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Gamifica/on
–
Making
CRM
Engaging

                          June
2011

Gamification & Customer Lifecycle
Value
of
Customer
Engagement






    ‐
Posi/ve
engagement
across
customer
lifecycle
create

                               evangelist
and
viral
spread


Gamifica/on
–
Impac/ng
Customer
Life‐cycle

                     - Areas of Impact
                        - Mkt – Creating Awareness

                        - Mkt – Driving Engagement

                        - Sales – Nurturing Leads

                        - Sales – Loyalty Programs

                        - Customer Experience

                        -  Support – Support Community

                        - Innovation – Work Creativity

                        - Collaboration: Employee
                          Engagement
Gamification – Creating Awareness
Kidnap
Facebook
Game

                                                       The
game
challenges
users
to
kidnap

                                                      their
friends
to
their
favorite

                                                      interna/onal
hideout
city


                                                       Provides
variety
of
"methods"
such

                                                      as
"Eight
ball
in
the
Sock"
or
"Faulty

                                                      Human
Slingshot

                                                       User
have
to
answer
a
trivia
ques/on

                                                      related
to
that
city
to
escape
from
the

                                                      hideout
city


                                                       Players
earn
points
for
answering

                                                      ques/ons
correctly,
and
advance
levels;

                                                      gain
access
to
new
methods
on

                                                      successfully
comple/ons
of
kidnaps



                                                       In
the
process
of
playing
the
game

                                                      the
player
learns
more
about
various

                                                      loca/on.
This
approach
could
be
very

                                                      useful
for
travel
portals
to
create

Source:
hTp://www.facebook.com/travelchannelkidnap

                                                      awareness
about
their
content


Snooth’s
Wine
Rack


                                            Snooth,
the
world’s
largest
wine
site

                                           added
a
social
layer
called
Wine
Rack

                                           to
its
site,
encouraging
users
to
beTer

                                           discover
and
learn
about
new
wine

                                            Wine
Rack
uses
game
mechanics
to

                                           encourage
users
to
discover
and
taste

                                           more
wines,
providing
incen/ves

                                           through
rewards
to
share
their
wine

                                           experience
and
knowledge

                                            The
game
helps
with
increasing

                                           customers
wine
comprehension
and

                                           knowledge
about
Snooth's
offerings


Source:
hTp://www.snooth.com/wine‐rack/

Gamification – Driving Engagement
Jimmy
Choo
Trainer
Hunt

                                              Real
/me
treasure
hunt
in
London

                                             powered
by
loca/on
service
foursquare

                                              The
jimmy
choo
trainers
were

                                             checked‐in
to
different
loca/ons
for

                                             short
dura/ons

                                              Par/cipants
had
to
follow
the

                                             campaign
to
track
trainer
loca/ons

                                              If
par/cipants
arrived
to
a
checked‐in

                                             loca/on
while
the
trainers
were
there,

                                             they
would
be
rewarded
with
a
trainer

                                             of
choice

                                              Campaign
employed
appointment

Source:
hTp://www.facebook.com/CatchAChoo
   game
dynamic
to
drive
customer

                                             engagement
around
their
trainers

Gamification – Nurturing Leads
Make
Your
Way
to
Rio
–
Gamifying
a
Sweepstake

                                                  Chiquita
partnered
with
20th
Century

                                                 Fox
and
the
movie
Rio,
to
game
like

                                                 sweepstake
called
“Make
Your
Way
To

                                                 Rio”


                                                  Bunchball's
Nitro
placorm
was
used

                                                 to
power
the
gamifica/on
of
the

                                                 Chiquita/Rio
promo/onal
Web
site

                                                  Par/cipants
would
have
to
complete

                                                 certain
tasks—like
watching
a
movie

                                                 trailer,
coloring
pages,
twee/ng
or

                                                 pos/ng
to
Facebook
about
the
movie

                                                  The
campaign
also
had
an
amazing

                                                 game
where
the
player
helped
Blu,
an

Source:
hTp://www.chiquitabananas.com/rio/       endangered
Macaw,
get
closer
to
his

index‐make‐your‐way‐rio‐sweepstakes‐2011.aspx
   final
des/na/on
in
Rio
de
Janeiro,
to

                                                 meet
his
female
counterpart
Jewel

                                                  Prizes
included
ringtones,
music
from

                                                 the
movie,
Chiquita
bananas,
an
Xbox

                                                 and
a
grand‐prize
trip
to
Rio
de
Janeiro

                                                 courtesy
of
American
Airlines.


Gamification – Loyalty Programs
Virgin
America
–
Frequent
Flyer
Check‐ins

                                                 Virgin
America
is
using
Topguest’s

                                                perks
placorm
and
the
"appointment"

                                                game
dynamic
to
offer
customers

                                                frequent
flyer
points
in
exchange
for

                                                their
check‐ins

                                                 Virgin
America's
guest
frequent
flyers

                                                can
check‐in
to
a
designated
Virgin

                                                America
loca/on
–
such
as
the
airline's

                                                home
base
at
San
Francisco

                                                Interna/onal
Airport,
and
the
Topguest

                                                applica/on
will
no/fy
them
in
real
/me

                                                that
they've
received
elevate
points
as

                                                a
reward

                                                 Virgin
America
guests
can
earn
an

                                                addi/onal
25
Elevate
points
per
check‐
                                                in
and
total
poten/al
of
50
extra
points

Source:
hTp://www.virgin‐atlan/c.com/en/us/     per
flight
,
hence
providing
frequent

corporateandtrade/backstage/travellingwithus/   flyers
with
a
compelling
way
to
earn

frequenclyerprogram.jsp
                        real
world
rewards
for
virtual
check‐ins


Gamification – Customer Support
Experts
Exchange
–
Gamifying
Support

                                            Experts
Exchange
is
a
online

                                           community
dedicated
to
providing

                                           beTer
IT
assistance
to
the
world
using

                                           game
dynamics


                                            Users
post
ques/ons
and
assign

                                           points
to
their
queries.
The
site

                                           encourages
technology
experts
to

                                           answer
the
queries
and
earn
the

                                           allocated
points


                                            The
placorm
has
a
leader‐board
to

                                           showcase
experts
and
a
progression

                                           system
which
allows
people
to
become

Source:
hTp://www.experts‐exchange.com/

                                           experts
for
different
topics
and

                                           eventually
get
added
to
the
hall
of

                                           fame

                                            The
placorm
uses
badges,
and

                                           avatars
to
recognize
exper/se
on
the

                                           site,
which
in
turn
can
help
them
get

                                           freelance
assignments


Gamification – Customer Experience
GoSmithsonian
Trek

                                                      The
tour
of
the
9
Smithsonian

                                                     museums
is
arranged
as
a
trek
game

                                                      Quest
involves
answering
70

                                                     ques/ons
the
answers
to
which
are

                                                     available
in
the
museums

                                                      Time
based
challenge
quests
are

                                                     periodically
organized

                                                      There
are
rewards
like
free
iPad,
etc

                                                      Game
helps
engage
the
par/cipants

                                                     while
touring
the
museum
and
get

                                                     more
value
for
the
experience





Source:
hTp://www.gosmithsonian.com/scvngr/?device=other&c=y

Gamification – Encouraging Innovation
Work
&
Pensions
Department
‐
Idea
Street

                                                  Objec/ve
of
the
system
was
to

                                                 mo/vate
civil
servants
and
create
an

                                                 innova/ve
cultural

                                                  The
system
used
game
mechanics
to

                                                 aid
the
growth
and
support
of
new

                                                 ideas


                                                  Idea
Street
employed
a
point
system

                                                 to
incen/vize
employees
to
define
and

                                                 curate
ideas;
virtual
currency
was
used

                                                 as
a
reward

                                                  Par/cipants
were
encourage
to
invest

                                                 in
an
idea
by
buying
shares
which
they

                                                 could
trade
on
a
virtual
stock
market

Source:
hTp://www.gartner.com/DisplayDocument?
id=1476216
                                       The
winner
worked
in
a
remote

                                                 district
office
and
was
rewarded
by
a

                                                 leTer
from
the
Secretary
of
State
for

                                                 Work
and
Pensions
invi/ng
him
come

                                                 and
work
in
the
central
office

Gamification – Employee Collaboration
Rypple
–
Gamifying
Feedback


                                          Rypple
is
a
social
performance

                                         placorm
aimed
at
making
a
beTer

                                         workplace

                                          It
uses
elements
of
feedback
from

                                         the
game
world
to
provide
a
innova/ve

                                         way
for
businesses
to
provide

                                         con/nuous,
ac/onable
feedback,

                                         coaching,
and
recogni/on
to
their

                                         teams

                                          The
system
allows
teams
to
define

                                         goals
and
individual
tasks.
The
interface

                                         has
visual
cues
like
games
which

                                         indicate
progress
on
a
more
real
/me

                                         basis
and
hence
provide
the
same

Source:
hTp://rypple.com/
               instant
and
constant
gra/fica/ons

                                         games
provide
while
playing

                                          It
also
allows
users
to
privately
or

                                         publicly
thank
someone
for
their

                                         assistance.
We
have
seen
from
social

                                         games
that
such
social
recogni/on
can

                                         act
as
a
major
incen/ve




About Kuliza
About
Kuliza




Kuliza
 is
 a
 social
 technology
 firm
 focused
 in

helping
 companies
 leverage
 social
 so4ware,

community
 pla8orms,
 mobile
 and
 cloud

compu;ng
 for
 improving
 business
 performance,

communica/on
and
customer
engagement.


Our
offerings





   ZaSocial                            ZaMobile                             ZaCloud
Kuliza
offers
solu/ons
for
         Kuliza
offers
solu/on
to
design,
    Kuliza
offers
cloud
services
to

designing
and
building
social
     build
and
distribute
mobile
apps
   ensure
a
hassle
free
infrastructure

sotware
and
community
             for
iOS,
Android
and
Blackberry.
   to
sustain
your
changing
needs.

placorms.

Our
focus
areas
are:
   Our
focus
areas
are:
               Our
focus
areas
are:

 Online
communi/es

 
                                  Mobile
CRM

                                    
                                   Cloud
consul/ng

                                                                        

  acebook
Apps

 F                                   obile
loyalty
programs

                                    M                                    loud
h
migra/on
and

                                                                        C
  ocial
Commerce

 S                                   obile
Transi/on

                                    M                                  management

  ocial
CRM

 S
Our
Capabili/es


        Plan                            Build                      Manage

      Strategy
          Design
                Engineering
       Infrastructure

                       Interaction        Drupal, Joomla,       eb app hosting
                                                                 W
  ocial Strategy
 S
                      design              Wordpress
Roadmap
                                                                 Mobile / FB app
                       Visual Design      Magento, Uberkart   hosting
  ocial Software
 S
Design
                        esign Research  Java, php, Ruby,
                       D                                         Drupal, Joomla
                                                                Wordpress hosting
  enior management
 S
                        esign
                       D                   iOS, Andriod,
workshops
                      Prototyping         Blackberry             Magento Hosting
                      (html, css, js)     development

                                           ntegration with
                                           I
                                          Facebook, LinkedIn
                                          and Twitter APIs
Partners

        Community

DigiWhirl:
network
of
experienced
community

managers


           UXD

Apparatus
Media:
Leading
bou/que
UXD
and

brand
design
firm



        Technology

Beevolve:
Listening
placorm
partners
for
customer

engagement
command
centre

Oblong:
pioneers
in
gesture
compu/ng
with
tools

to
transform
methods
of
engagement

MobStac:
mobile
enterprise
ready
publishing

placorm
that
help
companies
deliver
a
delighcul

mobile
experience
to
their
customers



Achievements


Ranked all India 10 and Asia Pacific 89 among
the fastest growing technology companies by
Delloitte



Ranked all India 3 and Asia Pacific 23 among
the fastest growing technology companies by
Deloitte



Recognized among the top 10 emerging Indian
companies across all sectors for the year 2010
by NASSCOM
Ask
Us
How
Gamifica/on
Can
Improve
Your
CRM

                      Kuliza.com
|
sales@kuliza.com
|
@kuliza




                                kaushal.sarda@kuliza.com
                                @ksarda




                                                          28


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How gamification is making CRM more engaging

  • 3. Value
of
Customer
Engagement

 ‐
Posi/ve
engagement
across
customer
lifecycle
create
 evangelist
and
viral
spread


  • 4. Gamifica/on
–
Impac/ng
Customer
Life‐cycle
 - Areas of Impact - Mkt – Creating Awareness - Mkt – Driving Engagement - Sales – Nurturing Leads - Sales – Loyalty Programs - Customer Experience -  Support – Support Community - Innovation – Work Creativity - Collaboration: Employee Engagement
  • 6. Kidnap
Facebook
Game
  The
game
challenges
users
to
kidnap
 their
friends
to
their
favorite
 interna/onal
hideout
city

  Provides
variety
of
"methods"
such
 as
"Eight
ball
in
the
Sock"
or
"Faulty
 Human
Slingshot
  User
have
to
answer
a
trivia
ques/on
 related
to
that
city
to
escape
from
the
 hideout
city

  Players
earn
points
for
answering
 ques/ons
correctly,
and
advance
levels;
 gain
access
to
new
methods
on
 successfully
comple/ons
of
kidnaps


  In
the
process
of
playing
the
game
 the
player
learns
more
about
various
 loca/on.
This
approach
could
be
very
 useful
for
travel
portals
to
create
 Source:
hTp://www.facebook.com/travelchannelkidnap
 awareness
about
their
content


  • 7. Snooth’s
Wine
Rack
  Snooth,
the
world’s
largest
wine
site
 added
a
social
layer
called
Wine
Rack
 to
its
site,
encouraging
users
to
beTer
 discover
and
learn
about
new
wine
  Wine
Rack
uses
game
mechanics
to
 encourage
users
to
discover
and
taste
 more
wines,
providing
incen/ves
 through
rewards
to
share
their
wine
 experience
and
knowledge
  The
game
helps
with
increasing
 customers
wine
comprehension
and
 knowledge
about
Snooth's
offerings

 Source:
hTp://www.snooth.com/wine‐rack/

  • 9. Jimmy
Choo
Trainer
Hunt
  Real
/me
treasure
hunt
in
London
 powered
by
loca/on
service
foursquare
  The
jimmy
choo
trainers
were
 checked‐in
to
different
loca/ons
for
 short
dura/ons
  Par/cipants
had
to
follow
the
 campaign
to
track
trainer
loca/ons
  If
par/cipants
arrived
to
a
checked‐in
 loca/on
while
the
trainers
were
there,
 they
would
be
rewarded
with
a
trainer
 of
choice
  Campaign
employed
appointment
 Source:
hTp://www.facebook.com/CatchAChoo
 game
dynamic
to
drive
customer
 engagement
around
their
trainers

  • 11. Make
Your
Way
to
Rio
–
Gamifying
a
Sweepstake
  Chiquita
partnered
with
20th
Century
 Fox
and
the
movie
Rio,
to
game
like
 sweepstake
called
“Make
Your
Way
To
 Rio”

  Bunchball's
Nitro
placorm
was
used
 to
power
the
gamifica/on
of
the
 Chiquita/Rio
promo/onal
Web
site
  Par/cipants
would
have
to
complete
 certain
tasks—like
watching
a
movie
 trailer,
coloring
pages,
twee/ng
or
 pos/ng
to
Facebook
about
the
movie
  The
campaign
also
had
an
amazing
 game
where
the
player
helped
Blu,
an
 Source:
hTp://www.chiquitabananas.com/rio/ endangered
Macaw,
get
closer
to
his
 index‐make‐your‐way‐rio‐sweepstakes‐2011.aspx
 final
des/na/on
in
Rio
de
Janeiro,
to
 meet
his
female
counterpart
Jewel
  Prizes
included
ringtones,
music
from
 the
movie,
Chiquita
bananas,
an
Xbox
 and
a
grand‐prize
trip
to
Rio
de
Janeiro
 courtesy
of
American
Airlines.


  • 13. Virgin
America
–
Frequent
Flyer
Check‐ins
  Virgin
America
is
using
Topguest’s
 perks
placorm
and
the
"appointment"
 game
dynamic
to
offer
customers
 frequent
flyer
points
in
exchange
for
 their
check‐ins
  Virgin
America's
guest
frequent
flyers
 can
check‐in
to
a
designated
Virgin
 America
loca/on
–
such
as
the
airline's
 home
base
at
San
Francisco
 Interna/onal
Airport,
and
the
Topguest
 applica/on
will
no/fy
them
in
real
/me
 that
they've
received
elevate
points
as
 a
reward
  Virgin
America
guests
can
earn
an
 addi/onal
25
Elevate
points
per
check‐ in
and
total
poten/al
of
50
extra
points
 Source:
hTp://www.virgin‐atlan/c.com/en/us/ per
flight
,
hence
providing
frequent
 corporateandtrade/backstage/travellingwithus/ flyers
with
a
compelling
way
to
earn
 frequenclyerprogram.jsp
 real
world
rewards
for
virtual
check‐ins


  • 15. Experts
Exchange
–
Gamifying
Support
  Experts
Exchange
is
a
online
 community
dedicated
to
providing
 beTer
IT
assistance
to
the
world
using
 game
dynamics

  Users
post
ques/ons
and
assign
 points
to
their
queries.
The
site
 encourages
technology
experts
to
 answer
the
queries
and
earn
the
 allocated
points

  The
placorm
has
a
leader‐board
to
 showcase
experts
and
a
progression
 system
which
allows
people
to
become
 Source:
hTp://www.experts‐exchange.com/
 experts
for
different
topics
and
 eventually
get
added
to
the
hall
of
 fame
  The
placorm
uses
badges,
and
 avatars
to
recognize
exper/se
on
the
 site,
which
in
turn
can
help
them
get
 freelance
assignments


  • 17. GoSmithsonian
Trek
  The
tour
of
the
9
Smithsonian
 museums
is
arranged
as
a
trek
game
  Quest
involves
answering
70
 ques/ons
the
answers
to
which
are
 available
in
the
museums
  Time
based
challenge
quests
are
 periodically
organized
  There
are
rewards
like
free
iPad,
etc
  Game
helps
engage
the
par/cipants
 while
touring
the
museum
and
get
 more
value
for
the
experience
 Source:
hTp://www.gosmithsonian.com/scvngr/?device=other&c=y

  • 19. Work
&
Pensions
Department
‐
Idea
Street
  Objec/ve
of
the
system
was
to
 mo/vate
civil
servants
and
create
an
 innova/ve
cultural
  The
system
used
game
mechanics
to
 aid
the
growth
and
support
of
new
 ideas

  Idea
Street
employed
a
point
system
 to
incen/vize
employees
to
define
and
 curate
ideas;
virtual
currency
was
used
 as
a
reward
  Par/cipants
were
encourage
to
invest
 in
an
idea
by
buying
shares
which
they
 could
trade
on
a
virtual
stock
market
 Source:
hTp://www.gartner.com/DisplayDocument? id=1476216
  The
winner
worked
in
a
remote
 district
office
and
was
rewarded
by
a
 leTer
from
the
Secretary
of
State
for
 Work
and
Pensions
invi/ng
him
come
 and
work
in
the
central
office

  • 20. Gamification – Employee Collaboration
  • 21. Rypple
–
Gamifying
Feedback

  Rypple
is
a
social
performance
 placorm
aimed
at
making
a
beTer
 workplace
  It
uses
elements
of
feedback
from
 the
game
world
to
provide
a
innova/ve
 way
for
businesses
to
provide
 con/nuous,
ac/onable
feedback,
 coaching,
and
recogni/on
to
their
 teams
  The
system
allows
teams
to
define
 goals
and
individual
tasks.
The
interface
 has
visual
cues
like
games
which
 indicate
progress
on
a
more
real
/me
 basis
and
hence
provide
the
same
 Source:
hTp://rypple.com/
 instant
and
constant
gra/fica/ons
 games
provide
while
playing
  It
also
allows
users
to
privately
or
 publicly
thank
someone
for
their
 assistance.
We
have
seen
from
social
 games
that
such
social
recogni/on
can
 act
as
a
major
incen/ve




  • 23. About
Kuliza
 Kuliza
 is
 a
 social
 technology
 firm
 focused
 in
 helping
 companies
 leverage
 social
 so4ware,
 community
 pla8orms,
 mobile
 and
 cloud
 compu;ng
 for
 improving
 business
 performance,
 communica/on
and
customer
engagement.


  • 24. Our
offerings
 ZaSocial ZaMobile ZaCloud Kuliza
offers
solu/ons
for
 Kuliza
offers
solu/on
to
design,
 Kuliza
offers
cloud
services
to
 designing
and
building
social
 build
and
distribute
mobile
apps
 ensure
a
hassle
free
infrastructure
 sotware
and
community
 for
iOS,
Android
and
Blackberry.
 to
sustain
your
changing
needs.
 placorms.

Our
focus
areas
are:
 Our
focus
areas
are:
 Our
focus
areas
are:
  Online
communi/es
 
  Mobile
CRM
 
  Cloud
consul/ng
 
   acebook
Apps
 F   obile
loyalty
programs
 M   loud
h
migra/on
and
 C   ocial
Commerce
 S   obile
Transi/on
 M management
   ocial
CRM
 S
  • 25. Our
Capabili/es
 Plan Build Manage Strategy
 Design
 Engineering
 Infrastructure
  Interaction  Drupal, Joomla,   eb app hosting W   ocial Strategy S design Wordpress Roadmap  Mobile / FB app  Visual Design  Magento, Uberkart hosting   ocial Software S Design   esign Research  Java, php, Ruby, D  Drupal, Joomla Wordpress hosting   enior management S   esign D  iOS, Andriod, workshops Prototyping Blackberry  Magento Hosting (html, css, js) development  ntegration with I Facebook, LinkedIn and Twitter APIs
  • 26. Partners
 Community
 DigiWhirl:
network
of
experienced
community
 managers
 UXD
 Apparatus
Media:
Leading
bou/que
UXD
and
 brand
design
firm
 Technology
 Beevolve:
Listening
placorm
partners
for
customer
 engagement
command
centre
 Oblong:
pioneers
in
gesture
compu/ng
with
tools
 to
transform
methods
of
engagement
 MobStac:
mobile
enterprise
ready
publishing
 placorm
that
help
companies
deliver
a
delighcul
 mobile
experience
to
their
customers



  • 27. Achievements
 Ranked all India 10 and Asia Pacific 89 among the fastest growing technology companies by Delloitte Ranked all India 3 and Asia Pacific 23 among the fastest growing technology companies by Deloitte Recognized among the top 10 emerging Indian companies across all sectors for the year 2010 by NASSCOM
  • 28. Ask
Us
How
Gamifica/on
Can
Improve
Your
CRM
 Kuliza.com
|
sales@kuliza.com
|
@kuliza

 kaushal.sarda@kuliza.com @ksarda 28