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Brand engagement with mobile gamification apps from a developer perspective Manuel Martin Salvador R&D Engineer @ Base AI researcher @ Bournemouth University 05/12/2016 CMC Masterclass Series Bournemouth University

Brand engagement with mobile gamification apps from a developer perspective

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Page 1: Brand engagement with mobile gamification apps from a developer perspective

Brand engagement with mobile gamification apps from a developer perspective

Manuel Martin SalvadorR&D Engineer @ BaseAI researcher @ Bournemouth University

05/12/2016CMC Masterclass SeriesBournemouth University

Page 2: Brand engagement with mobile gamification apps from a developer perspective

Outline

1. Introduction2. Gamification3. Apps encouraging a positive change4. Lessons from a developer5. Opportunities

Page 3: Brand engagement with mobile gamification apps from a developer perspective

Let’s play a game!

6 questions

Every right answer = 1 point

Prize = a box of Heroes (raffle between top winners)

Self-assessment: please write down your answers

Page 4: Brand engagement with mobile gamification apps from a developer perspective

Introduction

Page 5: Brand engagement with mobile gamification apps from a developer perspective

Question #1: What is this logo?Introduction

Page 6: Brand engagement with mobile gamification apps from a developer perspective
Page 8: Brand engagement with mobile gamification apps from a developer perspective

Branding

● Logo● Colour scheme● Font● Language (formal, informal)● Culture (e.g. open, cool, modern, formal)● Physical shop: window and decoration● Online shop: layout and images

“Inconsistency is a brand killer” → Design brand guidelines

Introduction

Page 9: Brand engagement with mobile gamification apps from a developer perspective

Question #2: What company has this tagline?

“every little helps”

Introduction

Page 10: Brand engagement with mobile gamification apps from a developer perspective

Loyalty

Do people often think in your company when need to buy a product or hire a service?

E.g. soft drink, detergent, barber shop, mobile phone

Introduction

Page 11: Brand engagement with mobile gamification apps from a developer perspective

Engagement

How often do customers interact with your brand?

● This will vary depending on the life span of the product (e.g. milk vs car)

How do customers react when you offer something new?

● E.g. you may want to try a new Oreo’s flavour

Introduction

Page 12: Brand engagement with mobile gamification apps from a developer perspective

Main challenges

Brand recognition: can people identify my logo/tagline?

Customer loyalty: how can I keep a customer and avoid him/her to go to a competitor?

Customer engagement: how can I make customers like my brand and react positively to my offer?

Introduction

Page 13: Brand engagement with mobile gamification apps from a developer perspective

Gamification

Page 14: Brand engagement with mobile gamification apps from a developer perspective

Definition

“Gamification is the use of game-design elements and game principles in non-game contexts.”

Deterding et al. From game design elements to gamefulness: defining "gamification". MindTrek 2011

Gamification

Page 15: Brand engagement with mobile gamification apps from a developer perspective

Main applications

Marketing: loyalty (e.g. Tesco Clubcard), customer engagement.

Workplace: motivate employees to complete tasks.

Education: encourage students to learn.

Health: encourage people to exercise more (e.g. Fitbit).

Crowdsourcing: collect hard-to-get information from many users (e.g. Foursquare).

Gamification

Page 16: Brand engagement with mobile gamification apps from a developer perspective

Point system

Users get points based on their actions

You can choose a word that fits well within your strategy (e.g. coins, health points, experience points)

Source

Gamification

Page 17: Brand engagement with mobile gamification apps from a developer perspective

Incentives / Rewards

Give value to the points (e.g. 1000 points = £10 voucher)

Known rewards (rules)

● E.g. get a free coffee with 300 points

Unexpected rewards (because reasons)

● E.g. happy birthday! Have a free cookie on us!

Gamification

Source

Page 18: Brand engagement with mobile gamification apps from a developer perspective

Leaderboards

Being part of a community

Competitive: beat your friends

Refresh it periodically (e.g. every week) to avoid frustration

Gamification

Source

Page 19: Brand engagement with mobile gamification apps from a developer perspective

Badges

People like collecting things

Don’t confuse badges with value

Gamification

Page 20: Brand engagement with mobile gamification apps from a developer perspective

Unlock achievements

Set stages to complete (e.g. level 1 in Spanish)

Feeling of progressing

Gamification

Page 21: Brand engagement with mobile gamification apps from a developer perspective

Risks

If used badly, gamification has the potential to be counterproductive

Moral drift / cheating

Addictive behaviour

Illusion of fun: Just pretending something is fun does not make it fun.

Anxiety vs Boredom

More

Gamification

Page 22: Brand engagement with mobile gamification apps from a developer perspective

Flow

Mihály CsíkszentmihályiFlow: The Psychology of Optimal Experience, 1990

Source

(too easy)

(too hard)

Gamification

Page 23: Brand engagement with mobile gamification apps from a developer perspective

Apps encouraging a positive change

Page 24: Brand engagement with mobile gamification apps from a developer perspective

Change of behaviour

Most humans try to avoid boring or difficult tasks

Learning a new skill or create a new habit take time

Apps encouraging a

positive change

Page 25: Brand engagement with mobile gamification apps from a developer perspective

Question #3

How much time does it take to create a new habit?

Apps encouraging a

positive change

Page 26: Brand engagement with mobile gamification apps from a developer perspective

Change of behaviour

Most humans try to avoid boring or difficult tasks

Learning a new skill or create a new habit take time:

● 21 days to build a new habit (Maxwell Maltz. Psycho-Cybernetics, A New Way to Get More Living Out of Life, 1960)

● 66 days to build a new habit (Lally et al. How are habits formed: Modelling habit formation in the real world, 2009)

Apps encouraging a

positive change

Page 28: Brand engagement with mobile gamification apps from a developer perspective

Environment

Oroeco Recyclebank

Apps encouraging a

positive change

Page 32: Brand engagement with mobile gamification apps from a developer perspective

Question #4: What’s the name of this app? Apps

encouraging a positive change

Page 34: Brand engagement with mobile gamification apps from a developer perspective

Lessons from a developer

Page 35: Brand engagement with mobile gamification apps from a developer perspective

I want to gamify my business

What’s your goal?

What’s your budget?

Do you have an app?

A. My app is my businessB. My app is a complement to my businessC. I don’t have an app

Lessons from a developer

Page 37: Brand engagement with mobile gamification apps from a developer perspective
Page 39: Brand engagement with mobile gamification apps from a developer perspective

Be AgileLessons from

a developer

Page 40: Brand engagement with mobile gamification apps from a developer perspective

Notifications

Don’t abuse

Smart notifications: notify at the right moment (e.g. Subway does at lunch time)

Lessons from a developer

Page 41: Brand engagement with mobile gamification apps from a developer perspective

UX / Design

Make your gamification strategy consistent with your brand

Lessons from a developer

Page 42: Brand engagement with mobile gamification apps from a developer perspective

User feedback

Listen to your users (and answer them)

Accept critics → Improve

Help to prioritise roadmap

Lessons from a developer

Page 45: Brand engagement with mobile gamification apps from a developer perspective

Track everything*

Analyse events and flows

Source

Fabric

Lessons from a developer

* Everything you need

Page 46: Brand engagement with mobile gamification apps from a developer perspective

Privacy

Respect people's privacy. Not everybody wants to share his/her progress.

Check the Data Protection Act (in the UK) and international legislation if you operate abroad.

Be specially careful when you audience are kids

Lessons from a developer

Source

Page 47: Brand engagement with mobile gamification apps from a developer perspective

Backwards compatibility

People don’t update apps as often as developers would like

SourceOct 2016

Lessons from a developer

Question #6: In what year was Windows 7 launched?

Page 48: Brand engagement with mobile gamification apps from a developer perspective

Backwards compatibility

People don’t update apps as often as developers would like

SourceOct 2016

2009!

2011!

Lessons from a developer

Page 49: Brand engagement with mobile gamification apps from a developer perspective

Opportunities

Page 50: Brand engagement with mobile gamification apps from a developer perspective

Is gamification dead?Opportunities

2015 2016

?

Page 51: Brand engagement with mobile gamification apps from a developer perspective

Steady rise in the market growth2012: $242 million2015: $1700 million2016: $2800 millionSource

It’s effective!● Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by

letting customers create their own pizza with an app.● Popchips: uses games to personalize mobile advertising and has seen its sales rise 40%

leading to $100 million in sales.● Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its

website.

Source

Gamification is here to stay

Source

Opportunities

Interest over time

Page 52: Brand engagement with mobile gamification apps from a developer perspective

Multidisciplinary

Psychology

Software developers

Marketing (e.g. increase brand awareness, re-engage with users)

HR (e.g. increase productivity, engage employees with some activities)

Opportunities

Page 53: Brand engagement with mobile gamification apps from a developer perspective

Think out of the box

Tram in Amsterdam (Daniel Disselkoen)Piano stairs in Brussels (Dole)

Opportunities

66% more people used the stairs!