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3 Posts authored by: michael.ledesma

Gamification 201, our second webcast in our three-part series, is now in the books. If you missed it, don’t fear… you can catch the on-demand version here

 

The webcast featured Community Managers from Hitachi Data Systems (Donna Garber and ngable) and SolarWinds (Michael Torok) and was moderated by 7Summits (jdavidson). The community managers shared their unique stories on how Gamification was implemented in each of their communities and how it continues to play a critical role in the success of their external communities. 


As Gamification 201 comes to a close, don’t forget what James Davidson mentioned in his opening of the webcast:

 

"Gamification should be a key part of your implementation."

 

"It should not be an afterthought and needs to be planned, managed, measured and adjusted as your company matures."

 

According to Gartner:

More than 70% of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014.


However, Gartner also predicts that:

By 2014, 80% of current gamified applications will fail to meet business objectives.

 

So, continue to learn on ways Gamification can help you meet your strategic community goals.


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Finally, I want to thank our speakers and audience members who made Gamification 201 such an outstanding webcast.

 

The final chapter in our three part series is Gamification 301: 5 Ways Gamification Helps Advance a Social Business Strategy.  The webcast will take place on Wednesday, April 16th at 10:00 AM PST and feature guest speaker Kim Celestre, Senior Analyst at Forrester Research.

 

In the webcast, Kim will discuss how Gamification can help advance your social business strategy, more specifically:

  • What is Gamification and why it is essential in today's real-time environment
  • Five ways to advance your internal and external social strategy using Gamification
  • Examples of how brands use Gamification to drive and optimize desired action


Kim is an award-winning social media thought leader that specializes on social trends, challenges, and best practices that help marketers create social strategies and tactics that deliver value to their prospects and customers. Her research covers B2B and B2C marketing, with a specific emphasis on the use of social marketing platforms and online communities that shape exploration and buying behaviors. 


Don’t miss out on this chance to learn from this award winning thought leader!

We're saving you a seat. Register Now

Part 1 of our 3-part Gamification series was fantastic! If you missed it, you can watch it on demand. As promised we have more goodness to share with all of you, next up: Gamification 201: Winning with Gamification, A Guide to Success.

 

First off, THANK YOU to everyone who attended Gamification 101: What You Need to Take Engagement to the Next Level. We had a large turnout and our presenters, Jive Software’s Christopher Morace  and Bunchball’s Rajat Paharia, were absolutely phenomenal. They touched on various aspects of Gamification and showed best-in-class examples of how Gamification is not only tangible to many organizations across many industries, but also the associated success these companies are seeing today.

 

In addition, we had quite a few audience questions come in that we weren’t able to answer during our time. Both Rajat and Chris have agreed to review all the questions and supply a FAQ document as a supplement to the webcast for those that attended. 

 

As a preview I've included some of the questions answered courtesy of Rajat Paharia below. A full FAQ supplement will be available in coming weeks. If you have any more questions pertaining to Gamification 101, please reach out to me.

 

Q: Please list the books, authors, and studies you referenced in the webcast.

            A: Self Determination Theory

           Q: How did you convince people to participate and buy into the Gamification concept?

           A: If there’s meaningful value to be realized for participating (whether intrinsic, or extrinsic), then people will participate – they don’t need to be convinced – they do it out of desire or self-interest. And participants don’t need to buy into “Gamification” – they’re just engaging with systems as they normally would, but now they’re seeing their “quantified self”, and are being give fast feedback, transparency, goals, competition, collaboration, community, etc. around it.

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             Q: It looks like focus is on the enterprise employee motivations, how does the motivation work when there is interaction between B2B communities?

            A: It works exactly the same. Many of our joint customers with Jive are using Gamification in B2B Communities including:

             Q: Where have you seen the effects of Gamification in the education system?

             A: I covered this a bit in my book – Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification. Most of the interesting use of Gamification in education (as opposed to training) is happening in startups, like Duolingo, Khan Academy, and Course Hero. Then there are some interesting things going on in traditional education, like RIT’s Just Press Play program and Lee Sheldon’s Multiplayer Classroom.

 

 

Gamification Webcast #2.jpgThere are still two more sessions in the Gamification series. Next up on Tuesday, March 11 at 10AM PT is Gamification 201: Winning with Gamification, A Guide to Success. This webcast features:

  • Michael Torok, Director of Community at SolarWinds
  • Donna Garber, External Community Manager at Hitachi Data Systems
  • ngable, Community Manager at Hitachi Data Systems
  • Moderated by jdavidson, Partner/VP of Digital Strategy at 7Summits

 

Gamification 201 will delve into the core elements needed to achieve the desired business and program goals. In addition, it will feature design principles to consider during implementation and how to plan missions, rewards, and recognition to guide your user’s behaviors. Finally, you will hear from our panelists SolarWinds and Hitachi Data Systems who will share their Gamification stories from inception to present day.


This is a fantastic opportunity to hear from experts who have applied Gamification to their communities and have been successful doing it!


Reserve your live webcast spot today. An on demand recording will not be readily available post the session.

gamification-bunchball.jpgWhat is Gamification and why should you care?  Gamification is not a new idea, it is a proven tool that has been in the workforce for quite some time. Ultimately gamification allows companies to encourage and engage their customers (internal – employees, or external – customers) in a desired behavior by creating opportunities of problem solving, learning, loyalty, and communication.  I don’t know about you, but that is a pretty lengthy purpose for a concept that is still misunderstood and the cause of great debate.

 

Questions many are asking:

  • How does it work?
  • How do we build it?
  • Who should build it?
  • Has anyone done this before and were they successful?
  • And how do we measure it?

 

Recently, this topic has increased in popularity and has been noted by some experts to be a game changer – one of the most important trends in technology.  The fact that gamification is not siloed to internal use by organizations toward their employees, but can be extended to external use by an organizations toward their customers - makes this a desirable tool and provides advantages to organizations who embrace this early on.


Early adopters and best-in-class organizations; do you know a few? These are the leaders of your industry – beacons of success; benchmark organizations that all other organizations watch to see what trails they are blazing. These companies are organizations that may have higher employee engagement numbers as recently shared in a Gallup Report that “…
only 30% of American workers were engaged, or involved in, enthusiastic about, and committed to their workplace.”


In a study by M2 Research, vendors claim that Gamification can lead to a 100% to 150% pickup in engagement metrics including unique views, page views, community activities, and time on site.  In addition, Gartner reported more than 70% of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014. Organizations have already begun adopting gamification applications and it does not look like it will be slowing down any time soon.  The overall market for gamification tools, services, and applications is projected to be $5.5 billion by 2018 (M2 Research).


I have only scratched the surface on why gamification is on every organization's mind – but "what does it all mean to me?" is the question you may have on your mind.  I would like to invite you to check out a three-part webcast series focused on Gamification and why you should take notice.


The first webcast will take place on Wednesday, February 12 at 10:00 AM PST, featuring Rajat Paharia (Rajat Paharia), the father of Gamification & Founder of Bunchball along with Christopher Morace, Chief Strategy Officer at Jive Software.  Chris is a recognized leader in the Social Business Software space and author of a New York Times and USA Today bestselling book, “Transform: How Leading Companies are Winning with Disruptive Social Technology."

 

Subsequent webcasts will focus on customer examples and insight from a leading analyst from Forrester Research.  If you started reading this post thinking gamification was another word for game – hopefully you will have a clearer understanding– and that the relevance of this tool in your organization could have significant impact on your future.


Register today....we are saving a seat for you.


cc Internal Communities, External Communities, Gamification, Engagement, and Rewards, Jive Gamification User Group

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