{"id":1917,"date":"2020-02-13T11:36:47","date_gmt":"2020-02-13T11:36:47","guid":{"rendered":"http:\/\/www.danielparente.net\/en\/?p=1917"},"modified":"2020-02-13T11:36:47","modified_gmt":"2020-02-13T11:36:47","slug":"list-of-90-gamification-case-studies-with-roi-stats","status":"publish","type":"post","link":"https:\/\/www.danielparente.net\/en\/2020\/02\/13\/list-of-90-gamification-case-studies-with-roi-stats\/","title":{"rendered":"List of 90+ Gamification case studies with ROI Stats"},"content":{"rendered":"<p>All of us that have been talking and developing projects in the gamification area, know exactly how hard it is to actually find examples where some KPI can be extracted as to understand how successful the project was, and thus way try to extrapolate toward your own project.<\/p>\n<p>While browsing for other information I have to an interesting post that lists 90 examples and projects with their own metrics. The original link is broken, but I was able to find a site that had made a backup of the listing, which I am reproducing here.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Enterprise Gamification Case Stats and Figures<\/strong><\/p>\n<p>1.<a href=\"http:\/\/enterprise-gamification.com\/index.php\/en\/social-media\/160-the-sap-community-network-how-to-use-gamification-to-increase-engagement\" target=\"_blank\" rel=\"noopener noreferrer\"> SAP: The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%<\/a><br \/>\n2.<a href=\"http:\/\/www.destinationcrm.com\/Articles\/Editorial\/Magazine-Features\/Game-On-Gamification-Strategies-Motivate-Customer-and-Employee-Behaviors-81866.aspx\" target=\"_blank\" rel=\"noopener noreferrer\"> Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members<\/a><br \/>\n3.<a href=\"http:\/\/www.alittleb.it\/portfolio\/go-to-jupiter-e-learning-game-for-employees\/\" target=\"_blank\" rel=\"noopener noreferrer\"> Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate<\/a><br \/>\n4.<a href=\"http:\/\/www.gamasutra.com\/view\/news\/36824\/Serious_Play_Conference_2011_Microsofts_Productivity_Games.php\" target=\"_blank\" rel=\"noopener noreferrer\"> Beta One: Microsoft\u2019s Testing Division get a 400% increase in participation for the pre-release testing<\/a><br \/>\n5.<a href=\"http:\/\/www.offcenterinsight.com\/2\/post\/2012\/05\/contact-centerfold-of-the-month-may-2012-callogix.html?goback=.gde_3864839_member_114007394\" target=\"_blank\" rel=\"noopener noreferrer\"> CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year<\/a><br \/>\n6.<a href=\"http:\/\/www.pcadvisor.co.uk\/news\/software\/3380098\/gamification-of-enterprise\/\" target=\"_blank\" rel=\"noopener noreferrer\"> Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%<\/a><br \/>\n7.<a href=\"http:\/\/www.business-digest.eu\/en\/2012\/02\/21\/gamification-should-work-be-like-play\/\" target=\"_blank\" rel=\"noopener noreferrer\"> Galderma: pharmaceutical company, uses gamification to train their sales division regarding new products. Despite the voluntary participation, nearly 92% of targeted employees ended up playing<\/a><br \/>\n8.<a href=\"http:\/\/www.business-digest.eu\/en\/2012\/02\/21\/gamification-should-work-be-like-play\/\" target=\"_blank\" rel=\"noopener noreferrer\"> Deloitte: leverages mobile SDK along with a mobile social rewards program with Yammer to bring on 50K of their 200K Consultants to socialize and share knowledge with each other<\/a><br \/>\n9.<a href=\"http:\/\/www.huffingtonpost.com\/gabe-zichermann\/gamification_b_2516376.html\" target=\"_blank\" rel=\"noopener noreferrer\"> Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily<\/a><br \/>\n10. <a href=\"https:\/\/mashable.com\/2011\/11\/30\/objective_logistics\/\" target=\"_blank\" rel=\"noopener noreferrer\">Objective Logistics: the company motivates the employees through behavioral rewards and increases their profit margin by 40%<\/a><br \/>\n11. <a href=\"http:\/\/blog.insideview.com\/2011\/07\/20\/b2b-sales-gamification\/\" target=\"_blank\" rel=\"noopener noreferrer\">Inside View: gamifies their employee social media usage and increased Twitter updates by 312%<\/a><br \/>\n12. <a href=\"http:\/\/www.gamification.co\/2012\/03\/12\/top-5-gamification-tidbits-at-sxsw\/\" target=\"_blank\" rel=\"noopener noreferrer\">Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)<\/a><br \/>\n13.<a href=\"http:\/\/www.cbronline.com\/features\/get-your-head-in-the-game-gamification-for-business-011112\" target=\"_blank\" rel=\"noopener noreferrer\">Danske Statsbaner: through their \u201cEngaged\u201d platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content<\/a><br \/>\n14.<a href=\"http:\/\/www.destinationcrm.com\/Articles\/Editorial\/Magazine-Features\/Game-On-Gamification-Strategies-Motivate-Customer-and-Employee-Behaviors-81866.aspx\" target=\"_blank\" rel=\"noopener noreferrer\">DWP: saved up to $41 million by letting employees send and discuss ideas to improve their work environments<\/a><br \/>\n15.<a href=\"https:\/\/www.google.com\/enterprise\/marketplace\/viewListing?productListingId=7758+11468025311919162171\" target=\"_blank\" rel=\"noopener noreferrer\">Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses<\/a><br \/>\n16.<a href=\"http:\/\/www.huffingtonpost.com\/george-bradt\/how-salesforce-and-deloit_b_3539563.html\" target=\"_blank\" rel=\"noopener noreferrer\">Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement<\/a><br \/>\n17.<a href=\"http:\/\/www.weknownext.com\/trends\/game-on-how-gamification-is-changing-business\" target=\"_blank\" rel=\"noopener noreferrer\">Engine Yard: increased the response rate for its customer service representatives by 40% after posting response-time leaders to all employees<\/a><br \/>\n18.<a href=\"http:\/\/www.huffingtonpost.com\/gabe-zichermann\/gamification_b_2516376.html\" target=\"_blank\" rel=\"noopener noreferrer\">Nextjump: uses gamification to get 67% of their employees to go to the gym<\/a><br \/>\n19.<a href=\"http:\/\/www.networkworld.com\/news\/2012\/091012-gamification-apps-261968.html\" target=\"_blank\" rel=\"noopener noreferrer\">Bluewolf: gamified online conversations and posting increased employee community activity by 57%<\/a><br \/>\n20.<a href=\"http:\/\/www.cio.com\/article\/734521\/How_to_Use_Gamification_to_Engage_Employees?page=3&amp;taxonomyId=3123\" target=\"_blank\" rel=\"noopener noreferrer\">Ford Canada: gamified it\u2019s learning portal for employees and increased actions per user by 100% within 5 weeks<\/a><br \/>\n21.<a href=\"http:\/\/www.informationweek.com\/healthcare\/patient\/gamification-boosts-employee-health-beha\/232900572\" target=\"_blank\" rel=\"noopener noreferrer\">Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral<\/a><br \/>\n22.<a href=\"http:\/\/www.pcadvisor.co.uk\/news\/software\/3380098\/gamification-of-enterprise\/\" target=\"_blank\" rel=\"noopener noreferrer\">Allstate: saved $18 Million per year by adapting a gamified social innovation platform<\/a><br \/>\n23.<a href=\"http:\/\/www.scribd.com\/doc\/53104178\/Zino-Gamification-Presentation\" target=\"_blank\" rel=\"noopener noreferrer\">Idea Street: the Department of work In UK used game mechanics to get 120,000 people to contribute 4000 ideas, with 63 of them implemented in the marketing department<\/a><br \/>\n24.EMC RAMP: with their gamification platform, the company rewarded positive behavior from employees, partners and customers which led to a 10% increase in documentation, 40% more videos watched and 15% more discussions<\/p>\n<p><strong>Sales Gamification Case Stats and Figures<\/strong><\/p>\n<p>1.<a href=\"http:\/\/www.gamasutra.com\/blogs\/AndyMott\/20130604\/193506\/Gaming_the_System_How_Gamification_Offers_a_Better_Learning_Experience.php\" target=\"_blank\" rel=\"noopener noreferrer\">Autodesk: gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%<\/a><br \/>\n2.<a href=\"http:\/\/leveleleven.com\/2011\/12\/sales-contests-gamification-quick-blip-or-lasting-impact\/\" target=\"_blank\" rel=\"noopener noreferrer\">ePrize: increased the participation in their sales event by 10% by creating a participation-based point economy<\/a><br \/>\n3.<a href=\"https:\/\/online.wsj.com\/article\/SB10001424052970204294504576615371783795248.html\" target=\"_blank\" rel=\"noopener noreferrer\">LiveOps: call center reduces call time by 15% and increases sales by over 8%<\/a><br \/>\n4.<a href=\"http:\/\/www.slideshare.net\/PowerReviews\/get-yourgameon\" target=\"_blank\" rel=\"noopener noreferrer\">Step2: children\u2019s retailer used PowerReview\u2019s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded<\/a><br \/>\n5.<a href=\"https:\/\/www.forbes.com\/sites\/scottdavis\/2012\/06\/21\/getting-apps-right-how-dominos-is-beating-the-odds\/\" target=\"_blank\" rel=\"noopener noreferrer\">Domino\u2019s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app<\/a><br \/>\n6.<a href=\"http:\/\/www.prweb.com\/releases\/2013\/5\/prweb10753524.htm\" target=\"_blank\" rel=\"noopener noreferrer\">Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures<\/a><br \/>\n7.Silver Grill Cafe: received a 66% Return on Investment for having its waiters\/waitresses play a cross-selling game<br \/>\n8.<a href=\"http:\/\/www.deloitte.com\/view\/en_US\/us\/Insights\/Browse-by-Content-Type\/deloitte-review\/c7cee86d96498310VgnVCM1000001956f00aRCRD.htm\" target=\"_blank\" rel=\"noopener noreferrer\">Cisco: used gaming strategies to enhance its virtual global sales meeting and call centers to reduce call time by 15% and improved sales by around 10%<\/a><br \/>\n9.<a href=\"https:\/\/usatoday30.usatoday.com\/money\/smallbusiness\/story\/2012-07-29\/efficient-small-business-using-game-technology\/56545082\/1\" target=\"_blank\" rel=\"noopener noreferrer\">Popchips: uses games to personalize mobile advertising and has seen its sales rise 40% leading to $100 million in sales.<\/a><br \/>\n10.<a href=\"http:\/\/www.slideshare.net\/PowerReviews\/get-yourgameon\" target=\"_blank\" rel=\"noopener noreferrer\">Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92%<\/a><br \/>\n11.<a href=\"http:\/\/gamepolitics.com\/2009\/11\/17\/america%E2%80%99s-army-extremely-effective-recruitment-tool#.UkhLfYbxprU\" target=\"_blank\" rel=\"noopener noreferrer\">America\u2019s Army: 30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost <\/a><br \/>\n12.<a href=\"http:\/\/www.huffingtonpost.com\/gabe-zichermann\/gamification_b_2516376.html\" target=\"_blank\" rel=\"noopener noreferrer\">Extraco Bank: raised customer acquisition by 700% through gamified system<\/a><br \/>\n13.<a href=\"http:\/\/www.slideshare.net\/leveleleven\/lawley-pipeline-and-actvty-log-contest-presentation\" target=\"_blank\" rel=\"noopener noreferrer\">Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined<\/a><br \/>\n14.<a href=\"http:\/\/www.slideshare.net\/ervler\" target=\"_blank\" rel=\"noopener noreferrer\">Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue<\/a><br \/>\n15.<a href=\"http:\/\/www.marketingsherpa.com\/article\/case-study\/bold-strategy-in-conservative-industry\" target=\"_blank\" rel=\"noopener noreferrer\">Kill The Paper Invoice: increased website visits by 108.5%, and a conversion rate of 9.38% through a gamfiied system<\/a><br \/>\n16.<a href=\"http:\/\/www.retailtouchpoints.com\/shopper-engagement\/1952-sneakpeeq-increases-conversions-18-with-gamification-\" target=\"_blank\" rel=\"noopener noreferrer\">Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy<\/a><br \/>\n17.<a href=\"http:\/\/rokkan.com\/work\/ford-escape-routes\/\" target=\"_blank\" rel=\"noopener noreferrer\">Ford Escape Route: with this game, Ford\u2019s customers bought over $8 million in vehicles, with 600% increased likes on FB page, and over 100 million impressions on Twitter<\/a><br \/>\n18.<a href=\"http:\/\/business.financialpost.com\/2013\/02\/06\/the-power-of-play-how-companies-are-using-gamification-to-build-engagement\/\" target=\"_blank\" rel=\"noopener noreferrer\">Investorville: with a property-investing game, Australia\u2019s Commonwealth Bank created 600 new loans<\/a><br \/>\n19.<a href=\"http:\/\/www.callcentre.co.uk\/how-hpintel-made-1-billion-through-gamification\/\" target=\"_blank\" rel=\"noopener noreferrer\">Hewlett Packard: launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4% and $1 Billion increase in revenue<\/a><\/p>\n<p><strong>Product Gamification Case Stats and Figures<\/strong><\/p>\n<p>1.<a href=\"http:\/\/www.42projects.org\/docs\/LQG.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">Microsoft: improved it\u2019s translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported<\/a><br \/>\n2.<a href=\"https:\/\/www.techrepublic.com\/blog\/big-data-analytics\/gamification-data-can-drive-roi\/165\" target=\"_blank\" rel=\"noopener noreferrer\">Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months<\/a><br \/>\n3.<a href=\"http:\/\/www.gamasutra.com\/view\/news\/36824\/Serious_Play_Conference_2011_Microsofts_Productivity_Games.php\" target=\"_blank\" rel=\"noopener noreferrer\">Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system<\/a><br \/>\n4.<a href=\"http:\/\/bracerennels.com\/2012\/05\/22\/gamification-for-communities\/\" target=\"_blank\" rel=\"noopener noreferrer\">EMC2: increased the amount of feedback it received by 41%<\/a><br \/>\n5.<a href=\"http:\/\/www.gamification.co\/2012\/03\/12\/top-5-gamification-tidbits-at-sxsw\/\" target=\"_blank\" rel=\"noopener noreferrer\">Dosomething.org: got a 26% response rate from teen audience to a scavenger hunt game<\/a><br \/>\n6.<a href=\"http:\/\/www.slideshare.net\/itzCorinne\/gamification-intro-for-content-strategy\" target=\"_blank\" rel=\"noopener noreferrer\">OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption<\/a><br \/>\n7.<a href=\"https:\/\/wheels.blogs.nytimes.com\/2012\/05\/09\/in-china-volkswagen-outsources-product-plan-to-the-people\/?_r=0\" target=\"_blank\" rel=\"noopener noreferrer\">Volkswagen: got 33 million web access and 119,000 ideas through its People\u2019s Car Project that lets people design their \u201cperfect car\u201d<\/a><br \/>\n8.<a href=\"http:\/\/www.entrepreneur.com\/article\/222657\" target=\"_blank\" rel=\"noopener noreferrer\">Samsung Nation: 500% increase in customer product reviews, and 66% increase in site\u2019s visits when using a gamified system<\/a><br \/>\n9.<a href=\"http:\/\/www.gamasutra.com\/view\/news\/36824\/Serious_Play_Conference_2011_Microsofts_Productivity_Games.php\" target=\"_blank\" rel=\"noopener noreferrer\">Beta One: Microsoft\u2019s Testing Division get a 400% increase in participation for the pre-release testing<\/a><\/p>\n<p><strong>Lifestyle Gamification Case Stats and Figures<\/strong><\/p>\n<p>1.<a href=\"http:\/\/opower.com\/utilities\/results\" target=\"_blank\" rel=\"noopener noreferrer\">OPower: reduced measurable energy consumption by over $100M<\/a><br \/>\n2.<a href=\"http:\/\/www.deloitte.com\/view\/en_US\/us\/Insights\/Browse-by-Content-Type\/deloitte-review\/c7cee86d96498310VgnVCM1000001956f00aRCRD.htm\" target=\"_blank\" rel=\"noopener noreferrer\">Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site<\/a><br \/>\n3.<a href=\"http:\/\/www.clinicaladvisor.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%<\/a><br \/>\n4.<a href=\"https:\/\/www.youtube.com\/watch?v=zSiHjMU-MUo\" target=\"_blank\" rel=\"noopener noreferrer\">Bottle Bank Arcade: bottle recycling increased by 50x<\/a><br \/>\n5.<a href=\"https:\/\/www.youtube.com\/watch?v=cbEKAwCoCKw\" target=\"_blank\" rel=\"noopener noreferrer\">The World\u2019s Deepest Bin: 132% more trash collected in this unusual bin<\/a><br \/>\n6.<a href=\"https:\/\/www.youtube.com\/watch?v=2lXh2n0aPyw\" target=\"_blank\" rel=\"noopener noreferrer\">Piano Stairs: 66% more of people use the stairs, if they can produce music with it<\/a><br \/>\n7.<a href=\"https:\/\/www.youtube.com\/watch?v=iynzHWwJXaA\" target=\"_blank\" rel=\"noopener noreferrer\">Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed<\/a><br \/>\n8.<a href=\"https:\/\/www.youtube.com\/watch?v=AmyBp8e76eY\" target=\"_blank\" rel=\"noopener noreferrer\">Toilette Seat: 44% of increase in lifting the toilet seat when urinating<\/a><br \/>\n9.<a href=\"http:\/\/www.huffingtonpost.com\/gabe-zichermann\/gamification_b_2516376.html\" target=\"_blank\" rel=\"noopener noreferrer\">Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year<\/a><br \/>\n10.Recycle Bank increased recycling by 20% and reduced carbon emissions<br \/>\n11.<a href=\"http:\/\/seogadget.com\/5-new-examples-of-gamification\/\" target=\"_blank\" rel=\"noopener noreferrer\">Chevrolet Volt: uses a green\/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%<\/a><\/p>\n<p><strong>Consumer Behaviour Gamification Case Stats and Figures<\/strong><\/p>\n<p>1. <a href=\"http:\/\/www.alittleb.it\/portfolio\/mtv-my-chart\/\" target=\"_blank\" rel=\"noopener\">MTV My Chart: lets users create their video chart based on various game dynamics, and obtained 500,000 votes and 150,000 videos viewed within 3 months<\/a><br \/>\n2. <a href=\"http:\/\/www.gigya.com\/case-studies\/joiz\/\" target=\"_blank\" rel=\"noopener\">Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies<\/a><br \/>\n3. <a href=\"http:\/\/www.slideshare.net\/adigaskell\/cmo-guide\" target=\"_blank\" rel=\"noopener\">Muchmusic.com: increased their music userbase by 59%<\/a><br \/>\n4. Marketo: layered a game platform on their community and saw a 67% increase engagement, 51% more active members and 10% more engagements per member<br \/>\n5. <a href=\"http:\/\/www.dummies.com\/how-to\/content\/does-business-gamification-really-work.html\" target=\"_blank\" rel=\"noopener noreferrer\">Interscope Records: the company obtained a 650% increase in engagement and interaction with the website<\/a><br \/>\n6. <a href=\"http:\/\/www.entrepreneur.com\/article\/223039\" target=\"_blank\" rel=\"noopener noreferrer\">Verizon: users spend over 30% more time on-site with social login games versus a regular site login<\/a><br \/>\n7. <a href=\"https:\/\/moz.com\/ugc\/gamification-case-study-allkpop\" target=\"_blank\" rel=\"noopener noreferrer\">Allkpop: during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews.<\/a><br \/>\n8. <a href=\"http:\/\/techcrunch.com\/2012\/10\/15\/sessionm-gamification-data\/\" target=\"_blank\" rel=\"noopener noreferrer\">SessionM: offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities<\/a><br \/>\n9. <a href=\"http:\/\/www.slideshare.net\/itzCorinne\/gamification-intro-for-content-strategy\" target=\"_blank\" rel=\"noopener noreferrer\">Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate<\/a><br \/>\n10. <a href=\"http:\/\/www.slideshare.net\/itzCorinne\/gamification-intro-for-content-strategy\" target=\"_blank\" rel=\"noopener noreferrer\">Green Giant: generated 420,000 likes on Facebook through their gamified system<\/a><br \/>\n11. <a href=\"http:\/\/www.alittleb.it\/blog-games\/gamecity-nickelodeons-social-meta-game\/\" target=\"_blank\" rel=\"noopener noreferrer\">NickTV: introduces a game-based role-playing platform as heroes and within 2 months obtained 750,000 pages views (200% the amount of the usual traffic for the entire nicktv.it website), over 50,000 users and over 4,000,000 sessions on the website, with an increase in time spent on site by 25%<\/a><br \/>\n12. <a href=\"http:\/\/www.research-live.com\/features\/more-than-a-game\/4006083.article\" target=\"_blank\" rel=\"noopener noreferrer\">More than a Game: The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers<\/a><br \/>\n13. <a href=\"http:\/\/www.blurbiq.com\/whatis.php\" target=\"_blank\" rel=\"noopener noreferrer\">BlurbIQ: introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection<\/a><br \/>\n14. <a href=\"http:\/\/www.weknownext.com\/trends\/game-on-how-gamification-is-changing-business\" target=\"_blank\" rel=\"noopener noreferrer\">Bell Media: increased customer retention by 33% by incorporating \u201csocial loyalty\u201d rewards on its website<\/a><br \/>\n15. <a href=\"http:\/\/www.entrepreneur.com\/article\/223039\" target=\"_blank\" rel=\"noopener noreferrer\">Club Psych USA: saw a 130% jump in page views and a 40% increase in return visits towards the game <\/a><br \/>\n16. <a href=\"http:\/\/www.slideshare.net\/itzCorinne\/gamification-intro-for-content-strategy\" target=\"_blank\" rel=\"noopener noreferrer\">American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system<\/a><br \/>\n17. <a href=\"https:\/\/blog.gigya.com\/customer-spotlight-boyd-gaming\/\" target=\"_blank\" rel=\"noopener noreferrer\">Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website<\/a><br \/>\n18. <a href=\"http:\/\/venturebeat.com\/2012\/07\/23\/verizon-wireless-gamifies-its-site\/\" target=\"_blank\" rel=\"noopener noreferrer\">Verizon Wireless: more than 50% of site\u2019s user participate in this gamified environment and spend 30% more time on the site<\/a><br \/>\n19. <a href=\"http:\/\/blog.eloqua.com\/gamification\/\" target=\"_blank\" rel=\"noopener noreferrer\">Topliners: introducing the gamification in the community lifted active users by 55%<\/a><br \/>\n20. <a href=\"http:\/\/mkwi2012.de\/downloads\/MKWI2012_Tagungsband.pdf?pag=811&amp;sig=2e47d4\" target=\"_blank\" rel=\"noopener noreferrer\">SAP ERP: introducing game mechanics improved user participation with telepresence increasing by 29.75%<\/a><br \/>\n21. <a href=\"http:\/\/www.c8consulting.co\/uploads\/1\/3\/1\/2\/13128032\/cmo_guide_to_managing_customer_behavior_socially.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">Ask.com uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58%<\/a><br \/>\n22. <a href=\"http:\/\/www.examiner.com\/article\/muchmusic-teams-with-badgeville-to-gamify-muchmusic-video-awards\" target=\"_blank\" rel=\"noopener noreferrer\">MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%<\/a><br \/>\n<strong><br \/>\nEducation Gamification Case Stats and Figures<\/strong><\/p>\n<p>1. <a href=\"https:\/\/grail.cs.washington.edu\/projects\/protein-game\/foldit-fdg11.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days<\/a><br \/>\n2. <a href=\"https:\/\/www.forbes.com\/2010\/10\/28\/education-internet-scratch-technology-gamification.html\" target=\"_blank\" rel=\"noopener noreferrer\">Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%<\/a><br \/>\n3. <a href=\"https:\/\/www.fastcompany.com\/1783571\/game-changer?partner=gnews\" target=\"_blank\" rel=\"noopener noreferrer\">Stray Boots &amp; A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade<\/a><br \/>\n4. Math Land: special education teacher that got a 17% improvement in state wide assessment, with attendance increasing by 13%<br \/>\n5. <a href=\"http:\/\/marczewski.me.uk\/2013\/07\/29\/gamification-in-the-wild-examples-and-case-studies\/\" target=\"_blank\" rel=\"noopener noreferrer\">Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it<\/a><br \/>\n6. <a href=\"http:\/\/www.breakingtravelnews.com\/focus\/article\/gamification-boosts-otts-elearning-engagement-by-65\/\" target=\"_blank\" rel=\"noopener noreferrer\">OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system<\/a><br \/>\n7. <a href=\"https:\/\/www.fastcompany.com\/1840235\/gamification-and-power-influence\" target=\"_blank\" rel=\"noopener noreferrer\">Beat the GMAT: students increase their time spent on site by 370% through a gamified system<\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The original site <a href=\"http:\/\/www.yukaichou.com\/gamification-examples\/gamification-stats-figures\/\" target=\"_blank\" rel=\"noopener noreferrer\">Yu-Kai Chou\u2019s blog<\/a><\/p>\n<p>The backup site <a href=\"https:\/\/gamificationplus.uk\/comprehensive-list-90-gamification-cases-roi-stats\/\" target=\"_blank\" rel=\"noopener\">gamification.co.uk<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>All of us that have been talking and developing projects in the gamification area, know exactly how hard it is to actually find examples where some KPI can be extracted as to understand how successful the project was, and thus way try to extrapolate toward your own project. While browsing for other information I have [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-1917","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"blocksy_meta":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2TFCd-uV","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"_links":{"self":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts\/1917","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/comments?post=1917"}],"version-history":[{"count":1,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts\/1917\/revisions"}],"predecessor-version":[{"id":1919,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts\/1917\/revisions\/1919"}],"wp:attachment":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/media?parent=1917"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/categories?post=1917"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/tags?post=1917"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}