Best Referral Program – Case Study # 6 amazon Prime
Sender Side Amazon focuses on appealing to people emotion Receiver Side
Sender Side Amazon focuses on appealing to people emotion Receiver Side
A counter was implemented to keep track of your invites status Referral program is so important for Tesla that Elon Musk himself did the follow up Receiver Side $1.000 back to your pocket, pretty cool huh?
A dashboard helps user keeping track of their invites
Uber first referral was 10$ Now it’s 20$ ! For « hardcore » referrers they also built this tracking tool State the reward, immediately after put the CTA!
Gamification Across All IndustriesBy 2013, according to Constellation Research, more than 50 percent of all social business initiatives will include an enterprise gamification component. Business executives now understand that behaviors can be motivated with rewards and status, customers can be incentivized, and ROI and productivity can be increased across both customer and employee communities. Companies …
Continue reading “Gamification case study # 37- Gamification And The Power Of Influence”
What do you get when your patients don’t take their medications or adhere to a treatment plan? Readmissions to the inpatient wards, $300 billion of healthcare utilization, and 125,000 needless deaths. The new PatientPartner mobile game aims to boost adherence by giving patients something to play for 15 minutes while waiting in the doctor’s waiting room. …
Lo spettatore da tempo non dorme più sonni tranquilli sul divano. La figura del couch potato è oramai un lontano ricordo, e negli anni al pubblico televisivo è stato chiesto di partecipare attivamente alle trasmissioni in modi diversi: attraverso il televoto, le telefonate e i giochi in studio, i sondaggi via sms, i forum dei fan, l’invio …
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, …