OF GAMIFICATION TO ACHIEVE REAL-WORLD GOALS
SYMBIOSIS INSTITUTE OF BUSINESS MANAGEMENT
SYMBIOSIS INTERNATIONAL UNIVERSITY
SYMBIOSIS INSTITUTE OF BUSINESS MANAGEMENT
SYMBIOSIS INTERNATIONAL UNIVERSITY
Engagement, Business Goal.
Revolution is the move from mechanical and simple electronic
innovation to advanced software & hardware which started from the late
1950s with the appropriation and multiplication of computerized PCs and
computerized record keeping. Digital world alludes to the far reaching
developments achieved by advanced figuring and correspondence innovation amid
the latter half of 20th century. Gamification is the
application of game-design elements and diversion standards in non-game
contexts. A gathering of research on gamification demonstrates that it has
positive effects on individuals. Gamification is the use of game elements and
game thinking in non-game environments to increase target behavior and
The market growth
of gamification is expected to reach 5,500 billion in 2018. The biggest market
is expected to be the North America, followed by Europe. According to TalentLMS
survey, almost 80% of the learners say that they would be more productive if
their university/institution or work was more game-like.
FROM TALENTLMS SURVEY:
to different levels
Favorite Gamification Techniques-
Part of a narrative
time performance feedback and activity feeds
increasing popularity of games and the use of it in a business context isn’t at
all surprising. It’s been long since video games were only played by kids. For
many adults, gaming is an important leisure activity. The global games market
has grown to an astonishing 70 billion USD where console games still make up
the biggest part of the games market (43%).
the mechanics of gaming to non-game activities to change people’s behavior. Gamification
is an important and powerful new strategy for influencing and motivating groups
of people. The business community just started to realize the power it has to
improve customer engagement, build loyalty, and incent employees and partners
to perform at high levels. And the concept has the potential to solve a variety
of problems outside the business world as well, in areas such as:
Health & Wellness: healthcare cost containment, obesity programs,
Education & Training: e-learning, corporate and vocational training,
Public Policy & Government: education reform, climate change,
PARTICIPATION AND ENGAGEMENT
objective of gamification is to draw in individuals to take an interest &
engage them to participate, share and interact in some activity or community by
offering a compelling, dynamic, and sustained gamification experience which can
be utilized to accomplish a variety of business goals.
GAME MECHANICS & GAME DYNAMICS
mechanics are the different activities, practices, and control components that
are utilized to ‘gamify’ an activity. Game dynamics are the emergent behavior that arises
from gameplay, when the mechanics are put into use.
Game mechanics include
Game dynamics include
Gifts & charity
USE OF GAME DYNAMICS & GAME
MECHANICS TO INFLUENCE BEHAVIOR:
TROPHIES, BADGES AND ACHIEVEMENTS-
give individuals missions to finish and after that reward them for doing so.
Challenges give individuals objectives and the having a feeling that they’re
moving in the direction of something. The general approach is to design
challenges in view of activities that you’re following, and reward your clients
for achieving turning points with trophies, badges and accomplishments.
Trophies, badges, ribbons, etc. are the visible recognition of having reached
new levels or completed challenges. One of the keys to making levels and
difficulties viable is giving a discussion to them to flaunt their
accomplishments, like a trophy case or client profile page that shows their
of the successful games ever created have wisely implemented a “high-score
table”. They bring yearning, “notoriety,” and your name in lights.
They also indicate individuals ranking as compared with other competitors.
empower your clients to move each other to get the high score at some action.
Once everybody has done the action, the client with the most elevated score
wins a reward while every one of the failures get a consolation award.
beings are motivated by receiving rewards. A reward, substantial or elusive, is
exhibited after the event of an activity with the aim to make the conduct happen
once more. Getting virtual merchandise, leveling up, and completing
achievements also satisfy this desire.
generally have a need for the esteem and respect of others, for status,
recognition, fame, prestige, popularity and attention.
few people are motivated by a need to accomplish, to fulfill something
troublesome through delayed and rehashed endeavors, to work towards objectives,
and to win. The most satisfying reward is the recognition of their achievements.
individuals want and need opportunities to express their self-rule and
creativity, to stamp themselves as having interesting identities from everyone
around them. Utilizing virtual products is a typical path for players to make
their own particular personality, regardless of whether they are earned through
prizes, received as gifts, or purchased straightforwardly with genuine money. A
persons avatar can frequently fill in as a rich point of convergence for
expression, and a few people update their Facebook profile picture more than
once a day.
can also be motivated by competition. It has been demonstrated that higher
levels of performance can be achieved when a competitive environment is set up
and the winner is rewarded.
USER ENGAGEMENT ON
is an American video sharing website, the service was created by Chad Hurley, Steve Chen,
and Jawed Karim in February 2005. Google bought
the site in November 2006 for US$1.65 billion, YouTube now operates as one
of Google’s subsidiaries. YouTube offers a wide variety of user
generated and corporate media videos. YouTube allows its users to view, upload,
rate, share, add to favorites, report and comment and subscribe to other users.
It offers a rich collection of videos. The content available is TV shows, media
clips, music videos, user created videos and many more. Registered users have
access to all content and properties whereas unregistered visitors can only
view the video content.
users can upload videos and share it on various social media platforms. When a
registered user uploads a video, other users are free to view it. Users can
view to particular video as well as can subscribe the creator-channel. Through
this study we will look into how gamification is used as a tool by YouTube
leading to user engagement and revenue generation.
has various rewards based on subscription count
SILVER PLAY BUTTON
GOLD PLAY BUTTON
DIAMOND PLAY BUTTON
a particular creator-channel surpasses 100,000 subscribers that creator is
rewarded with ‘The Silver Play Button’. This reward is a flat trophy in a metal
casing with a YouTube play button symbol. Trophies are of different sizes and
eventually gets bigger with the number of subscribers. When a particular
creator-channel surpasses 1,000,000 subscribers then they are rewarded with
‘The Gold Play Button’. Similarly, when a particular creator-channel surpasses
10,000,000 subscribers then they are rewarded with ‘The Diamond Play Button’.
This tiers of trophies are dependent on the subscriptions the particular
activity of gamification creates interest among users to achieve the upper
level awards. Users are encouraged to generate more videos and are attracted to
achieve more rewards. This is the gamification tool used by YouTube to attract
more registered users and developing more video content.
earns revenue from Google AdSense, a software which tracks ads according to
site content and visitors. YouTube makes money through sponsored
advertisements. Advertisements are played before videos as well as in-between
videos such that the revenues are generated according to the advertise viewers
and clicks. Whenever any user views any video, several ads appear on screen,
clicking to it generates revenues. This is how YouTube generates revenues and
business development. Part of the revenues are paid to video creator and rest
is for YouTube. For registered users it’s an engagement to create content and
upload on YouTube whereas for YouTube it’s a business to keep users viewing
various videos. This is how gamification keep engaging users on website and as
a tool helps in business development.
OF GAMIFICATION AS A TOOL FOR ACHIEVING BUSINESS GOAL BY ZOMATO
Zomato started in
2008 as restaurant search and discovery service and has
now entered into online delivery and booking management segments as well. Initialized
and launched in India at first, it currently operates in 23 countries,
including Australia and United States. It acts as platform for users to find information and
reviews about restaurants, including images of menus which are generally not
Though Zomato was started with objective of
providing restaurant search service, its main object is to generate revenue and
deliver profit to its stakeholders. Zomato uses gamification on its website and
app as a tool for user engagement. And this has helped it generate profit in
most of the countries it operates in. Through this study we will look into how
what procedure Zomato follows to generate revenue and how gamification has
helped it in these regards.
To start with Zomato uses Leaderboard concept
on its App and Website. Once a user registers themselves on Zomato through website
or app they assigned a rank which indicates their position on the leaderboard
and also a badge. To improve their ranking user has to write review and upload
photos of the restaurant they visited. The users get 25 points for each review.
There are total 5 badges and 13 levels which a user can achieve based on the
points they have accumulated. The details of the same are mentioned below in
In addition, this level there is also a badge
named expert. An expert is regarded as a person who knows area in their city
inside out. In order to get expert tag, user has to write 10 reviews and upload
50 photos for restaurants in a single neighborhood to become an expert.
Zomato also gives verified badges where in the
company manually verifies the reviewer and if the criteria are met, gives the
reviewer a verified badge. Zomato also arrange meetups generally referred as
‘Zomato Meetups’. These help user to have a social visibility, recognition,
popularity etc. In short it helps user to attain some status in society.
As a token of appreciation Zomato gives some of
the reviewers on its platform gift voucher which mostly restaurant discount
It can be clearly seen that Zomato uses
gamification concepts like Leaderboards, Rewards, Achievement & Status for
User engagement in turn helps Zomato to achieve
its ultimate goal of revenue generation and earn profits. With ever increasing
number of users trying look out for places to dine in, order online and book in
advance, restaurant feel the need to get into some kind of partnership Zomato.
Zomato offers paid promotion service for the restaurant whose rates are decided
as per the negotiation between the parties. In addition to this, with healthy
number of users on its platform Zomato has also entered into food delivery
segment, wherein a restaurant partners with Zomato to get orders. Zomato
charges a commission on the order placed on pay per basis or percentage of
order value whichever is mentioned in the contract. Zomato Book is a CRM
software offered by Zomato which enables restaurant to have an online booking
service through Zomato website or mobile application. Zomato charges monthly
subscription rentals from partnered restaurant.
All in all, gamification used as a tool for
user engagement helps Zomato to generate revenue and earn profit through
selling advertisement, commissions on delivery order and service subscription