How to engage employees in CSR activities? Charity gamification vol. 3.

General Dzikorsky, chairman Niedźwiediev, or maybe good old Puchaczenko? These are only a few of the characters featuring in our Christmas charity campaign. Once again we gamified our team members and brought out the best in them. For over two weeks, they became the inhabitants of a virtual land and helped the residents of nursing homes with their actions. Take a look how our gamification had evolved since last year and what we managed to achieve with it.

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2016 – what a great year in gamification!

Ten new trends in gamification', 'End of gamification?', 'Can’t believe what happened with…' – these may be the headlines of 2016 summaries. For me the word that describes last year in gamification the best is 'stability'. Sounds boring, huh? Not necessarily. For gamificators good times have just begun.

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What type of player are you?

Engaging game mechanics? All set! Absorbing storytelling? Complete! Great design? Done! Sounds like ideal gamification design just waiting to be implemented? Nothing further from the truth. Even high quality of individual components of gamification will not guarantee success if we don’t get to know its potential users very well. But before we move on to building complex persona, it is worthwhile to begin with Bartle’s classical taxonomy of types of players. It is a popular and relatively simple characterization that answers the question about what gamers look for. Meet achievers, explorers, socializers and killers.

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Why do we like stories? Storytelling in gamification

Once upon a time, when a thunder meant the wrath of gods and the eclipse was connected to magical powers possessed by priests, tales allowed people to get a grasp of what makes the world go round. Today, even though our knowledge is based on scientific discoveries, human penchant for telling and listening to stories remains strong. What makes storytelling so effective and why should no one treat them as mere figments of imagination?

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Too sweet to be bad. Gamification in charity

Almost a hundred of employees. Project managers, graphic designers, marketing specialist, creative concept designers, business consultants and programmers. Different personalities, different expectations. What do they have in common? Their willingness to help. And we decided to make it easier for them. Needless to say, by using what we know best - gamification.

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Was it worth it? Quick thoughts on Gamification World Congress 2016

The biggest gamification authority figures, a huge dose of inspiration, a handful of statistics, examples of solutions and amazing tools. This is how I can summarize the fifth edition of the Gamification World Congress, which took place this year in the sunny Madrid. GWC is undoubtedly a point on the map of international gamification events that you can’t miss. It’s time to present a brief recap of the most interesting speeches.

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Ways of planting social engagement.

Have you ever been worried that your unwatered virtual eggplants will wither and uncollected apples will rot? No? Then you probably have never played FarmVille! Feeling concerned about virtual seed beds? Absurd but true for thousands of online farmers. Games are powerful. For their sake we are willing to change our plans, sit up till late at night, and call off get-togethers or even forget to eat dinner. How is that possible, you ask? Because games are not merely a source of entertainment.

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More than a loyalty program, or gamification for special assignments

E-mails, notifications, reminders, news. Coming at you from all sides. Everywhere you are. Not so long ago, information was worth one’s weight in gold. Today, we are trying to cut ourselves off from it. The human brain is not capable of processing all the information that reaches our senses. Instead, people have developed an ability to filter out advertising messages and the communication noise. What does it all mean for brands? Engagement crisis. Loyalty programs have become very popular these days - to such an extent that we get loyalty cards and points everywhere. The result? People don’t care anymore. Check out the reason why below.

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What is Generation 3F Looking for?

"He’s always sitting at his computer! He never lets go of his phone! That kid, what will become of him?” - sounds familiar? How many concerned parents describe their children this way? In fact, some of these children have already grown up. They are employees, consumers and taxpayers. And they have managed to derive much benefit from “sitting at their computers”: they have mastered navigating social media and mobile applications, they constantly tap into knowledge sources and remain in permanent contact with their friends. They belong to Generation 3Fs.

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U.S. News & World Report: TrueBlue Number 1 in Engagement!

Number 1 of loyalty programs in the “Best Airline Rewards Program” list. An unrivalled solution. An innovative way to engage customers successfully. JetBlue Airways can take pride in one of the best gamification programs - according to U.S. News & World Report. Let’s check why.

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