Engaged Users spend 115% more time on sites and return 108% more often
There are many applications for gamification outside of simply Customer and Employee engagement. In fact, anyone who uses a website or application that are not either employees or customers fall into our User Engagement section.
Engagement is an estimate of the degree and depth of visitor interaction on the site against a clearly defined set of goals. We are excited to pioneer new, exciting and beneficial ways to gamify users of all kind. Gamification can be leveraged in nearly any type of software with multiple concurrent users (unless you want to play solitaire) to help increase the adoption of, compliance to, and mastery level of said software.
Wherever there is a group of people with similar interests you’ll find evidence of status and reputation among its members. The virtual world is no exception. Gamification augments these relationships and allows participants to recognize other reputable contributors and trustworthy members. Done right, it also encourages cooperative participation rewarded with daily victories.
With higher engagement and custom game mechanics you can drive the desired behavior from you user group. Leave more comments, leave better reviews, rate more reviews, upload more photos, share on twitter and facebook – the possibilities are limitless. Go from first time visitor > repeat visitor > participating visitor > engaged visitor > loyal visitor.
Health and Wellness
As great as the above concept is, we at IActionable are most excited about leveraging the power of gamification to help Health, Wellness and Education.
Make quit smoking campaigns more effective, in fact, let’s make them addicting. Big tobacco has been using gamified incentive programs for years – time to fight back and take some much needed stress off our healthcare situation.
Gamify weight loss. Gamify fitness programs. Gamify healthcare. Use gamification to drive behavior for anything that makes us better and healthier as individuals or as a society.
Grade schools, high schools and universities are all painfully aware of waning participation levels in the classroom – to the degree that engagement beyond simple participation may seem all but out of reach.
Distance learning programs can benefit in a similar manor to software as described above. Career Services at colleges and universities could benefit dramatically from game mechanics. How much of x activity have you done compared to the rest of your graduating class? Compared to only those in your major? Are you on track or falling behind?