A question such as “Describe yourself” yielded on average 2.4 descriptive words, with effectively 85% of respondents answering. When that question was changed to present the challenge “Describe yourself in exactly seven words” the descriptors increased to an average of 4.5 and the response rate rose to 98%.[..] Our study found that by adding a motive to answer a question we could improve the response rates. For example, we asked respondents how much they liked each of a list of music acts. Typically, this yielded evaluations of 83 artists. Not bad. However, when we asked them to imagine that they owned their own radio station and to decide which of the artists they would put on their station’s playlist, respondents were willing to spend longer deliberating their answers and the average number of artists evaluated rose to 148.[..]
Using game mechanics, blurbIQ turns video commercials from passive to active engagement by overlaying brand and trivia questions on the video. The average number of brand questions answered per 30-second engagement is 3.39. Up to 5% of visitors end up sharing something with friends. Of these 80% are shared via Facebook, 16% share via email and 4% share via Twitter. "You would think that interrupting video views to ask brand-related questions would kill user interest. But just the opposite happens. They watch longer, convert at a higher rate and remember more about the brand message. We drive consumers to interact with and understand the messaging of the video," says Scott Reese, CEO of blurbIQ Inc
Samsung, for example, came to Badgeville hoping to increase the number of product reviews users post on its website. The companies combined forces to launch Samsung Nation, a social loyalty program that lets users earn badges for such activities as writing reviews and watching videos and compete for rewards. By using Badgeville's platform along with its own technologies, Samsung saw a 500% increase in customers' product reviews.
Verizon Wireless implemented the Gigya Social Gamification Platform, which rewards users with badges for engaging with the site. That allows Verizon Wireless to encourage behaviors such as commenting on articles and sharing that bring back valuable referral traffic to the Verizon Insider site.
More than 50 percent of the site’s users participated in the gamified environment.
On average, users who logged in via Social Login spent 30 percent more time on the site versus the older method.
Those Social Login users also generate 15 percent more page views than others.
User generated video chart based on various “game dynamics” like avatars, points and leaderboard. App’s main objectives are: a) to drive users from Facebook to TV; b) to loyalize existing TV audience. Even if the app is still in beta version and the TV program hasn’t started yet, see the results.
40% improvement in response time by our agents for tickets filed
40% increase in forum engagement and knowledge base searches
All leading to improved customer satisfaction
Seeking to become the premiere social shopping discovery platform, sneakpeeq leverages Facebook to bring the benefits of the in-store shopping experience to the online world, focused on allowing shoppers to explore products before "peeqing" and virtually flipping over the price tag. Shoppers have a limited number of peeqs, which often reveal significant discounts off items both from mainstream and indie designers. Shoppers can unlock badges for peeqing, sharing, loving, and engaging across the sneakpeeq stores. By engaging across the stores, shoppers also occasionally unlock badges with additional value, such as further discounts for use within a limited time. Read more here.
an average 18 percent month-over-month growth in conversions
with a 3000 percent lift in the number of "buy" clicks
Introduced gamification into the customer community. With the launch of the gamification module came a “leaderboard” on the home page that allowed users to see their rank in the community of 7000 users and who their nearest competition were. We also launched the concept of badges: little image icons that appear on a user’s profile page in the community as they complete a series of activities.
Autodesk leverages The Behavior Platform by Badgeville to design a trial software experience for potential customers to experience the key benefits and differentiators of Autodesk's 3ds Max
External - Trial Marketing
+10% trial downloads
+40% trial usage
Marketo Rockstar Community
Marketo leverages The Behavior Platform by Badgeville to drive higher customer adoption and accelerate customers to maturity through greater engagement within their Marketo Community where customers and partners can connect with one another, leverage each other's expertise in technical matters as well as share best practices.
External - Customer Community & Onboarding
+71% Lift in Daily Activities
+48% Increase in Question Replies
+36% Increase in Ideas Submitted
+124% Increase in Idea Votes
+40% Increase in Idea Comments
The Peer Network
Haymarket leverages Badgeville's Behavior Platform to build a social loyalty program on top of ClinicalAdvisor.com, rewarding users for interacting with the site, uploading user-generated content, and socializing.
US florist Teleflora gamifies its entire store using PowerReview's social loyalty scheme, offering points for actions including user reviews, comments, answering other customer queries and posting on Facebook. There are additional points on offer if you are the first person to review a product or answer a question in the user Q&A section.
referral traffic from Facebook increased by 105%
there was a 10-fold increase in the number of pictures and videos being uploaded.
Children’s retailer Step2 gamifies its store using PowerReview's social loyalty scheme. Points are allocated for uploading photos and videos, sharing to Facebook or writing a review. However Step2 awards 15 points for a Facebook share, while Teleflora gives you one point for the same action.
135% increase in referral traffic from Facebook
600% increase in the number of videos and images uploaded to the site
Moosejaw offered $10 gift cards starting at $1. Once the release launched, the price would increase rapidly from $1 to $5. Moosejaw sent teaser messages with a sneak preview of the upcoming deal, including three Facebook posts promoting the offer. Consumers could opt in to the deal, without knowing exactly when it would go live for purchase. They only knew that the faster they reacted, the better price they scored – creating mystery, intrigue and suspense, but also a captivated audience. Quikly also included a feature called Team Building, which allows participants to invite their friends. The more friends a player invites, the better the player’s chances are of scoring a great deal. All team members get the lowest price locked in by any other member of the team.
76% of those who purchased the $10 Moosejaw gift card shared the details of their achievement on social media
the campaign created over 245,000 social media impressions for Moosejaw.
Within fifteen minutes of the deal being announced via text message and Facebook, Quikly and Moosejaw sold more than five hundred gift cards.
The $10 gift card led to an average basket size of $66 – nearly seven times the initial value.
almost a quarter of purchasers were brand new Moosejaw customers
of the new customers, 34% went on to make additional purchases within 90 days. The average basket size of those additional purchases was more than $150.