Canva’s Digital Growth Strategy

Few companies have experienced growth at the same scale as Canva. In less than 7 years, they have acquired over 15 MILLION users, 300,000 paying customers, and have been valued at 3.2 billion dollars (USD) after recently closing a $125m (USD) funding round. In the first 2 years alone, they reached 2 million users — averaging 3,600 …

Gamification case study #34- Verizon Wireless gamifies its site and gets 30 percent more logins

It’s becoming a popular way to boost interest in everything from corporate web sites to education. Verizon employed gamification vendor Gigya, which was brought aboard through digital agency Modal. Gigya considers the implementation to be a case study in gamification. Verizon is the top wireless carrier with more than 108 million subscribers. On its website, …

Gamification case study #31- Experiments by Engage Research and GMI show how gamification can help researchers improve feedback from online surveys. Engage’s Deborah Sleep reports.

Have you ever missed your train stop because you were absorbed in your crossword or magazine quiz? Whiled away a rainy afternoon with cards or a board game? Played the slot machine on a seaside pier? Or do you own one of the 22 million games consoles in use in the UK? Before we started …

Gamification case study #27- Does Business Gamification Really Work?

The German chemical company BASF once used this slogan: “At BASF, we don’t make a lot of the products you buy. We make a lot of the products you buy better.” That’s kind of what gamification does. It doesn’t make your offering; it makes your offering better. And it has done so for a number of …

Gamification case study#24- 39 Facebook Stats That Matter to Marketers in 2022

In this post, we cover 39 current Facebook statistics, freshly updated for 2022. They will help you keep up with how people are using the platform and make data-informed decisions about your social media strategy. Facebook usage stats That comes in second only to YouTube’s 23.7 hours a month and substantially more than Instagram’s 11.2 …

Gamification case study #17- Gamification: The Hard Truths

Gamification — or the use of game, loyalty and economic concepts to engage consumers and employees — has its fair share of detractors. Many of their criticisms dismiss gamification as a fad, criticize its use of game concepts, suggest its methods are shallow or believe its sole use is for marketing “evil.” More often than …

Gamification case study #11- Zino Gamification Presentation

“Gamification” describes the broad trend ofusing game play mechanics for non-gameapplications in order to encourage people toadopt applications or engage in desiredbehaviors. The technique can encourage people toperform chores that they ordinarily considerboring, such as completing surveys, employeeperformance, training, remembering to takemedicine, shopping or social change. Consumer Engagement (using gamemechanics to draw consumer eyeballs and sellmore goods and …

Gamification case study #9- How Gamification Is Changing Business

That’s because “the use of emergent social-software platforms within companies, or between companies and their partners or customers,” provides rapid and agile collaboration, information sharing and integration between platforms, said Harvard Business School Professor Andre McAfee. Yet, experts said, many companies are finding that their employees are not taking advantage of these newly built platforms. …