Quora Case Study – The Wonderful World of Quora

What to do on Quora Along with question answering this Q/A platform can be used to: Read queries and answers of preferred area of interest. Vote up interesting answers. Send private messages to users who have similar interest. Add relevant topics to the questions asked. Invite friends and other Quora users to reply on a …

Case Study: Social Media Contest – 44,853 emails, 14,206 followers, 13,105 shares & 3,973 trial accounts

The goal was to build the email list and use a social media contest to boost account following, increase social engagement, and lower CPMs on ads! The photography niche is a tough one. Popularity, authority, and quality are all very important if you are planning to capture the attention of shutterbugs. Getting thousands of likes, …

Gamification case study # 37- Gamification And The Power Of Influence

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 …

Gamification case study # 36- Patient Partner app uses gamification to improve medication adherence

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. …

Gamification case study #35- Getglue e Miso. La gamification contagia il consumo televisivo

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 …

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 #33- How Three Businesses Scored Big with Gamification

Patrick Salyer, CEO of gamification platform Gigya, believes there are two keys to success with gamification. “One is making sure that all gamified elements are inherently social,” he says. “That is, don’t restrict engagement to the internal site community. Award points for activities that reach users’ social [networks] to bring in referral traffic.” The other …

Gamification case study #32- Game On: How Gamification Is Changing Business

While some parents may view gaming as an affront to their children’s social development, businesses are finding that a combination of social media and gaming—once the milieu of middle-schoolers—could be an integral part of improving employee engagement.And if getting employees to use internal social networks more is a behavior that’s hard to change, experts said, …

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 #30- With Its Gamification Tools, SessionM Reports A 35 Percent Lift In Retention, 250 Percent Lift In Engagement

The company offers mobile publishers a platform for adding game mechanics to their apps, including a rewards system called mPoints. The goal is to increase user engagement and retention. And apparently, these efforts are actually paying off, with developers seeing a 35 percent increase in retention rate and a 25 percent lower bounce rate after …