elements:
1) Define a clear and achievable goal. For KCL that goal was to create valuable content that would benefit other engineers and our customers.
2) Select metrics that can effectively measure a contribution's impact. In order to measure the TAC Engineers' impact we measure the following metrics: High Value Articles, Articles Externalized and Solutions Provided. These metrics composed our League Points. We were able to measure High Value Articles by looking at how often these articles where being reused by other engineers in Tech Zone.
3) Feedback Loop: We provided timely feedback on how each team was performing for motivation and driving healthy competitiveness. Every week we would publish a leaderboard showcasing how many points each team had accrued.

*Prize:
The winning team would be given a rotation, the opportunity to work two weeks from a Cisco TAC Center office of their choice. This award was intended to strengthen the collaboration bonds between TAC Engineers of different regions. This award also created enthusiasm on the different TAC Centers to entice the winning team to select their location for their rotation. Several TAC Centers created videos showcasing why TAC Engineers should come and visit them.

We measured the output of KCL participants and compared it with active Tech Zone engineers that were not part of KCL. The results where extraordinarily positive in that, on average, KCL participants created 5 times more content than non-KCL participants.

All Knowledge Champion League participants realized additional benefits from working in global teams across their technology space. These benefits included building their network of contacts, gaining exposure, building cultural awareness, and strengthening their collaboration skills during their cross-regional partnerships in developing content for their technology area.

*Testimonials from the Knowledge Champions League winners:

“The 2 week rotation to SJ and RTP, as a part of the KCL competition, was awesome! Having the opportunity to meet colleagues, interact as well as strengthen relationships with various Engineering stakeholders”
Harmit Signh, Collaboration Engineer, Cisco Systems Inc

“The KCL competition itself gave me an opportunity to get to know a cross-functional team of high-performing Security engineers from around the world. Working as a 'team' allowed us to socialize and work in lockstep better that we would have through day-to-day work”
Magnus Mortensen, Security Engineer, Cisco Systems Inc

The Knowledge Champions League has become a yearly event with the objective to empower engineers to create and share valuable content with our customers and to build the foundation of a content creation culture.

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September 12012
Community PlanIt (CPI) is an online, social game that engages communities in local planning. Its goals are to increase the number and diversity of participants in the planning process, cultivate civic learning among players, and provide better data to planners about stakeholder views.

The basic structure of a CPI game is a series of time-limited missions, where players are prompted to complete a series of challenge questions. Players receive coins (in-game currency) for most game actions, and certain actions such as commenting, liking, and sharing are reinforced through badges. Coins function to rank players’ performance in the game, and also serve as a currency that can be spent on “causes” which are local projects that benefit the communities playing, such as college application assistance for low-income youth or funding a neighborhood bike program. Players with more coins accumulated have a greater impact on which causes win. While competition is key to players’ motivation, cooperation and sense of community are fostered through easy comment filtering tools and weekly emails to players that summarize game activity. At the end of the game, the distribution of coins to causes is meant to represent the community’s general sentiment.

CPI is more than an online game. Each implementation is part of a process that involves community outreach and content creation prior to game play, and is followed by a face-to-face community meeting that also serves as the game finale. There, players and non-players are invited to debrief on game results and plan for next steps.

CPI offers a refreshing contrast to traditional means of civic engagement, which typically focus on official transactions, such as voting in an online poll. CPI’s interactive web design fosters reflection, learning, and the development of trust among players, while accumulating high quality data about community sentiment. Civic learning happens because the participants trust that there is power in their opinions and that someone is paying attention.

Community PlanIt aims to augment existing offline engagement efforts by stepping up where face-to-face meetings often fall flat. All too often planning meetings are hampered by a lack of diversity, learning, and trust and a surplus of one-issue activists, incivility, and misunderstandings. Community PlanIt provides a framing that allows planners to guide citizens through the narrative of the planning process, creating opportunities along the way for learning, civil conversation, and meaningful input. Community PlanIt not only builds trust between citizens and planners, but is itself a powerful data collection tool that allows you to meaningfully analyze citizen input and truly incorporate it into the planning.

Once the game is complete, the data is available to planners and community organizations via an interactive data visualization tool as well as spreadsheets. Most simply, this data can verify the relevance and urgency of previously identified issues. The “thick” responses elicited by CPI’s unique design can also help reframe these issues, and even highlight new or emerging issues that had escaped prior notice. Lastly, CPI’s accessibility can help clarify the relative weight or magnitude of public opinion about particular issues.

Community PlanIt was originally designed to address the problem of inclusivity in city-wide planning, particularly real estate development and master planning. The Detroit project was called Detroit 24/7 and was designed in collaboration with Detroit Works Project Long Term Planning. It lasted 21 days, and consisted of three weeklong missions. In that time, 1,033 players registered and created over 8,400 comments about their experience with the city as it is now and where they think it should go in the future. After the missions ended, there was a Game Finale meeting at the Central branch of the Detroit Public Library, where over 120 people showed up to celebrate players’ accomplishments and to plan for next steps. Since it’s initial uses in the Cities of Detroit and Philadelphia to engage the public in needs assessment and visioning for master planning, the game platform has been used in a much wider array of planning contexts – both in terms of geography and content.

In 2014, the United Nations Development Program in Moldova partnered with the Engagement Lab to use Community PlanIt in the context of engaging citizens of Moldova on the issue of youth unemployment, while facilitating a cross-cultural dialogue between Romanian and Russian-speakers in the country, where tensions between the two cultures were running high. That instance of Community PlanIt was able to draw in about 1,300 registered users who entered 7,931 comments (data points) in the game. Players submitted proposals for 29 different Causes that focused on creating solutions to youth unemployment. The top three won real world funding from the UNDP.

On the success of that game, the UNDP Bhutan partnered with the Engagement Lab to produce their own version of the [email protected] to address the specific issues facing youth, particularly in the capital city, Thimphu, and other urban centers. In the fall of 2014, [email protected] Bhutan had nearly 2,000 registered users, who played the game in English, and generated over 14,000 comments and responses to challenge questions about the issues surround youth unemployment in that country. The top three of the 58 Causes submitted received real world funding for their projects.
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November 112015
We are developing a smart hardware device that transforms conventional, manual toothbrushes into gaming controllers - so kids and young-at-hearts can play fun & instructional mobile games while brushing their teeth.

Playbrush was developed to help children with their daily oral hygiene. Brushing teeth is still an enormous problem among kids, even in the Western World. In the UK tooth decay is the single-most reason why children between 5 and 9 are admitted to hospital. While 44% of dental expenditure is paid-out-of pocket, it is still the fourth most expensive cornerstone of the European public health system.

While working with over 50 dentists and testing with over 300 kids we learned that brushing motivation is the major problem - and consequently children brush irregularly, inaccurately and not long enough, which leads to annoying discussions with their parents, frightening and painful dentist appointments and increased treatment costs.

In our tests we experienced so much joy and motivation among the children while brushing, and could even convert most of our testers in Kickstarter backers, where we raised GBP 40k without any marketing budget. We have now raised Seed capital to solve the toothbrushing in the UK and Austria, and will later on expand to all Europe and the US.

Being bad brushers ourselves, our main goal is to make brushing teeth finally fun and change the future of oral health - so all kids world wide enjoy brushing.
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CREDILIKEME - GAMIFIED PERSONAL LOAN EXPERIENCE

Goals:
- Empower people to become better credit users.
- Impact in the payment behaviour of loan users, therefore lowering delinquency rates.
- Increase the retention rate (revolving credit users).
- Marketing efforts of Credilikeme.

Why gamification was needed?

Over ten years of experience lending and collecting, we have learned that the best way to guarantee the payback of the loans is to keep and active and trust based relationship with the customers.
Banks and Financial institutions usually focus their relationship building efforts when they are acquiring new customers and when the credit users isn't paying back and have to collect. So the customers aren't being properly served during the life of the loan.
Furthermore there is a clear shift in consumer behaviour on newer generations like the millennials. We realised there was an opportunity to engage better with existing customer of financial services and new comers. As we - the founders of Credilikeme - grew up playing video games we knew that engagement via games is a must for newer generations and could work great in a financial context.
We believed we could motivate credit users to payback on time and increase their creditworthiness if we could relate the credit experience to a video game like experience they could easily understand. So we decided to gamified the personal loan experience.

We had no previous experience implementing gamification so we took Kevin Werbach class from Coursera gamification, and applied the principles throughout the loan process. For the last two years we have been perfecting our game building techniques, mostly by trying things out.

Credilikeme is a 100% online lender based in Mexico that lends from 150 usd up to 1,000 usd with up to six months to payback. Target market are young (22-35 years old) Mexicans who rely on credit to improve their living standards.
We currently have given more than 6,000 + Loans in the 32 states of the Mexican Republic.

Questions that helped us build the personal gamified loan experience:

What are the intrinsic motivators that make people payback a loan?
What are the extrinsic motivators that make people payback a loan?
When is that credit users feel most emotions?
What happens to the ones who actually payback on time?
How are we rewarding them to continue to pay back on time?
How can we give access to better loan conditions? how can we lower rates?
What is the emotion we want the Player (customer) to feel?


How we implemented?


We decided not to call our clients customers or clients, we called them PLAYERS. This became a huge cultural thing inside our company. Its now a tradition to say players instead of clients.
We hired a game developer company to do a FINANCIAL APP. They were stocked at first but then realised they knew how to create emotions in moments of truth. And we worked together to do an app had was fun and at the same time serious enough to be a credit company.
Built a web app and an Android App. (currently working on iOS)
Changed our pricing strategy so we could gamified rates, loan disbursement process, maturity of loans, and add on features. Example: Level one players pay a monthly rate of 15%, whereas level six players pay 5% monthly rate.
Creation of levels of trust. Credit users have six different levels of trust, each level has its own set of benefits.
We gave each player a profile where they could showcase their badges, trophies, and level of trust achieved. Made the profiles accesible to their friends and family.

Creation of features:

The Trust ladder: this feature became the backbone of our gamification strategy. A new player will be located in level one, and as they payback on time they will level up. As they level up they get access to better loan conditions such as: lower rates, increase in line of credit, increase in payback time, and access to raffles and other benefits. If the player fails to payback on time they don't level up, and if they behaviour is not correct they lower their score.

- The Pause: every good video game needs its pause, or time out, so that the player can fix something or position himself better. We believed that if our loan was really to be a game it should be more controllable from the players perspective. So we created the "Pausa" which allows players to pause their loan and as a result we stop the collection, interests freeze, and the player has an extra month to payback without affecting his credit score.

Lives: Credit users will eventually be late for a payment. We wanted to let them know that this was "ok" and that it happened to everyone. But at the same time we wanted them to feel that being late is a behaviour that is bad for them and that the financial institution wouldn't allow it to continue to happen. So we created lives. Each player has two lives for every loan, if they run out of lives they are penalised.

Badges and trophies: Players get a badge for everytime they payback. Each badge has a different meaning. Special badges were created for special situations. For example, “Delorean badge” is awarded to those players who were non-performing (delinquency) and came back and pay their loan to get back on track.


What gamification has achieved for this project?

Our company has benefited from gamification in many ways:

Financially:

- Automatic collection % of successful Hit: from 36% to 56% in 18 months.
Retention, player ask for a new loan as soon as they finished their last one: from 70% to 92% in 18 months.
Delinquency index: From 45% late payers (more than 30 days delinquency) to 12% in 18 months.

Market recognition:

Players feel akin to the brand and our efforts because they feel we understand them. 90% of our users have recommended us.
1st place Village Capital Business accelerator hosted by MasterCard and Accion. May 2015.
2nd place MoneyConf pitch competition in Belfast, Ireland 2015.

Business Model:

Using the levels of trust. We were able to understand our credit portfolio in a different way. We now can do strategies per level of trust, to manage our risk.
Risk management model based on players level of trust.
When raising money to fund our portfolio, is very easy to explain banks how we manage risks and what type of users we have.

Overall, gamification for us wasn't just a novelty thing to try out. It became our way of doing business. If it isn't fun, engaging or helpful, we don't build it. If the player wont feel control, and cant along his/hers most important values to our product then we should build it. In a way Gamification became a compass for decision making all around the company.

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September 182014
GOAL FOR THIS PROJECT
Island Health, with the generous support of Coast Capital Savings, developed the BoosterBuddy mobile app to help young people better manage their mental health.

BoosterBuddy is the first publically available gamified mobile app for mental health in Canada.

NEED FOR THE PROJECT
Every year in Canada, one in five people experience a mental health problem. Most young adults experiencing mental health challenges, report that the symptoms started in childhood. These problems often persist with devastating effects on health and productivity.

The cost of mental health problems on the Canadian economy is estimated to be well in excess of $50 billion. Even more alarming, is the loss of life. Four thousand Canadians die every year from suicide, while people with severe mental illnesses die up to 25 years earlier than the general population.

For these reasons, youth have been identified as a priority by the British Columbia provincial ten year mental health plan.

WHY GAMIFICATION?
Ninety percent of youth looking for mental health information look for it online with mobile devices. Furthermore, preliminary evidence suggests that adolescents with depression and anxiety as well as people experiencing psychosis find online or computer-based interventions acceptable and effective. However, accessing information online is not enough.

Improving mental wellbeing includes self-management: maintaining healthy habits, using coping skills and adhering to treatment. It requires engagement in real-life activity.

Doing the everyday tasks we need to do to maintain our health can be hard for everyone. It is even harder for those who struggle with mental health problems. Low mood, low motivation, lack of enjoyment or difficulty with planning and organizing make it difficult to engage in the very activities needed to improve these problems.

Gamification can overcome these barriers.

Gamification can jumpstart real-life behaviours, foster positive emotions, establish and organize habits, increase perceived ability and magnify intrinsic motivation.

GAMIFICATION IN THIS PROJECT
The BoosterBuddy app uses a broad range of gamification design elements.

NARRATIVE
– fosters empowerment, companionship, and hope. Users help themselves by helping their buddy. Users choose one of three companion characters and must wake the buddy up by engaging in real-life wellness behaviors. The buddy, in turn, provides users with positive feedback and encouragement.

AVATARS
– allow for the embodiment of helpful characteristics. The look and feel of the characters were developed by a team of youth with mental health concerns who placed a strong emphasis on comfort and familiarity in the avatars whom they would want to interact with when experiencing disturbing thoughts and emotions.

QUESTS
– are graded to match the user’s needs and abilities on that day, guiding them toward crisis response, symptom management, self-care and community engagement as appropriate. Graded quests jumpstart healthy behaviours, build competency with coping skills and increase self-efficacy.

ACHIEVEMENTS
– Users can set reminders and track their progress on the calendar by noting patterns of achievement completion. Achievements are acts of real-life self-management including mood tracking, medication adherence, appointment adherence and goal completion. Achievements provide valuable markers of progress and momentum in the midst of an experience that is often chronic and fluctuating.

REWARDS
– including fanfare, virtual coins, virtual goods, achievements, levels and verbal encouragement provoke positive emotions and act as markers of progress.

CONTENT LOCKING
– New virtual goods unlock as users progress through levels, prolonging engagement.

These gamification design components help users who lack interest or enjoyment. They can amplify motivation, increase positive emotions, and improve self-efficacy. Gamification can also be useful for clients with initiation and organization difficulties. This approach can provide signals to prompt behavior and develop habits and routines. Finally, gamification can enable the development of personal meaning and hope through the power of a transformative personal narrative or journey.

REFERENCES
Government of Canada. (2006) The human face of mental health and mental illness in Canada.
Retrieved from:
http://www.phac-aspc.gc.ca/publicat/human-humain06/pdf/human_face_e.pdf

Ministry of Health Services, Ministry of Children and Family Development (2010) Healthy Minds, Healthy People: A Ten-Year Plan to Address Mental Health and Substance Use in British Columbia. Retrieved from: http://www.health.gov.bc.ca/library/publications/year/2010/healthy_minds_healthy_people.pdf

Pew Research Centre (2015) Teens, Social Media & Technology Overview 2015.
Retrieved from: http://www.pewinternet.org/files/2015/04/PI_TeensandTech_Update2015_0409151.pdf

Mental Health Commission of Canada (2014) A Foundation for Online Knowledge Mobilization in Child and Youth Mental Health.
Retrieved from: http://www.mentalhealthcommission.ca/English/system/files/private/document/cy_online_knowledge_mobilization_final_report_eng.pdf

Richardson, T., Stallard, P., Velleman, S. (2010) Computerised Cognitive Behavioural Therapy for the Prevention and Treatment of Depression and Anxiety in Children and Adolescents: A Systematic Review. Clinical Child and Family Psychology Review, 13(3), 275-290.

Lex Wunderink, L., Emerencia, A., de Jonge, P., Sytema, S. van der Krieke, L., (2014) E–Mental Health Self-Management for Psychotic Disorders: State of the Art and Future Perspectives. Psychiatric Services, 65(1).
http://dx.doi.org/10.1176/appi.ps.201300050

Juho Hamari, J., Koivisto, J., Sarsa, H. (2014) Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA,
http://doi.ieeecomputersociety.org/10.1109/HICSS.2014.377


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We believe that the future of government lies in personalization. What if, instead of forcing citizens to search for what they need, we only show them what is directly relevant to them? Enter my.hawaii.gov, a one-stop shop allowing Hawai’i residents to completely customize how they interact online with the state, based on the services they need, on any device, anywhere, anytime – securely and reliably.

Within my.hawaii.gov, citizens can access their transaction history with most state and county agencies. With one place for everything, my.hawaii.gov gives real-time information on Business Filings, Camping Reservations, Licenses held and even procurement announcements. Need to get a reminder when your teaching license is due? No problem, my.hawaii.gov will handle that for you! Utilizing single-sign on technology, we are able to directly integrate with 60 of the 110 online services offered in Hawaii.

mySavings, a service within my.hawaii.gov, aims to show citizens exactly how much they are saving by conducting their business with the government online by creating awareness around the amount of paper, miles and time saved. A first of its kind gamification of government, it even gives helpful, Hawaii-centric tips for what users can do with their new found time!

Hawaii.gov also implements a centralized notification service that allows all users to receive notification alerts via email and/or text message. The messages are also archived so the user can review them if they message was lost in transit (a.k.a. "My phone fell into the toilet")

Hawaii.gov continues to use its revolutionary responsive, touch-first interface. Search was enhanced to get information faster by using filters for news, videos, and images, as well as suggesting related searches. Known for our diverse culture, translation exists to make it easier for visitors and locals alike to understand everything the website has to offer. Our Near Me service uses geolocation to display what is close by you, allowing visitors to find government offices, EV Stations, Farmers Markets, and more.

Leveraging Open Data, not only have we continued to publish more datasets on data.hawaii.gov, but we have departments creating data, publishing it for the public, then reconsuming that data as applications/visualizations on their sites. An example includes the Electronic Vehicle Charger Database (energy.ehawaii.gov/ev).

To help citizens stay connected to their government, we offer 277 social media pages, 1,450+ twitter followers, a flickr photo pool, and 31 Youtube videos! The online services area now includes how-to videos and detailed information pages for each service. Navigation between the 60 mobile apps, 110 online services, and trending data is easier than ever.

For fun, we've also created the error page of Armageddon - portal.ehawaii.gov/404, a secret konami code, and a changing design based on time of day.

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For the past 3 months I have been designing and planning a total, year long Gamification of my grade 8 science program! Why would I do this? In 2013 I won the Alberta Excellence in Teaching Award after having taught for 3 years. This is awarded to the top 20 Teachers in my province annually. Since then, I have been motivated to continue to grow and develop my classroom.

About 2 years ago I learned about the concept of Gamification from a colleague. I began to roughly plan out what I would do when an unexpected family event put those plans on hold. Now that things have settled down I have unleashed my full Gamification on my students.

This gamification contains a narrative to tie together the units complete with a movie trailer to set the tone. From there, players select avatars and character classes which they assume for the duration of the game. They are then randomly selected and placed into guilds for the year. Each player, class and guild are tracked using a digital leader board! This also meshes up with their virtual currency and combined, these two bits of information provide their overall level in the game.

My game contains the elements of items (of 5 different classes) plus items for forging and crafting. All work is completed through quests which are all triggered via Augmented Reality. All quests are submitted at the Battlegrounds and a real battle occurs where they defeat enemies based on work quality and success rate. After battles, players have the opportunity to search the area for dropped loot. All tests and assessments are labelled Boss Battles. There are also Guild Battle Mini Games and 1 Time Saviour Missions that challenge students on work with deeper concepts.

Throughout the game players can earn secret achievements, which they must uncover on their own, to ensure that their discoveries, and related outcomes, are truly authentic. Players can sell, buy and trade items with other players in the game as well.

The overall goal of this project is to increase student engagement. I want to ignite a deep passion for the sciences among my students and help them grow in their appreciation for what school truly can be - a fun, creative and fascinating place!

More information can be found on my website at www.mrhebert.org
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April 12015
This multidisciplinar project is based on the integration of four different subjects: Natural Science, Social Science, Visual Arts and Technology taught by three different teachers with a clear purpose: Make learning as a whole, not divided in parts, integrating the different abilities that are essential for our students in their daily basis like cooperation, resilence, effort and discipline.

Gamification was the foundation for our goals, it gave us the opportunity to change our students´ point of view of education. In addition, components, dynamics and mechanics helped us in engagement, motivation and in creating an unforgettable experience for our students and for us.

Using the aesthetics of clash of clans, the students became paleolithic hunters who live in clans. They have to overcome the different events and evolve as a society throught the different ages and become emperor. They have to collaborate, cooperate and use their creative thinking to solve the different problems they will face. They will evolve with gems that they will win individually with their daily performance or collaboratively in their clans.
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A case study of MySkiStar – a gamified social network for skiers in Sweden and Norway with almost 340 000 members. MySkiStar is a digital solution for SkiStar, who own and run the five biggest ski destinations in Scandinavia, with 8.5 million visits per year. Among their destinations is Åre, which hosted the FIS Alpine World Ski Championships 2007 and is also hosting the 2019 championships.

MySkiStar collects data from skiers’ skipasses as they swipe them to get on a lift. The data is then processed to show the users the amount of vertical meters they’ve skied and the calories they’ve burned. You can also collect pins, earn deals, compete and connect with friends within MySkiStar and share your progress on social networks. MySkiStar is available as a responsive website.

The presentation centers on the challenges of the project – everything from strategy to design and even just naming the solution. It also covers how to handle a solution capable of processing 100 000 skipass readings per hour, which generate 8 million transactions in the system.

Several humorous examples are included and the presentation will change the audience’s view on what type of person is most eager to play. You will also hear about how the speakers wife made Bartle's four player types into five.

MySkiStar is going on its fourth season now. It is a key tool for SkiStar in attracting ski tourists and competing with other European ski resorts – because it makes your skiing experience more fun.

You can see an early demo at: https://www.youtube.com/watch?v=eCF_vCekP84
Visit MySkistar at: https://www.skistar.com/en/MySkistar/
More about Skistar: https://www.skistar.com/en/
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February 92015
The A.I.E. board choose gamification as innovative approach at the decreasing number of readers in Italy (less than 50% in the 2014). The web platform ioleggoperché.it creates a partecipatory, social, challenging and rewarding experience where loyal readers and "not readers" met each other, a community based on the book and reading love. Through the gamification design, the users with a certain number of unlocked badges can redeeem a total of 250.000 limited edition books from the best world authors.

In the first 30 days:
+ 25.000 book messangers registered (the goal was 10.000)
+ 100.000 badges unlocked
+ 1.000.000 points assigned
+ 500.000 UGC created
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March 312015
YounGOffice 2015 -SSC competition

With real professional experience, competitive spirit and not finally you enrich many awards.
YounGOffice SSC is a competition at 3 multinational companies (TATA Consultancy Services, DIAGEO, BP), where you can test yourself, with playful tasks, as a virtual colleague!

Your challenge is to explore the world of the shared service centres in the virtual offices of the game and to solve situational and lingual exercises. We expect students with economic, philosopher and language on academic specialisations and graduated youngsters as well. The competition has three rounds: the online qualification rounds are followed by the semi-final, from where the best one 10 teams get into the live final.
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3DWire is an annual international event created and organized by Paramotion Films, a production company. The event is held in Segovia (Spain) and is geared towards animation and digital audiovisual production (New Media, ICT and Videogames), bringing together lots of professionals, both national and international.

Paramotion Films requested GECON.ES the creation of the first Gamified experience for 3DWire, defining two main objectives:

To attract attendees to less frequented areas of the event.
To promote networking between attendees.
On the other hand GECON.ES defined other research objectives related to the Gamification of social places like congresses:

To study the fun factor as a dynamization element and as a facilitator of goal attainment in this area of application.
To study the segmentation and habits of event attendees.
The methodology used in-house tools and knowledge as well as other frameworks, highlighting the Gamification Model Canvas (in its GameOn! Toolkit format) by Sergio Jiménez Arenas.

If you want more information about the event, please visit http://www.mercado3dwire.es.
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January 82015
Gamification applied to formal education in technology class for 1st grade of secondary.
Goals: increase motivation and engagement with the subject.
Gamification was needed to make learning an incredible experience.
Students increased their motivation, engagement and discipline with the subject.
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September 12014
Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year.
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Proyecto Educativo Zombiologia
September 12013
Zombiología is how we call teaching and learning Biology & Geology in a zombie-apocalypse narrative. The main goal of the project is to improve 14-15 year-old student´s engagement and scientific thinking in class, as well as making them self responsible of their learning outcomes. Gamification has helped students understand the role they are proposed to play in a learning process based on the Problem-Based Learning methodology.
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EngageIT was asked to design a player journey for the contact center agents of Knab. By implementing their gamification platform, Pony, the aim of the project was not only to increase the efficiency but also to strengthen the knowledge of the contact center agents. In addition, this project gives the agents an insight in their career. The project is comprehensive and includes training programs, an innovative knowledge base, increase of performance and salary increases. Raising a salary is no longer determined by the number of working years, but is linked to the gamification performance of the agent.
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On June 24, 2012, BBVA launched BBVA game. Initially the game consists of several gamified tasks that BBVA customers complete to win badges and points redeemable for a range of prizes.
The tasks are organized around finacial education, use of bbva.es -bank transactional web, contact information, product and services purchases, new game users and surpsuprise challenges.

Vídeo: BBVA Game http://youtu.be/OsaJoNYmoeM

The most important achievement of this project has been the level of engagement of digital users, overall satisfaction and the consumption of tutorial information on how to use bank´s digital channels.

Two and a half years later, the concept of gamification applied to enhance engagement among online banking customers has evolved to a new approach. BBVA game was renamed to “Liga BBVA game” and the bank is using the original gamified-task approach to enrol football fans into the bank.

Video: Liga BBVA Game http://youtu.be/p8XM-SYuLm4
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At this stage of diagnosis, the general problem which I face is the falling price of our product in origin, due to monopoly purchase of large distributors that supply markets, capturing the largest margin and depressing the final quality of the to the consumer, and thus further increasing their profits if possible, while farmers we lost every year. This suffocation moved to our environment socially losing the traditionally productive and sustainable fabric. Along with the emergence of new emerging farms in third countries, cheaper for distributors, leads us to seek a commitment to quality and direct approach to a target audience to make real the utopia of greening our olive grove. hence

 
In this particular phase, the problem is learning to value a natural, live from the countryside to your home.

The idea is gamificar this experience with the user

Because the activity you propose to be virtual farmer, arouses interest in a certain type of consumer who later development. For generates feedback to understand that the result of their efforts, never better, get your own noncommercial extra virgin. This commitment to care for your olive tree, the "day", learning their needs and, of course, also adversity motivates you to not give up on the scheduled time.
While short term, we encourage not only the importance of a Mediterranean diet, but also the value of conserving nature. Also, enjoy healthy eating is contextualized in their environment, fostering motivation of belonging to this social project, identification and differentiation in social media, as pro-consumer.

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November 122012
Sjekkdeg.no is a gamified web application for sexual health promotion. This application is focused to North-Norwegian youngsters.

There is a problem in North-Norway with Sexual Transmitted Diseases. Sjekkdeg.no aims to promote healthcare among the young people in Norway, using gamification elements, such as avatars, to increase the users motivation in order to get them involved with their own healthcare.

The application includes different education components, lessons, quizzes, videos, and even a virtual clinic. The interaction with all these elements is done using an avatar. And this is a very important point in Sjekkdeg.no, users are able to create and customize their own avatar. There are many different components, such as gender, hair, complements, to get a fully customization. But that is not all; the user can unblock new customization options by completing different tasks in the application. This means that to the initial customization options new ones can be added completing different tasks that encourage the user to visit all the contents, make the quizzes, etc.

Sjekkdeg.no is completely anonymous and it is designed to be accessible not just using personal computers but also tablet and smartphones.
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April 12014
Agreeing with the Horizon Report 2014, gameplay has long since moved on from solely being recreational and has found considerable traction in education as a useful training and motivation tool. There has also been increased attention surrounding gamification, defined as the integration of motivational components based on game elements and mechanics into non-game situations and scenarios. The gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners. Our proposal tries to measure the impact of a gamified methodology in the self-regulation processes of the students and also their motivation towards their own performance and competences in relation to the tasks requirements. For this we make use of the MSLQ (Motivated Strategies for Learning Questionnaire) from Pintrich, Smith, García and McKeachie (1991).
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July 142014
Grandpic is the first social sharing photo game app. You can accomplish daily missions, earn points, badges, power-ups, level up and show your skills as a photographer.
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March 152012
Gamisfaction will help you to add gamification to your twitter account to engage your followers!
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Correos is the Spanish postal service, which used gamification as a way of motivating employees to review the content of its website prior to a redesign.

Correos contacted wonnova, the start-up based in Madrid which came up with the idea of getting Correos’s own employees involved in the process of reviewing the website and flagging up areas for improvement.

They would do this by developing a platform that allowed participants to report all the improvements they found. This platform would use game mechanics to encourage users to perform certain tasks: points would be awarded for each report submitted, regular participation and for consulting the usage guide.

Then the three employees who accumulated the most points would be awarded a high-end tablet, a midrange tablet and an experiences box.

Despite being live for just 13 days, the campaign resulted in over 1,700 employees taking part. Alongside this, over 50,000 proposals for improvements were submitted, and the client made a saving of 70%.
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IT operations management is a challenging, however very repetitive job for IT operators. Administrators on the other hand are faced with a enterprise software product that is very customizable and highly complex in its nature.

With the User Engagement add-on for the IT operations management product HP Operation Manager i by HP we have successfully introduced the first Gamification solution in the IT operations market. IT operators are rewarded for their daily tasks with increased motivation. Administrators are encouraged to explore the features, maintain and improve solution capabilities and increase the ROI.

IT operations is a very sensitive environment with a very conservative environment. With our unique privacy features we were able to convince our customers. Some even started to gamify their whole environment after trying out HP OMi User Engagement.

More information can be found at the following URLs:
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Gamification-the-way-forward-to-engage-your-IT-staff/ba-p/6226233#.U2jJuvmSzrd
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Do-I-get-points-for-that-Observations-of-an-IT-geek/ba-p/6416568#.U2jJ8_mSzrc
http://h30499.www3.hp.com/t5/Business-Service-Management-BAC/Do-you-know-who-your-top-HP-Omi-experts-are-This-is-your-chance/ba-p/6425056#.U2jJ8fmSzrc
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Project Results

  • In the Land of Kroilon

    Gamification Project

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  • Klant-a-gotchi

    Gamification Project

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  • BLUErabbit

    Gamification Platform, Gamification Project

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  • TrueBlue Badges by JetBlue Airlines

    Gamification Platform, Gamification Project

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  • Juega en la cocina de Alimerka

    Gamification Project

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  • Pernod Ricard – Ricardo

    Gamification Project

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  • Loquiz

    Gamification Platform, Gamification Project

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  • Velvet Throne: Classroom Gamification

    Gamification Project

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  • FANSchool’s fantasygeopolitics.com

    Gamification Platform, Gamification Project, Serious Game

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  • Sector 6 Gamification System!

    Gamification Platform, Gamification Project

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  • AllAgainstEbola Learning Application

    Gamification Project

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  • justSOLDOUT

    Advergaming, Gamification Platform, Gamification Project, Serious Game

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  • Gamified Continuous Performance Appraisal

    Gamification Project

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  • Pain Squad

    Gamification Project

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  • BINNAKLE- The first game to find new solutions to any challenge inside companies

    Gamification Project, Serious Game

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  • Your Personal Dashboard: Achieve Your Goals With Gamification @ Weggufication.com

    Gamification Platform, Gamification Project

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  • Beer Wars

    Gamification Project

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  • Gamification at PwC Germany: How to make dry and lengthy learning content entertaining

    Gamification Project

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  • AMAZING CITY

    Gamification Project

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  • Tu Reto Consum – Consum’s Challenge

    Gamification Platform, Gamification Project

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  • Knowledge Champions League

    Gamification Project

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  • Community PlanIt

    Gamification Platform, Gamification Project, Serious Game

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  • Playbrush

    Gamification Project, Serious Game

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  • Credilikeme – Gamified Personal Loan Experience

    Gamification Project

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  • BoosterBuddy

    Gamification Project

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  • Wahine hula dancer with ocean and sun in the background

    my.hawaii.gov: The only government web site that loves you.

    Gamification Platform, Gamification Project

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  • ST-Map

    The Fight for Scientia Terra – My Year Long Gr.8 Science Gamification!

    Gamification Project

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  • CLASS OF CLANS

    Gamification Project

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  • MySkiStar – Alpine skiing social network

    Gamification Platform, Gamification Project

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  • #IoLeggoPerché

    Gamification Project

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  • YounGOffice

    Gamification Platform, Gamification Project, Serious Game

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  • 3DWire 2014 Event Gamification

    Gamification Project

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  • EARTHELP

    Gamification Project

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  • Classcraft

    Gamification Platform, Gamification Project

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  • Proyecto Educativo Zombiologia

    Zombiologia

    Gamification Project

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  • Contact center gamification at the Dutch bank, Knab

    Gamification Project

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  • BBVA Game / LigaBBVA game

    Gamification Project

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  • Sponsor A Olivo ::: Apadrina Un Olivo

    Gamification Platform, Gamification Project

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  • Sjekkdeg

    Gamification Project

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  • Proyecto Ludus

    Gamification Project

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  • GrandPic

    Gamification Project

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  • Gamisfaction

    Gamification Project

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  • wonnova logo

    Correos gamify employees

    Gamification Project

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  • HP Operations Manager i User Engagement

    Gamification Project

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