fbpx
Goama white logo
Categories
Blog

Why you should add games into your mobile app or website?

By: Aakanksha Singh, Product Manager | Goama

According to a study by Statista, in today’s mobile app market, there are over 3.2 million apps on Google Play, 2.1 million on Apple App Store. So in all, we have over 5 billion mobile apps!

It is getting challenging for Apps to stand out from the competition with such a huge number. If your app does not provide the users with a value proposition and a fun experience, the users will not download your app, and even if they do, they will uninstall it after use.

The app should have something unique and exciting to offer so that the users stay engaged and use the App more and also keep coming back to the app.

If your App doesn’t have something unique to offer, your app will not only lose the existing users and not be able to attract new ones. This will be a huge loss for your business.

Not acquiring new users will also impact your app’s performance in the app stores as fewer users mean fewer reviews, and thus your app’s ranking will also suffer. So, sooner or later, your app’s operational cost will become a loss for your business.

So, the question comes, what can you do to make your app stand out and offer an interesting user experience?

The answer is – Add Games To Your Existing Mobile App/Website.

I am Aakanksha Singh, Product Manager at Goama. In this article of mine, I will guide you WHY and HOW to Integrate games to your existing mobile app. Let’s get started.


Add games to your existing app

Add a separate game section in your app. Strategically provide CTAs (Call To Actions ) to drive users there.

  1. Add Just for Play games that the users can enjoy.
  2. Use Advanced Gamification techniques which can up your App performance by ten folds.

Let’s explore both options thoroughly. You can also jump to the bottom of the Blog and check how you can achieve this at Goama.

1. Add just for play games to the existing mobile app

existing mobile app

Add a Games section in your App and turn your non-gaming app into a gaming powerhouse. Choose an attractive game and give your users a unique reason to keep your App installed and use it again and again. From our self help portal you can change games in a few clicks. 

Suggestion to Growth Hack:

  1. Conduct A/B Test on which Game is turning out to be most engaging 
  2. Place the Gaming Section strategically on your App’s Home page/separate section/Carousel/New Announcements, etc.

Talk to our Growth Hack Team. Contact us.


2. Use Advanced Gamification Techniques

Mobile app gamification is about adding game components in the mobile app to make the app’s user experience a fun-filled one. The fun features in the app help increase the app’s traffic. Moreover, this experience encourages the users to use the app again.

With points gathered, the users will get rewarded for using the app or purchasing from the app, and the app will be able to get loyal customers.

Here are Gamification methods that can be integrated with your mobile app to gamify it:

Tournaments

Tournaments are highscore skilled based game sessions that multiple players can enter to compete between a large pool of players. 

Tournaments are proven to be 8x more effective than just playing games.

Leaderboard

It is a proven Gamification technique which acts as the best motivation for the users to perform better. It showcases how other users are performing. This will motivate the users to go the extra mile and be featured on the leaderboard.

Combined with tournaments, it turns into a competition where the top spots on the leaderboard will get a gift or coupon. This will really motivate the users to do their best to be on the top of the leaderboard.

Social Integration

Its a trend having social integration in apps and games. With this, the users can add their social media friends as in-app friends, and then they can keep an eye on the progress of other players. They can share their achievements too.

Sharing their progress and everything will help the users connect with their friends or look out for each other. This way, your app will become a special place for them, and they will use your app more and more.

Note: From our self help portal you can configure everything very easily in just few clicks. 


Benefits of adding games to your existing mobile app?

Adding games to your app will be a great asset for your app. It will not only upgrade your user experience but will also provide a fun-filled experience to the users. The addition of games can increase your app’s ROI by 3x and user engagement by 10x. In addition, it will reduce user churn and make the users revisit your app repeatedly.

Here are some definitive reasons you should add games to your mobile app.

1. To Increase Engagement of your App

Games are and will be a brilliant marketing strategy as it is proven to attract visitors from all genres. 

Once people start getting engaged with your App, it’s an opportunity to retain them and also acquire more users through word of mouth or through our Social Media sharing/Refer a Friend capability.

2. To provide a better experience

The key to ensuring that the users download and keep your app is your app’s experience. If your app offers amazing games with its core features, users will get a better in-app experience.

Games will add a fun side to your app, so people will keep your app installed. This way, whenever they need services/products related to your business/brand, they will use your app first.

3. To push beyond your limits

The mobile game industry is thriving and growing at an exponential rate. By adding games to your existing mobile app, you can enter the gaming industry.

You can transform your product or service into a game, and thus you will get the profit of an app and a game in one place. Venture around different genres and develop amazing games to push yourself out of your comfort zone and experiment with games to provide your users with the best app they have ever downloaded.

4. To provide the users with a reason to come back

In 2022, users are looking for apps that can provide a unique and captivating experience that leaves them craving more. By adding games to your app, you can deliver that unique experience. This unique approach will be the selling point of your app and will help you get more users and turn them into faithful customers.

5. Get More positive reviews

The gamification of your app makes it more interesting and more profitable for the users to use. The in-app experience and the users’ overall experience with your brand will improve, and you will get many positive reviews on the internet.

6. Get an edge from competition

In this competitive world, App creators are struggling to add differentiators to their App. Adding Gaming section to your App could be a real differentiator which can set you apart.


Why should I choose Goama as my Gaming Partner?

List is long, but here are top reasons why:

  • Experts in Gamification strategies and in market since 2019
  • Presence in 24 countries and experience with some of big brands like Pepsico, FoodPanda, Razorpay, Cricbuzz, GCash, BKash, JazzCash etc.
  • Supports all advanced Gamification Techniques like Tournaments, Leaderboard, Rewards, Points, Refer a Friend etc.
  • Integration is absolutely FREE, and Goama does it for you on a live call.
  • Use all features in 30 Days FREE TRIAL. It is sufficient time to conduct experiments as well.
  • We provide On Call and Email support after you Integrate with us
Getting Started on this journey with Goama

Go Live in a few easy steps:

  • Create a FREE Account with us. 
  • Generate your Gaming Page. Customize it. Add more Games.
  • Complete the Integration. Do it yourself or We can do it Free of cost.
  • Go live.
Categories
Webinar English

Webinar – Gamification as Marketing Strategy


More companies are using gamification as marketing strategy

Gaming industry has more than 3 Billion players of all ages in 2022, many companies are using gaming and gamification as user acquisition and retention, we will tell you how.

  • Add customizable Goama games
  • Select the reward and prizes to provide
  • Set the Tournament strategy
  • Integrate Goama’s platform into your App or Web

You could be interest in: Branded Games.


+100 customizable Games for Companies

You can choose the most engaging games to be branded and customized for your company.

Choose from more than 5 categories and give unique content to your audiences. Some of the main categories are:

  • Puzzles
  • Action
  • Sports
  • Adventure

There is about 3.2 Billion gamers of all ages in 2022

Games are for everyone nowadays, in Goama we develop, launch and test the most engaging games for mobile and web platforms.

Many companies are integrating our tournament platform to provide games and reward systems to their users, increasing acquisition and retention rates.

For more information please contact us.

Categories
Webinar English

Webinar – Gamification in financial industry


Know Gcash business case with gamification

Goama is providing a Gamification platform that companies in the financial industry are using to generate revenue and brand activation.

  • More than 4 Million users in the first week.
  • More than $200,000 USD in revenue just in Paid games by their users.
  • More than $100,000 Revenue on sponsored games

You could be interest in: Branded Games.

Categories
Blog

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.

Categories
Artículos

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.

Categories
Artículos

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.

Categories
Blog

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.

Categories
Blog

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. 

Categories
Blog

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.

Categories
Artículos

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!

¿Te interesa saber más sobre este plan?

Déjanos tus datos y nos comunicaremos contigo para brindarte detalles de nuestros juegos y planes corporativos

Let's build the best gaming strategy together

Schedule a demo

Reach out to us today and get a complimentary business review and consultation.