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" We are proud to announce the Bunchball October 2017 release, containing the latest fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

With this release, we are very excited to announce the launch of Bunchball Go. Bunchball Go sets the standard for a mobile interactive enterprise performance and engagement user experience, with built-in visual elements that incorporate Bunchball's expertise and proven psychology to drive user behavior. Contact Danielle Schultz at danielle.schultz@bunchball.com if you are interested in adding Bunchball Go to your program."

 

Other enhancements with this release include:

  • A new standardized segments batch feed option
  • Updates to Bunchball's status page and customer subscriptions
  • Improvements to the Analytics / Program Health dashboard

 

The planned release date is Wednesday, October 25th (subject to change, pending final review). For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/Oct2017.htm

External communities are a curious thing. Why does a user repeatedly return to a community that they aren't being paid to or required to participate in? If it's not an obligation, why do they choose to invest their own personal time in the community? What motivates them to be there?

 

The answer is value, and the definition of that will be different across the members of your community. This is the role of community, to understand the different needs and desires of an audience, and provide that support and engagement. This is where gamification can play a big part in ensuring your members return time and time again.

 

What motivates your audience?

Why do we do the things we do, day in and day out? Research indicates we are driven by two types of motivation; intrinsic and extrinsic, and this affects our level of engagement.

 

The key is to strike the right balance between externally influencing users to be part of your community (through offers, discounts, private access etc) and internal motivation, in which your users will make a decision to be there because they see personal value in being active community members.

 

Designing missions that target desired behaviours is critical to this process. Always come back to the question "what are you trying to achieve here?" and design your missions around the answers to that query.

 

In short, gamification helps users:

  • understand desired (or valuable) behaviours through instant feedback (points, badges & leaderboards)
  • get positive reinforcement when they execute these behaviours
  • publicly display achievements to the community - build earned reputations
  • create advocates that support and evangelise community best practices
  • showcase success stories - promote achievement and rewards (also know as creating a path to further value)

 

Engender attachment and ownership

The most successful customer communities create feelings of shared ownership and value in brand, company purpose and/or value to the world. A great example is Apple. How many of you, or know someone who does, identify as an Apple person? No matter what else is on the market, you, or they, will get the next product because Apple is a brand people feeling attached to.

 

Bunchball founder Rajat Paharia talks about the following tiers of customer loyalty:

  • Inertia - You don't feel compelled to leave or try a different brand. It's just easier to stay where you are
  • Mercenary - You go where the best offer is. Whoever makes you best deal gets your custom
  • True - You have a personal attachment to your brand and you will resist competing offers to stay loyal to where you are
  • Cult - You not only stay loyal to this brand, you extol it to others and genuinely believe in it

 

How many of these users do you have in your community? Gamification should be geared at moving users through these tiers - how do I change a member from mercenary to true or cult loyalty? Is it through discounts? Is it through personal engagement and interactions? When they achieve something truly personal am I rewarding them for it?

 

Measuring your community

Gamification is built on measuring behaviours in your community against your strategic objectives and taking actions based on the results. So when we come back to the magic question of 'what are we trying to achieve?' we look at the following:

 

  • Mission completion - by member type/location/***/age/location/subscription level etc. Whatever information you capture from your members, look to gamify their activities to get focused results on behaviour
  • One off or repeatable? - What kind of activity is it? What percentage of users achieve something once then leave? What's your conversion rate on returning members achieving missions?
  • Temporal vs ongoing events - do you have a community that peaks when time-based activities are run? Is it an extrinsically driven community or do users achieve more outside of your events?
  • Expectations vs reality - are users doing what you thought they would do? As much as you expected or not? Are they doing something else, and if so why? Is it too hard to achieve what you want users to do? Maybe they need more training or your use cases need re-examining?

 

In conclusion, think about the value of your community objectives and how to gamify those activities into something meaningful for your members. The opportunity is there to drive these users, inside and out, to becoming sustained and valuable members of your community.

We are proud to announce the Bunchball August 2017 release, containing the latest fixes and improvements as addressed through your Jive and Bunchball Customer Support.

Release Date: August 23, 2017

Enhancements

The Quiz widget (Beta) has been updated to remove the misleading display of points from the completion screen, to fix the order that repeating quizzes display, and to improve the overall performance.

Documentation

We've added the following to our documentation site:

For more information, see: Bunchball Help

Update Notification: Bunchball AGM - June 2017 release, and important announcement

 

The planned release date is Wednesday, June 28th.

 

We are proud to announce the Bunchball June 2017 release, containing the latest fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

-  Performance Improvement: we are optimizing the performance of the batch.run API, to balance traffic more evenly during peak periods of activity. This is expected to improve the performance of many larger-volume implementations who use batch.run, and especially across users of the Jive Advanced Gamification solution.v

 

- We also have the following important announcement:

As of June 30, 2017, Bunchball will be shutting down legacy Console and Analytics. All administrative users now have access through Jive UI to the modern console called Nitro Studio, including its embedded Program Health and Data Export analytics tools, mobile-friendly UI, and other features and improvements as compared to the legacy components. For full information on Nitro Studio and Analytics, please see our documentation and introduction video located here: https://docs.bunchball.com.

 

For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/June2017.htm

Badges and Rewards in Jive Reputation

 

This is one way to motivate your user community:

 

  • Badges as a Reward: For users who enjoy being praised for their actions and collecting proof of their time and energy spent collaborating.
  • Leaderboard: Driving users to earn more achievements and compare to their peers. Those at the top might enjoy the fame it brings.

 

Below is an example of the points, levels and badges I have achieved within my corporate account:

 

 

 

Interested? For further information see:  Jive Advanced Gamification Module: End User Documentation

Update Notification: Bunchball AGM - May 2017 release, and important announcement

 

We are proud to announce the Bunchball May 2017 release. The planned release date is Wednesday, May 24th,   containing the following enhancements as well as some other important fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

 

  • Improvements to leaderboard backfilling

 

  • Nitro Studio backup/restore is fully operational

 

  • Documentation additions

 

We also have the following important announcement: As of June 30, 2017, Bunchball will be shutting down legacy Console and Analytics. All administrative users now have access through Jive UI to the modern console called Nitro Studio, including its embedded Program Health and Data Export analytics tools, mobile-friendly UI, and other features and improvements as compared to the legacy components. For full information on Nitro Studio and Analytics, please see our documentation and introduction video located here: https://docs.bunchball.com.

 

 

For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/May2017.htm

Update from Bunchball, for all Jive's Advanced Gamification Customers:

 

We are proud to announce the Bunchball April 2017 release, containing the following enhancements as well as some other important fixes and improvements as addressed through your Jive and Bunchball Customer Support. We also have some important information related to legacy analytics in Admin Console.

 

  • Improvements to leaderboard backfilling
  • Enhanced logging of security-oriented events
  • Search improvements
  • Documentation additions

 

The planned release date is Wednesday, April 26th (subject to change, pending final review).
For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/Apr2017.htm

 

***Support Discontinuation Notice***

Effective April 30, 2017, Bunchball will discontinue support of legacy analytics accessed through Admin Console.

New analytics are currently available in Nitro Studio, through the Program Health and Data Export menu links. Full documentation is here: https://docs.bunchball.com/#Analytics/AnalyticsBestPractice.htm

Custom reports will continue to work as-is.

 

Note: There is no downtime expected for this release

Update from Bunchball, for all Jive's Advanced Gamification Customers:

 

We are proud to announce the Bunchball March 2017 release, containing some important fixes and improvements as addressed through your Jive and Bunchball Customer Support.

The planned release date is Wednesday, March 29th.

 

***Support Discontinuation Notice***

Effective April 30, 2017, Bunchball will discontinue support of legacy analytics accessed through Admin Console.

- The "Legacy Analytics" link will also be removed from the Jive Gamification Console (Studio) at this time.

- New analytics are currently available in Nitro Studio, through the Program Health and Data Export menu links.

- Custom reports will continue to work as-is.

- Full documentation is here: https://docs.bunchball.com/#Analytics/AnalyticsBestPractice.htm

 

 

Note: There is no downtime expected for this release

 

For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/Mar2017.htm

 

Update from Bunchball, for all Jive's Advanced Gamification Customers:

 

We are proud to announce the Bunchball February 2017 release, containing some important fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

The planned release date is Wednesday, March 1st (subject to change, pending final review).

 

Enhancements of note for the Jive AGM community are:

  • Corrections to Analytics reporting which, in some cases, did not include data for all relevant users.

 

  • Correction to the manual mission award process ("manual badges") where the button label was not updating correctly.

 

  • Correction to the ranked leaderboard back-fill process

 

For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/Feb2017.htm

 

Note: There is no downtime expected for this release

** The Bunchball AGM maintenance is complete

When?

  • Date: February 17, 2017 at 6 pm PST
  • The downtime window is up to 4 hours.  This entire window may not be used, but is reserved.

 

Why the Maintenance?

  • The Advanced Gamification Module (AGM), which is powered by Bunchball, will be under maintenance of 4 hours of downtime. That in order to move their host service to Amazon Web Service (AWS).
  • The Key Benefits of Moving to AWS:
    • Reliable
      With AWS, Bunchball will take advantage of a scalable, reliable, and secure global computing infrastructure, the virtual backbone of Amazon.com’s multi-billion dollar online business that has been honed for over a decade. AWS enables Bunchball to leverage its multi-region, multi-datacenter redundancy as part of our core offering.
    • Scalable and high-performance
      Using AWS tools, Auto Scaling, and Elastic Load Balancing, Bunchball's application can scale up or down based on demand. Backed by Amazon’s massive infrastructure, they have access to compute and storage resources when they need them. This means Bunchball can grow as customer’s use of our platform grows. Additionally, the infrastructure is spread across physically separate Availability Zones which allows for maximum availability
    • Secure
      AWS utilizes an end-to-end approach to secure and harden their infrastructure, including physical, operational, and software measures. Bunchball will have extremely granular control over network traffic both at their boundary and around each compute resource (server, load balancer, db). AWS takes care of scaling these logical firewalls to handle blocking larger amounts of traffic if necessary. In addition, AWS consistently keeps up with important industry standards, allowing Bunchball to continually take advantage of these easily.
    • Service Improvements
      In addition to reliability, infrastructure scale, and security, overall service availability will improve. Along with fewer maintenance windows.

Who will be impacted?

  • All customers that are currently running the Advanced Gamification Module (powered by Bunchball).
  • This includes: On-Prem, Hosted, Cloud.
  • The maintenance will require no effort from our customers.

 

What happens during the maintenance?

  • Customer sites should continue to function normally, but without AGM functionality.
  • Customers will not be able to access their Bunchball Admin Console.
  • User activity will be 'queued' and processed when the maintenance is done. Note: After the maintenance will be over and the service will go-live again, there may be some delay for processing to catch up.
  • Upon completion of the maintenance, customers will be to use the same AGM functionality as

 

Any questions/Issues ?

  • For basic questions reach out within the Gamification space in the Jive Community.
  • For issues please create a support ticket within the Jive Community.

Update from Bunchball, for all Jive's Advanced Gamification Customers:

 

We are proud to announce the Bunchball January 2017 release, containing enhancements to the gamification console for admins (Nitro Studio), and other fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

The planned release date is Wednesday, January 25th (The Release Is Out !).

 

Enhancements of note for the Jive AGM community are:

 

  • Backup/restore is now available in the Studio console, enabling admins to perform configuration backups or promotions between environments

 

  • Management of hidden missions is now available in the Studio console, enabling admins to directly reward manual badges

 

  • Corrections to purchase callbacks, which were not firing correctly in certain conditions

 

  • Corrections to foreign character encoding

 

  • Improvements to leaderboard back-filling, to address some instances of points discrepancies

 

For more details on this release, please visit: https://docs.bunchball.com/#ReleaseNotes/Jan2017.htm

 

Note: There is no downtime expected for this release.

Update from Bunchball for all Jive's Advanced Gamification Customers

 

We are proud to announce the Bunchball December 2016 release, containing enhancements to the gamification console for admins (Nitro Studio), and other fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

The planned release date is Wednesday, December 21st (subject to change, pending final review).

 

Enhancements of note for the Jive AGM community are:

 

  • You can now manually edit a user's points through the Nitro Studio user interface (User Lookup menu / Points tab)
  • Legacy analytics data had fallen behind for some sites, and should now be back up to date
  • Some leaderboard inconsistencies and errors have been resolved

 

For more details on this release, please visit: http://bunchball.helpdocsonline.com/december-2016

 

Note: There is no downtime expected for this release

*UPGRADE COMPLETED*

Update from Bunchball for all Jive Advanced Gamification Customers

We are proud to announce the Bunchball November 2016 release, containing enhancements to our platform in the areas of the gamification console for admins (Nitro Studio), and Analytics.

This release also contains other fixes and improvements as addressed through your Jive and Bunchball Customer Support.

 

The planned release date is Wednesday, November 30th.

 

Enhancements of note for the Jive AGM community are:

 

  • Editing of user preferences can now be done through the Nitro Studio user interface (User Lookup menu, Preferences tab)
  • Leaderboard backfilling has been improved to correct some issues
  • The Nitro Studio Data Import function is now operational, after having some problems early on after the AGM upgrade
  • Improvements have been made to correct user search issues
  • Bunchball's new documentation site is now officially live at https://docs.bunchball.com/!

 

For more details on this release, please visit: http://bunchball.helpdocsonline.com/november-2016

 

Note: There is no downtime expected for this release

(repost of Upgrade Complete: Bunchball AGM Upgrade is Complete))

As of Saturday Oct 29th @ 3.00 am, 2016, all Bunchball AGM customers have been upgraded to Nitro Studio.

 

For any support related questions, please contact the support team at Support.

 

Thank you for your patience during the upgrade.

 

The Jive Team

 

 

 

* Documentation and walkthroughs are within Jive Gamification, Engagement, and Rewards

When?

  • Date: October 28, 2016 at 9 pm PST
  • The downtime window is up to 8 hours.  This entire window may not be used, but is reserved.

Why the upgrade?

  • The Admin Console for the Advanced Gamification Module (AGM), which is powered by Bunchball's Nitro platform, is getting an upgrade to the latest version - Nitro Studio.
  • Improvements:
    • New administration user experience: The administration interface has been reworked and updated to a more modern look and feel.  It is also mobile-ready for access from smaller devices and touch screens.  In general, it will help make overall program administration easier, especially around areas such as missions.  From a technology perspective, the Flash interface has been replaced with HTML 5.
    • Advanced missions definition: All the Missions capability you had before plus new "and/or" logic constructs, time-sequenced rulesets, and in an intuitive drag-and-drop wizard interface, so you can create more advanced and progressive goals for your end users.
    • Data import: Import external user activity with a simple upload tool.  This allows you to reward and incentivize for events that happen outside of Jive.
    • Improved analytics (beta): A beta version of the new Nitro Studio Analytics will be available to select customers, with subsequent rollouts in customer waves.  The new analytics provides easier access for getting critical data insights into your community programs.  The reporting capabilities include both visual graphs for on demand insights, as well as a data export tool for taking data offline for analysis as well as mashups with other important business metrics.

Who will be impacted?

  • All customers that are currently running the the Advanced Gamification Module (powered by Bunchball).
  • This includes: On-Prem, Hosted, Cloud.
  • The upgrade will require no effort from customers.
  • The upgrade will only have visible changes for  administration users.  There are no end user visible changes.

What happens during the upgrade?

  • Customer sites should continue to function normally, but without AGM functionality.
  • Customers will not be able to access their Bunchball Admin Console.
  • User activity will be 'queued' and processed when the upgrade is done.  Note: After the update there may be some delay for processing to catch up.
  • Upon completion of the upgrade, customers will be taken into Bunchball's new Nitro Studio administration tool as opposed to Admin Console.  They will see all previous configuration and administration, just displayed in the new user interface - Nitro Studio.

I want to know more!