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Deep Dive into Goama’s Tournament Games

In a world where digital entertainment plays a central role in our lives, Goama’s Tournament Games offer a dynamic and thrilling experience that captivates players of all ages. As one of the leading providers of branded games, Goama has revolutionized the gaming landscape by introducing a unique platform that combines gaming, competition, and social interaction. Let’s explore how Goama’s Tournament Games have redefined the way we engage with digital entertainment, bringing people together, fostering friendly competition, and providing endless hours of fun.

What are Goama Tournament Games and How are they Managed?

Goama presents an ideal gamification solution through our casual games platform, equipped with numerous gamification features designed for effortless integration into apps, websites, or microsites. Additionally, our dedicated tournament managers take charge of setting up the gaming platform for assigned partners. This involves meticulous planning, game setup, and a certain level of client management.

What to expect as a new client onboard with Goama?

The initial step entails identifying and defining partnership goals, particularly the Key Performance Indicators (KPIs) desired from our platform. For instance, KPIs may include attaining 1000 weekly unique players and generating $1000 in revenue per week from tournaments. Based on these objectives, we will develop a comprehensive plan encompassing game selection, reward types, and amounts, tournament entry fees, and other relevant factors. This plan will be informed by our extensive data and accumulated insights. Once finalized, we will collaborate with the client, seeking their feedback and making necessary adjustments. Following the launch, we will continually monitor performance and data to enhance the platform and achieve optimal results.

What are the types of Tournament Games and Rewards?

These are the two most common types of Tournament Games:

  1. Sponsored Tournaments: In these tournaments, players can participate for free and have the opportunity to earn rewards. The rewards offered can vary and are determined by the client. They can include both cash and non-cash prizes, ranging from physical items like headphones to discount coupons. We can accommodate any rewards the client is willing to provide.
  2. Paid Tournaments: Unlike sponsored tournaments, these tournaments require an entry fee for players to participate. However, the rewards offered in paid tournaments tend to be higher compared to sponsored tournaments. Similar to sponsored tournaments, the client has the flexibility to determine the rewards, whether they are cash-based or non-cash items.

By offering both sponsored and paid tournaments, we can cater to a variety of players and provide exciting opportunities for everyone to engage and compete.

Conclusion

If your brand or company is seeking an entertaining solution to tackle common marketing challenges, Goama is the ideal partner for you. We specialize in assisting brands worldwide with enhancing engagement, boosting retention rates, attracting return visitors, and more. Our user-friendly plug-and-play solution allows for seamless customization of the entire user experience. With our team of experienced professionals guiding you, the possibilities for growth are limitless. Choose Goama and unlock the potential for unprecedented success.

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Sweet Success: Unwrapping the Snickers Business Case in Mexico

Regarding global confectionery giants, Snickers undoubtedly holds a special place in the hearts of chocolate enthusiasts around the world. However, the story of Snickers’ triumph extends beyond satisfying sweet cravings; it encompasses a fascinating business case that has captivated the Mexican market. Let’s delve into the intricate details of Snickers’ journey in Mexico, exploring the factors contributing to its sweet success!

What Goama has come up with for Snickers:

  • Stand Alone Platform
  • 5 Custom Games
  • 30 Tournament Games
  • 1 Six Weeks Campaign (With 128 Prizes from Snickers)

The objective of the Campaign:

The primary objectives of the campaign and games were to boost engagement, generate higher sales revenue, and attract a fresh influx of potential leads. These are the results:

  • +70,000 new users traffic on the gaming platform
  • +1 Million games played
  • +14 minutes on average gameplay

How it drives user engagement? | Microsite

After the game’s release, players are required to actively participate and accumulate points, which can be exchanged for various enticing rewards. Moreover, a leaderboard system is in place, fostering healthy competition among players vying for the top score. The available prizes include appealing incentives such as discounts, merchandise, and more.

Conclusion

The Snickers business case in Mexico stands as a testament to remarkable success in the confectionery industry. Through strategic market entry, consumer-focused initiatives, and cultural adaptation, Snickers has solidified its position as a beloved brand in the vibrant Mexican market.

For companies seeking to replicate this success and harness the power of gamification in their businesses, reaching out to Goama’s sales experts can prove invaluable. With their expertise in creating immersive gaming experiences, Goama can guide businesses in implementing gamification techniques tailored to their specific objectives.

By incorporating elements of fun, competition, and rewards, companies can enhance customer engagement, boost sales, and forge deeper connections with their target audience!

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Gamification in Software Technology

The Gamification industry is now valued at $12 billion worldwide, up by $7.03 billion since 2016. The reason for this astronomical uptick can be attributed to a few important factors – first, the gradual decline of the attention span for the average user. Second, the phenomenal rise in smartphone users all over the world, and the subsequent quick shift of the industry and innovation towards mobile devices. Third, increased competition in almost every sector, and lastly, the two-plus-year pandemic that has put additional pressure on traditional business and methods. Organizations as a result have opted for newer, unconventional methods like gamification to transform their existing processes into interactive, interesting sets of tasks. This, in turn, has created better user engagement, attracted new users, and improved the loyalty of existing customers.

Software Technology is one of the world’s largest sectors, with revenue projected to reach a staggering $626 billion by 2022. With numerous large, medium, and small-scale organizations vying for a piece of this pie, gamification has emerged as the tool of preference for them to leapfrog their competition. Here’s how gamification is helping software industry companies to stand out from their peers and leasing a new life into traditional business processes.

How is Gamification Relevant in Software Technology?

Here’s how gamification helps software technology organizations:

  • By increasing user engagement, gamification attracts new users and transforms visitors into loyal customers.
  • Incentivized milestones-based tasks increase the chances of retaining an existing user base.
  • Increasing perks and points keep users loyal for a longer duration.
  • Brand value, awareness, and customer-centric messages are more effective and boosted with gamification.
  • Organizations can analyze the permission-based user data collected from trivia, Q&A, and surveys in gamification to gain valuable insight about their user base and further customize their products and services.

Some Recent Examples:-

TrailHead
  1. TrailHead is a free-to-access website to learn the in and outs of the Salesforce platform. Salesforce, one of the world’s largest sales and ERP software, gamified the platform by building the user’s progress like an adventure. Trailhead leverages gamification in many ways, including heavily using camping and hiking motifs, utilizing video-game-like progress monikers like ‘Choose Your Adventure’ and ‘Blaze Your Trail,’ and giving users unlockable 450+ badges that they can share on platforms like LinkedIn.
  2. Deloitte were pioneers in gamifying their internal learning platform with badges and stickers back in 2012. The leaders at Deloitte realized the potential of gamification early and didn’t hesitate to implement it. Deloitte Leadership Academy, as a result, saw a 37% increase in returning users and 75% faster completion of the courses. Deloitte also saw employees spending more time on their learning platform and completing more courses on average.
  3. Nike+ and FuelBand are good examples of software gamification tied to the health and fitness industry. Nike released their Nike+ program, with Fuelband fitness tracker, to nudge users into an active lifestyle as well as to introduce them to the Nike ecosystem. Users could select a fitness program that suited them best, follow certain superathletes, buy shoes through the Nike app, as well as track their running and walking progress. Some stickers and badges are unlocked when a user completes certain daily, monthly or yearly milestones. Moreover, the top three users on the leaderboard stood a chance to win exclusive prizes.
  4. Khan Academy is one of the most popular online learning platforms. They use gamification principles to increase student engagement, pitting their users against each other in friendly competition in pursuit of them competing in more courses. By utilizing the standard template of incentivizing course completions, exams – via badges, stickers, and loyalty points, Khan Academy can keep more users signing up on their platform, as well as retain existing users.
  5. Other examples include Apple and Google‘s socially shareable daily milestones, badges, and stickers in their respective fitness apps, and similar rewards-based activities in daily mindfulness apps like Calm.

Gamification in the software industry started a decade back in 2012 when Deloitte decided to gamify its business processes. It has since spread across the entire market segment, even trickling down to startups and new entrants. Increased competition has forced market leaders and organization heads to tweak existing gamification methods to suit their purpose. The effects of these steps can be seen in various campaigns – both internet, public-access marketing ones, and intra-company ones. Business processes have transformed in tandem with the times, and if you are a software technology decision-maker, gamification is a tool that you simply cannot afford to ignore.

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Uso de la gamificación para el aprendizaje y la educación

La gamificación ha sido una estrategia de mejora de productos muy extendida desde el siglo XX. Se ha empleado en muchos ámbitos para aumentar la productividad, el interés y los niveles de interacción. Hoy en día, está ganando popularidad como una herramienta muy eficaz para impulsar los productos de software en la industria de la educación.

¿Qué es la gamificación en la educación?

La gamificación implica intrínsecamente la implementación de varios escenarios o elementos similares a los juegos en entornos no lúdicos. Se introducen para mejorar el compromiso y la motivación de los participantes.

La incorporación de la gamificación en el ámbito de la educación ayuda a aumentar la participación de los estudiantes al fomentar su interés mediante sistemas basados en recompensas. La aplicación de elementos de juego en el aula puede dar paso a una experiencia más interactiva e inmersiva que transforme el espacio educativo.

La aplicación de enfoques participativos influye en la actitud y el comportamiento del estudiante hacia la educación: fomenta la colaboración y el autoestudio y refuerza las capacidades intelectuales y creativas del alumno.

¿Cómo emplear la gamificación en la educación?

Las siguientes son algunas de las formas en las que se puede introducir la gamificación en el aula:-.

1. Construir un sistema de puntos para objetivos académicos y no académicos

El sistema de evaluación puede reestructurarse para garantizar la concesión de puntos a los estudiantes en función de sus esfuerzos y de la realización de tareas académicas y no académicas. Esto puede incluir puntos por entregar las tareas a tiempo, o por seguir los códigos de conducta de la escuela. La gamificación ayuda a desglosar las tareas y a mejorar la forma en que los estudiantes se comprometen con ellas. Esto puede complementarse con un sistema de recompensas que aumente su motivación para participar en las tareas orientadas al aprendizaje.

2. Transformar la percepción de “progresión”

Creando hitos más pequeños, celebrando los éxitos, animando a los alumnos a mejorar si obtienen una puntuación menor y dando recompensas u opciones de “subir de nivel” al alcanzar los objetivos marcados, el sistema de seguimiento del progreso de los alumnos se transforma. Se convierte en un sistema más orientado a los objetivos y a los logros, en lugar de centrarse en el fracaso. La creación de puntos de control visuales para los estudiantes y el seguimiento de su progreso de esta manera pueden hacer un entorno de aprendizaje más agradable para ellos.

3. Creación de entornos competitivos saludables

La competencia sana entre estudiantes o entre estudiantes y profesores puede aumentar el compromiso en el proceso de aprendizaje e inculcar el liderazgo, el trabajo en equipo, la creatividad y la resolución de problemas en los estudiantes. Se trata de una forma más inmersiva de enseñar y aprender y puede ayudar a una mejor comprensión de la materia. La gamificación también mejora su capacidad para evaluar la implicación del texto teórico en situaciones del mundo real.

4. Fomentar la introspección del rendimiento personal

Al igual que los marcadores de los juegos, la creación de “estadísticas de los jugadores” y sistemas de puntuación para las misiones, los retos y las tareas realizadas por los estudiantes puede ayudar a los profesores a mejorar la experiencia de aprendizaje de los alumnos. Los estudiantes pueden reflexionar sobre su progreso, descubrir las áreas que necesitan mejorar y aumentar su productividad. Pueden disfrutar de un mayor control de su crecimiento y experiencia de aprendizaje. Los educadores también pueden hacer un seguimiento del progreso individual y emplear estrategias de juego eficaces para guiar e implementar futuros objetivos de aprendizaje.

Beneficios de la gamificación en la educación

1. La experiencia educativa inmersiva ofrece a los alumnos la oportunidad de participar de forma proactiva en la experiencia de aprendizaje y de comprometerse con diversas herramientas y técnicas para desarrollar sus habilidades.

2. La variedad de herramientas y objetivos de aprendizaje hace que la experiencia sea más atractiva y conduce al desarrollo integral de los alumnos. Las múltiples opciones hacen que la experiencia sea más emocionante para que los alumnos se comprometan y los educadores la planifiquen.

3. Se sabe que el aprendizaje mediante métodos interactivos y la inmersión en el proceso mejoran la retención de conocimientos entre los estudiantes. Tiene un impacto positivo en las capacidades cognitivas de los estudiantes y éstos son más capaces de comprender la información. Además, asociar la teoría con escenarios de juegos interactivos y simulaciones de la vida real o juegos de rol permite a los estudiantes comprender las implicaciones en el mundo real de sus módulos de aprendizaje en el aula.

4. La gamificación repercute en la educación integral de los estudiantes al enseñarles habilidades académicas y no académicas. Son capaces de aprovechar mejor sus capacidades intelectuales y creativas con más concentración mientras reflexionan sobre sus comportamientos y actitudes de estudio. También crea un espacio para que los educadores interactúen con los estudiantes y formen planes de orientación y lecciones eficaces para obtener resultados de aprendizaje óptimos.

Beneficios de la gamificación en la educación.

Existen diversos beneficios provenientes de la gamificación en los sistemas de educación:

  1. La introducción de juegos clásicos, como el scrabble, las búsquedas del tesoro y los concursos interactivos con preguntas de opción múltiple y nubes de palabras, fomentan las habilidades cognitivas, creativas y sociales.
  1. Los juegos de rol, las misiones o los retos de grupo pueden fomentar el trabajo en equipo y la resolución de problemas, a la vez que permiten a los estudiantes explorar las implicaciones de sus aprendizajes en la vida real.
  1. Sitios como Duolingo y Classcraft utilizan estrategias de gamificación, como avatares memorables, para fomentar el compromiso de los estudiantes y hacer que el aprendizaje sea divertido.

Por lo tanto, la gamificación, tal y como la facilita Goama, ha mejorado la experiencia de aprendizaje de los estudiantes y les ha ayudado a alcanzar sus objetivos de aprendizaje de una manera más eficiente y comprometida. Es el futuro y una fuerza transformadora en la industria de la educación.

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Gamificación en las comunicaciones

El mercado de las telecomunicaciones ha experimentado un enorme crecimiento en la última década, en buena parte debido al crecimiento de la popularidad de los smartphones. Las generaciones 4G y LTE han madurado, dando paso a las actuales batallas por la supremacía del 5G. Solo en Estados Unidos, el número de smartphones en uso activo pasó de 50 millones en 2009 a la asombrosa cifra de 300 millones en 2019, y ahora se prevé que alcance los 311 millones en 2025.

El aumento de la competencia provocado por este repunte ha hecho que los veteranos del sector busquen urgentemente formas de atraer y retener a más usuarios, y la gamificación ha entrado en escena para cubrir esta necesidad. La mecánica de los juegos, junto con la incentivación inteligente y la integración de las redes sociales, han ayudado a muchos sectores a experimentar un crecimiento significativo.

Los gigantes de las telecomunicaciones esperan ahora introducir algunos de los mismos mojos en su sector. Veamos cómo el sector de las telecomunicaciones puede beneficiarse de las estrategias de gamificación.

Cómo ayuda la gamificación en las telecomunicaciones

La gamificación proporciona bastantes beneficios en el nicho, veamos algunas de las maneras en que esto puede influir positivamente.

  1. La gamificación impulsa el compromiso del usuario. Este usuario puede ser un visitante externo al sitio de una organización basado en Internet, o un empleado que accede a los recursos de la intranet.
  2. En el caso de los empleados, se ha visto que la gamificación mejora la moral y la satisfacción laboral.
  3. Las estrategias de incentivación en la gamificación aumentan la interactividad de los usuarios y aumentan su fidelidad. Los clientes se quedarán más tiempo con un producto/servicio que les proporciona una gratificación instantánea a través de insignias y otras recompensas.
  4. Para las organizaciones, la implementación de mecánicas de gamificación aumenta la eficacia de la formación interna, acelera el proceso de incorporación de los empleados y aumenta la productividad de los mismos.
  5. Las empresas pueden obtener información valiosa sobre su base de usuarios analizando los datos basados en permisos que comparten los clientes. Los usuarios consienten en compartir estos datos mientras participan en diferentes tareas interactivas como trivias, QnA, etc.
  6. El análisis de los datos de los usuarios ayuda a las organizaciones a personalizar sus productos para servir mejor a sus usuarios.
  7. A través de la gamificación, las empresas pueden potenciar el conocimiento de su marca y transmitir mensajes vinculados a sus campañas de marketing específicas.

Ejemplos recientes del uso de la gamificación.

La gamificación en los negocios no es un concepto nuevo, y el sector de las telecomunicaciones ha cosechado los beneficios de implementar mecánicas de juego en sus procesos de negocio para acumular más compromiso y retención de los usuarios. Algunos ejemplos recientes son:

Verizon Wireless, decidió en 2012 gamificar su sitio web para hacer frente a la baja interacción de los usuarios. Las tareas de renovación del portal web de Verizon Insider se encomendaron a Gigya, un popular proveedor de gamificación, a través de una agencia digital llamada Modal. Verizon, que por aquel entonces contaba con más de 108 millones de abonados, intentaba atraer a más usuarios mediante la integración de las redes sociales. Modal ayudó a crear Verizon Insider -un centro online de estilo de vida y entretenimiento destinado a albergar todos los eventos, concursos, patrocinios e iniciativas sociales de Verizon Wireless-, mientras que Gigya trabajó en la perfecta integración de las funciones sociales y de gamificación a través de características como el inicio de sesión en las redes sociales, los comentarios y el uso compartido. Como parte de este programa, se creó un régimen de tareas y recompensas basado en hitos. Los usuarios podían obtener insignias por comentar artículos y compartirlos, y desbloquear mejores recompensas si los recomendaban a más personas.

Los resultados fueron muy prometedores. Más del 50% de los usuarios del sitio se involucraron con el contenido gamificado, y los usuarios que se conectaron a través de sus cuentas de redes sociales pasaron una media de un 30% más de tiempo frente a los usuarios que utilizaron inicios de sesión normales y antiguos. Estos usuarios que utilizaron los inicios de sesión de las redes sociales generaron un 15% más de visitas a la página.

En 2011, Samsung abrió el camino de la gamificación en el sector de la electrónica de consumo y las telecomunicaciones al añadir elementos de juego para incentivar la participación de los usuarios en su sitio web corporativo. Con el nombre de “Samsung Nation”, los miembros podían ganar puntos, desbloquear diversas recompensas, incluidas insignias, y aparecer en la tabla de clasificación si participaban y completaban diversas actividades, como ver vídeos, comentar diferentes artículos y optar por diversas tareas específicas de las redes sociales, como dar un “me gusta” a las publicaciones, tuitear o retuitear sobre los productos de Samsung e incluso participar en las preguntas y respuestas generadas por los usuarios en el sitio web de Samsung en Estados Unidos. Además, Samsung ha endulzado el asunto ofreciendo tres tabletas Samsung Galaxy a tres afortunados usuarios que hayan participado en el sorteo.

La gamificación ha cambiado la forma en que las organizaciones trabajan en la interacción con los usuarios. Los métodos tradicionales de marketing han dado paso a nuevas mecánicas derivadas del juego para atraer a los visitantes y convertirlos en clientes fieles.

El sector de las telecomunicaciones -aunque atraviesa la década más prolífica de la historia reciente- ha encontrado dificultades para ampliar su demografía de usuarios utilizando métodos tradicionales y ha empezado a adoptar estrategias de gamificación. Las recompensas también han sido buenas: los programas de fidelización incentivados han atraído a más usuarios, y el intercambio de información basado en permisos ha proporcionado a las organizaciones información valiosa sobre dichos usuarios.

Pero esto es sólo la punta del iceberg. A medida que maduren las estrategias de gamificación, muchos actores del sector de las telecomunicaciones comenzarán a seguir estas tendencias.  Si usted es un líder del mercado de las telecomunicaciones o un propietario de una empresa, ha llegado el momento de aprovechar la gamificación y aumentar la participación de los usuarios.

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Gamification in the World of Entertainment

Gamification is everywhere – from the witty trivia that your food delivery app pops up every once in a while, to your health tracking device pushing you to complete your ‘rings’ or compete with your peers to gain special badges. Even organizations like Microsoft and Amazon now nudge you to showcase your e-badges online after passing their certification exams. 

The idea of gamification has taken very little time from its initial days as a concept to a combination of actual steps that many market leaders and large organizations have incorporated to transform their business processes and marketing effectiveness. We live in an era where the market is predominantly mobile. The recent years of the pandemic have solidified the need for entertainment to go mobile as well, with OTT (Over-the-air) video platforms projected to reach a revenue of $210 Billion by 2026. This proliferation has given rise to many competitors to traditional players like Netflix and Amazon Prime. With the average user being more and more difficult to engage, entertainment organizations are looking to bring in gamification measures to win them back. In this article, we take a look at how gamification has become a disruptive force in the world of entertainment.

How does Gamification Help in the World of Entertainment?

Gamification helps in the world of entertainment in many ways, including:

  • Gamification measures are built with user engagement and interactivity in mind. Once implemented, they ensure people’s interest and participation are increased.
  • Gamified processes and services attract new customers and retain existing customers.
  • Milestone-based incentivization ensures returning customers stay loyal for longer durations.
  • Gamification increases brand promotion, awareness and helps drive home important customer-centric messages.
  • Gamification strategies like permission-based user activity tracking help gather important data, which when analyzed gives organizations greater insight into their key user demographic and apply customizations to their offerings.
  • Gamified newsletters help get more email subscribers and ensure they interact regularly with emails.

Some Recent ‘Gamified’ Examples in the Entertainment Industry:

Here are some recent examples of gamification in the entertainment industry:

  • OTT entertainment giants Netflix released an original movie, called Black Mirror: Bandersnatch in late 2018. This movie had something truly unique – it gave viewers interactivity by offering them story progression choices at different intervals, and based on their selections, the story arc would take twists and turns. This user engagement style was heavily influenced by the gameplay mechanics of role-playing video games (RPGs) and presented an excellent implementation of gamification. The success of this movie prompted Netflix to produce several more in the coming years. The current tally of interactive movies in Netflix sits at 18, with more in the pipeline.
  • Legendary Pictures Productions, the team behind superhits ‘Godzilla’, ‘300’ and the likes, organized a custom screening for one of their movies and then used emotion recognition software on the viewers to understand scene-by-scene human emotions that their fanbase underwent while watching the movie. This data was utilized by their applied analytics division to curate their movie trailers accordingly and create a more personalized experience for viewers worldwide. This reduced Legendary’s spending in marketing by 10% and exceeded their box office opening budgets by $30 million.
  • Disney has taken many gamification steps to increase fan engagement for their entertainment offerings, from partnering with game developers to release video games tied to their movie releases, to opening full-fledged, interactive theme parks. They recently opened the doors to an immersive, ultra-expensive Star Wars-themed hotel, called ‘Galactic Starcruiser’ to further bolster interest in their upcoming Star Wars movies as well as ongoing TV series, ‘Mandalorian.’
  • During the marketing campaign for their 2012 movie ‘The Hunger Games, Lionsgate created an interactive website as part of the promotion. Users could log in and explore the city that they had previously experienced only in the pages of the books. A gamified competition called ‘Ultimate Fan Challenge’ was also created. Social interactions were boosted courtesy of a ‘Capitol Couture’ Instagram profile and Tumblr page, and a ‘Hunger Games’ Facebook community that hosted games, trivia, and other daily events.

Companies that use gamification are seven times more profitable than the ones that do not. One can argue that an industry like entertainment that thrives on audio-visual engagement requires gamification more than any other, and it is not entirely wrong. Gamification puts the focus back to the user and drives more engagement via three i’s – interaction, incentivization, and instant gratification. Organizations that have adopted early to the gamification trend are now driving the market, forcing other players in the same field to follow suit. The entertainment industry has seen major growth in the past five years, and the Covid-19 pandemic has added fuel to their upward trajectory. Gamification has provided them with the right mix of audio-visual interactivity and tangible rewards that are roping in users. If you are a market leader or a business owner, gamified entertainment may be the next big thing you are looking for.

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Using Gamification for Education & Learning

Gamification has been a prevalent product enhancement strategy since the 1900s. It has been employed in many areas to increase productivity, interest, and engagement. Today, it is gaining popularity as a highly effective tool in boosting software products in the education industry. 

What is Gamification in Education?

Gamification intrinsically involves implementing various game-like scenarios or elements into non-gaming environments. They are introduced to improve the engagement and motivation of the participants. 

Incorporating gamification in the realm of education helps increase student participation by building their interest through reward-based systems. Applying gaming elements to the classroom can make way for a more interactive and immersive experience that transforms the education space. 

The application of participatory approaches influences the student’s attitude and behavior towards education: encourages collaboration and self-study and strengthens the learner’s intellectual and creative abilities. 

How to Employ Gamification in Education?

The following are some ways in which gamification can be introduced in the classroom:-

1. Build a Point-System for Academic and Non-Academic Goals

The assessment system can be restructured to ensure points are awarded to students based on their efforts and completions of academic and non-academic tasks. This can include points for submitting assignments on time, or for following school codes of conduct. Gamification helps in breaking down the tasks and improving the ways in which the students engage with the tasks at hand. This can further be complemented with a rewards system that increases their motivation to participate in the learning-oriented tasks.

2. Transform the Perception of “Progression”

By creating smaller milestones, celebrating successes, encouraging students to improve if they score less, and giving rewards or “level-up” options on reaching target goals, the system for tracking student progress is transformed. It becomes more goal and achievement oriented rather than failure focused. Creating visual checkpoints for students and tracking their progress in this manner can make a more enjoyable learning environment for them.

3. Create Healthy Competitive Environments

Healthy competition amongst students or between students and teachers can increase engagement in the learning process and inculcate leadership, teamwork, creativity, and problem solving in students. This is a more immersive way of teaching and learning and can help in better comprehension of the subject. Gamification also enhances their ability to assess the implication of the theoretical text in real-world situations.

4. Encourage Introspection of Personal Performance

Similar to gaming scoreboards, creating “player statistics” and scoring systems for the quests, challenges, and tasks accomplished by students can help teachers improve students’ learning experience. Students can reflect on their progress, find out areas that require improvement, and enhance their productivity. They can enjoy more control of their growth and learning experience. Educators too can track individual progress and employ effective gaming strategies to guide and implement future learning goals. 

Benefits of Gamification in Education

1. The immersive education experience provides learners with the opportunity to proactively participate in the learning experience and engage with various tools and techniques to build on their skills.

2. The variety of learning tools and objectives make the experience more engaging and leads to the holistic development of the learners. The multiple options make the experience more exciting for the students to engage with, and the educators to plan.

3. Learning via interactive methods and immersing in the process is known to improve knowledge retention amongst students. It impacts the cognitive abilities of the students positively and they are better able to comprehend the information. Further, associating the theory with interactive gaming scenarios and real-life simulations or role plays allows the students to understand the real-world implications of their classroom learning modules.

4. Gamification impacts the holistic education of the students by teaching them academic and non-academic skills. They are able to better harness their intellectual and creative abilities with more focus while reflecting on their study behaviors and attitudes. It also creates a space for educators to interact with students and form effective guidance and lesson plans for optimum learning outputs. 

The following are some examples of how the education industry can harness these benefits: 

  1. Introducing classic games, such as scrabble, scavenger hunts, and interactive quizzes with multiple choice questions and word clouds promote cognitive, creative, and social skills.
  2. Role playing, going on quests, or completing group challenges can build on teamwork and problem-solving, while also allowing students to explore real-life implications of their learnings.
  3. Sites such as Duolingo and Classcraft use gamification strategies such as memorable avatars to build student engagement and make learning fun.

Thus, gamification as seamlessly facilitated by Goama, has enhanced the students’ learning experience and helped them achieve their learning goals in a more efficient and engaged way. It is the future and a transformative force in the education industry. 

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Gamification in Telecommunications

The telecommunication market has seen tremendous growth in the past decade, riding the smartphone wave. 4G and LTE generations have matured, giving way to the current dogfights for 5G supremacy. In the US alone, the number of smartphones in active use rose from 50 million in 2009 to a staggering 300 million in 2019 and is now projected to reach 311 million by 2025. Increased competition caused by this uptick has increased the urgency for industry veterans to look for ways to attract and retain more users, and gamification has stepped in to fill the need. Game mechanics coupled with smart incentivization and social media integration have helped many sectors see significant growth. Telecom giants are now hoping to introduce some of the same mojos in their sector as well. Let’s look at how the telecom industry can benefit from gamification strategies.

How Gamification helps in Telecom:

Gamification provides quite a few niche benefits, and here’s how those boost the players in the telecom industry:

  1. Gamification drives user engagement. This user can be an external visitor to an organization’s internet-based site, or an employee accessing intranet resources.
  2. For employees, gamification has been seen to improve morale and job satisfaction.
  3. Incentivization strategies in gamification increase user interactivity and increase their loyalty. Customers are bound to stick with a product/service longer that provides instant gratification via badges and other rewards.
  4. For organizations, implementing gamification mechanics increases the effectiveness of internal training, accelerates the process of employee onboarding as well as increases employee productivity.
  5. Companies can get valuable insights about their user base by analyzing the permissions-based data shared by the customers. Users consent to sharing this data while engaging in different interactive tasks like trivia, QnA, etc.
  6. User data analysis helps organizations to customize their products to serve their users better.
  7. Through gamification, companies can boost their brand awareness and deliver messages tied to their specific marketing campaigns.

Some recent examples:

Gamification in business is not a new concept, and the telecom sector has reaped the benefits of implementing gameplay mechanics into its business processes to amass more user engagement and retention. Some recent examples include:

Verizon Wireless in 2012 decided to gamify its website to tackle low user engagement. The revamping duties for the Verizon Insider Web Portal were given to Gigya, a popular gamification vendor via a digital agency named Modal. Verizon, then with more than 108 million subscribers, was trying to engage more users via social media integration. Modal helped build Verizon Insider – an online hub for lifestyle and entertainment aimed to house all events, contests, sponsorships, and social initiatives that Verizon Wireless took – while Gigya worked on seamlessly integrating social and gamification features through features like social media logins, comments, and sharing. As part of this program, a milestones-based, tasks and rewards regimen was built. Users could get awarded with badges for commenting on articles and sharing them, and unlock better rewards if they referred them to more people.

The results were very promising. More than 50% of the site’s users engaged with the gamified content, and users who logged in via their social media accounts spent on average 30% more time versus users who used regular, older logins. These users who used social media logins generated 15% more page views.

Samsung in 2011 paved the way for gamification in the consumer electronics and telecom industry by adding game-like elements to incentivize user engagement in their corporate website. Dubbed ‘Samsung Nation’, members could earn points, unlock various rewards including badges, and get featured on the leaderboard by engaging and completing various activities like watching videos, commenting on different articles, and opting for various social media-specific tasks like liking posts, tweeting/retweeting about Samsung products, and even participating in user-generated Q&As on Samsung’s U.S website. Samsung also sweetened the pot by offering three Samsung Galaxy tablets to three lucky users who entered the sweepstakes.


Gamification has changed the way organizations look at user engagement. Traditional methods of marketing have given way to newer, game-derived mechanics to attract visitors and turn them into loyal customers. The telecom industry – although going through the most prolific decade in recent history – has recently found it difficult to expand its user demographic by using traditional methods and has started adopting gamification strategies. The rewards have also been handsome: incentivized loyalty programs have brought in more users, and permission-based information sharing has given organizations valuable insight about said users. But this is only the tip of the iceberg. As gamification strategies mature, many players in the current telecom industry will join the bandwagon. If you are a telecom market leader or a business owner, the time is now to leverage gamification and step up your user engagement.

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Uso de la Gamificación en las aplicaciones de comida

La industria de alimentos y bebidas prospera gracias a la interacción del usuario, las reseñas y los respaldos de boca en boca. Sin embargo, las formas tradicionales de marketing en este dominio han llegado a sus límites, lo que obliga a las empresas a buscar inspiración en otros lugares. La gamificación se ha convertido en una herramienta revitalizante para crear nuevos rumores en el mercado, atraer y convertir nuevos clientes, retener a los usuarios existentes y disminuir la ceguera de los banners. El 93 % de los especialistas en marketing estuvo de acuerdo en que el enfoque gamificado e interactivo para la presentación de contenido fue efectivo para educar a los compradores, y el 88 % dijo que la gamificación desempeñó un papel fundamental en la diferenciación de su producto de la competencia.

¿Cómo se pueden gamificar las aplicaciones de alimentos?

Las técnicas de gamificación se pueden agregar a las aplicaciones de alimentos en varias áreas clave para mejorarlas para una mejor interacción del usuario, crear un ecosistema de clientes leales y generar conciencia sobre las marcas y sus mensajes. Exploremos algunas maneras en las que puedes hacer esto:

  • Puedes incentivar la participación de nuevos usuarios desde el paso inicial, incluidas las recompensas de registro, los códigos de promoción para registrarse, el intercambio de redes sociales y las bonificaciones de referencia. Las referencias escalonadas y las bonificaciones por límite de tiempo también son buenas formas de mantener a los usuarios enganchados y atraer a más clientes potenciales.
  • Gamificación de las compras introduciendo puntos de fidelidad, recompensas a las primeras compras a través de códigos de descuento o cupones.
  • Es posible crear un programa de fidelización por niveles donde los usuarios obtienen puntos por sus compras, referencias y otras acciones y luego gasten esos puntos para desbloquear más beneficios, para incentivarlos a permanecer más tiempo dentro de su aplicación o plataforma.
  • Se pueden incorporar técnicas de gamificación como trivias innovadoras, cuestionarios y otros métodos para recopilar datos de usuarios para analizarlos y comprender su base de clientes. De igual forma se pueden utilizar estos puntos de datos para personalizar su producto y brindar una experiencia personalizada más centrada en el usuario.

Beneficios de las aplicaciones de gamificación de alimentos:

La gamificación en las aplicaciones de alimentos (incluidas las aplicaciones de entrega de alimentos) tiene algunos beneficios importantes, que incluyen:

  • Impulsar la participación de los usuarios
  • Convertir usuarios ocasionales en clientes leales
  • Menos oportunidades de que la publicidad sea ignorada
  • Aumentar la retención de clientes
  • Mejorar la conciencia de marca y transmisión de mensajes.
  • Mayor comprensión de la demografía del usuario mediante el análisis de los datos del cliente
  • Ofrecer un producto más personalizado y centrado en el cliente

Ejemplos de gamificación en aplicaciones de alimentos

Pizza Hero de Domino’s

La aplicación Pizza Hero de Domino, creada para iPad en 2011, es un ejemplo perfecto de gamificación en la industria de alimentos y bebidas. Pizza Hero era un juego divertido en el que los usuarios asumían el papel de un pizzero, con la intención de crear la pizza más perfecta. Además de la experiencia de crear una pizza desde cero, los jugadores pueden pedir la pizza que crearon en su casa. No solo eso, sino que los jugadores con grandes habilidades para hacer pizza también tenían la oportunidad de ganar un premio mayor: un trabajo en Domino’s Pizza.

A través de la aplicación, los usuarios de Domino’s se involucraron de manera atractiva y aumentaron el conocimiento de su marca. También incorporaron la mecánica del juego en su proceso de contratación sin problemas. Si bien la aplicación se creó solo por diversión, Pizza Hero resultó ser un gran éxito, con más de 300 000 descargas. Se crearon 7 millones de pizzas a través de la aplicación y aumentó los ingresos por ventas de Domino en un 30 %.

Chipotle and ‘The Scarecrow’:


Chipotle, to create awareness about their messages about ethical food sourcing and sustainability, created a short animated film called ‘The Scarecrow’ and an associated game of the same name. The film showed several harmful practices which were fairly standard in the food industry and how Chipotle’s goal was different, eco-friendly, and geared towards the health of their customer base. The Scarecrow lit the market abuzz, with 18.4 million conversations across 17 social media platforms, and a 92.7 social sentiment score. The campaign -originally started in 2013- also won a Cannes Lions award in 2014 and helped Chipotle replace Taco Bell as the top fast-food brand in the United States.

Starbucks Rewards

Podría decirse que el mejor ejemplo de un programa de fidelización gamificado es Starbucks Rewards. Este programa de fidelización ha tenido un impacto monumental en la industria alimentaria y minorista, impulsando los ingresos por ventas para el gigante mundial de las bebidas, promoviendo un ecosistema de personalización, pedidos anticipados y pagos. Los clientes leales pueden ser promovidos a diferentes niveles: los niveles superiores vienen con más beneficios exclusivos, cupones, códigos de descuento, etc.

En resumen

La gamificación ha pasado de ser solo una prueba de concepto a un mecanismo real y confiable que las empresas aprovechan cada año para obtener grandes resultados. 

A nivel mundial, el mercado de la gamificación está valorado en casi $ 12 mil millones. Este repunte significa que la gamificación se está extendiendo a todos los estratos del mercado, incluidas las aplicaciones de alimentos. Las aplicaciones de alimentos han experimentado un aumento en los años de la pandemia y el aumento de la competencia ha obligado a las organizaciones a buscar medidas innovadoras para atraer a su base de clientes. 

La gamificación ha sido útil, al invitar a una mayor interacción del usuario a través de un enfoque basado en hitos y recompensas. Ya sea que se trate de aplicaciones de entrega a domicilio o de restaurantes, la industria alimentaria se está subiendo a la ola de la gamificación para crear nuevos modelos de interacción entre su base de clientes. Si usted es un líder organizacional o propietario de un producto, ¡ahora es el momento de subirse al tren de la gamificación!

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Health & Wellness Gamification

Like other industries, gamification has crept in health and wellness sectors too. Your fitness tracker nudges you to complete a set of steps or burn several calories every day – for a banner or a badge. Do it continuously over days and you get an even bigger reward. Share it with friends to go to the next tier – the processes to keep you healthy are numerous, but the underlying principle is the same. Gamification has introduced a sense of fun and competition by assimilating gameplay and interaction mechanics from video games.

Healthcare gamification, as a result, has been valued at $25.3 billion in 2020 and is forecast to grow at a CAGR of almost 15% between 2021-2027. As we continue to make strides in analyzing user behavior, more healthcare and wellness organizations are accepting gamification in their daily processes.

How Can Gamification be Employed in the Health and Wellness Industry?

Gamification simply said, is the process to transform day-to-day business processes into milestone-based, incentivized activities. Gamification is a tool that organizations leverage to increase user engagement, interactivity, and retention – while increasing brand and/or product awareness, and even broadcasting customer-centric values and messages to their target demographic.

In the health and wellness industries, gamification points to incorporating the same principles of video games like gameplay mechanics and high user interaction to incentivize and promote physical and wellness activities, and to provide user-centric customization while analyzing several key data points generated during these activities.

Benefits of Gamification in the Healthcare Industry:

In the realm of health and wellness, gamification can be beneficial in more ways than one, including:

  • Increasing user engagement and motivating them to complete their health goals
  • Transforming monotonous activities like daily health checks into fun incentivized activities. This is pivotal for certain key sections of the customer base like diabetes and cancer patients.
  • Promote an organization’s commitment towards their users’ health and help people on their wellness journey.
  • Gather vital user health data via different health trackers to provide better support and customization, increasing customer focus.
  • Building a long-term connection with the customers.
  • Promoting the brand value and boosting brand/product awareness.

Some Examples of Gamification in the Health and Wellness Industry:

Nike+

Nike+ is a program, consisting of an activity tracker and an app. A microchip in certain Nike shoes measures the distance and the pace of a run or a walk and the data is then visible in the app. Nike+ provides a nice leaderboard where users can compare their scores, and the winners stand a chance to win rewards, including coupon codes, tailored fitness programs, and more. Nike+ also released a fitness tracker called FuelBand (now discontinued) that worked in tandem with the iPhone and the Nike+ app.

Fitbit/Apple Watch

The best examples of gamification in the health and wellness industry come in the form of wearables and fitness trackers. The two biggest players in this domain have been Fitbit and Apple, providing users with connected fitness trackers – each replete with their ecosystems. Both Apple and Fitbit use mobile apps in tandem with the data recorded by the fitness band (several to choose from for Fitbit, Apple Watch for Apple). Users get rewarded with different badges for completing their daily quota of physical and mental wellness activities, as well as trying out new workouts. Fitbit is arguably the most popular health and wellness brand in the world, with almost 1500 corporate wellness program tie-ins, including big customers like HP, IBM, Bank of America, etc. These programs have reduced the overall healthcare costs for these employers by boosting employee health and promoting better lifestyles. Close social integration and a full ecosystem around health and fitness have boosted the sales of the Apple Watch to make it the best-selling wearable currently in the world.  

Re-Mission

Re-Mission, a video game developed by the non-profit organization HopeLab, targets a serious problem – people suffering from cancer not taking their medications on time. In “Re-Mission”, players took control of the nanobot “Roxy” to fight cancer with chemoblasters, radiation guns, antibiotic rockets, and other weapons derived from actual medical procedures. The game proved to be a huge success, spawning a sequel, Re-Mission 2.

Mysugr

MySugr is another ingenious example of introducing gamification principles into tackling the task of monitoring and dealing with Diabetes. MySugr mobile app uses attractive graphics and an interactive platform to transform the day-to-day blood sugar monitoring and other tasks that people with diabetes have to go through, into fun, incentivized activities. It seamlessly integrates with blood sugar monitors and ties in with both Google and Apple Health platforms. MySugr transforms diabetes into a virtual ‘monster’ – akin to Tamagotchi creatures – and users must finish daily activities to nurture it so that it does not go out of control. Additional activities can also be completed for more rewards. MySugr also provides a dedicated app for children, further expanding its reach.

More than 71,000 fitness apps were released in 2020. Our increased reliance on mobile digital platforms and an overall reduction in focus has forced organizations to look towards more attractive, interactive ways to capture our interest. Gamification has led the way – by helping companies integrate many principles that made the video games industry the biggest money-maker in the world today. Health and wellness industry has been at the forefront in the past couple of years due to the pandemic, an uptick in chronic diseases, and the emergence of health consumerism. More creative ways of gamification have benefited. The consumer gets rewards for completing activities beneficial to their health – and the organizations receive increased traffic, revenue, and a plethora of loyal customers. 

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