drive customer engagement with gamification

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LIGHTNING REWARDS Influence Fan Behaviour

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Page 1: Drive Customer Engagement with Gamification

LIGHTNING REWARDS Influence Fan Behaviour

Page 2: Drive Customer Engagement with Gamification

How can Lightning Rewards add value across the business?

Long term vision for the program:

• DATA Aggregate more data from fans & members

• BEHAVIOUR Identify consumption behaviours

• INFLUENCE Incentivise greater engagement

• COMMERCIAL Deliver ROI for commercial partners

Page 3: Drive Customer Engagement with Gamification

Members GA

Ticketholders Local Fans Distant Fans

Transient Fans

Spend extra $20

Bring a mate to the game

Come to your first game

Buy interstate membership

Like us on Facebook

Game Day

Digital Platform

Fanbase Corporate Community Stakeholders

Every business challenge is solved through greater engagement

Page 4: Drive Customer Engagement with Gamification

First year – 6 months trial resulted in 520K actions

71% Video views

52% Dwell Time – Top in NRL

11% UBs

31% IMPS

80% Game day spend – F&B + Merch 9% Member retention rate

Digital Inventory

Game Day Membership

Increased Asset Value

$500K - 600K

Page 5: Drive Customer Engagement with Gamification
Page 6: Drive Customer Engagement with Gamification

Unify the Digital & Game Day fans

Page 7: Drive Customer Engagement with Gamification

Rewards scaled to drive engagement

Change structure in year 2 • Top 40 gamers will be the same year on year • Make entry levels more accessible & attractive • Broaden the appeal – objective is wide engagement • New season has a new points leaderboard, with historical

“Career Earnings” table created

Page 8: Drive Customer Engagement with Gamification

Game Day extension – tangible iteration of benefits

Your Season Ticket

• All regular season home matches loaded onto your membership

Your Payment Method

• Transfer money to your membership card

• Tap your Membership Pass for exclusive in-stadium offers

Your Rewards Pass

• Earn points and be rewarded with one of a kind experiences, merchandise, and in stadium offers

• The card will store loyalty data (eg. No of games attended)

Your Transport Pass

• Use your pass as your travel token

1 2 3 4

“A card/app that allows you to leave your cash and credit cards at home”

MORE THAN JUST A TICKET

Page 9: Drive Customer Engagement with Gamification

Leverage Partner Assets at no cost to the Club

Immediate & tangible activation mechanic for partners Deliver appealing rewards the don’t cost club money Core categories: - FMCG – Coke & CUB in-stadia - Auto - Airline - Tourist destination - Hotel - Inner Sanctum experience - Merchandise

Page 10: Drive Customer Engagement with Gamification

Mobile vs Membership Card – let the fans dictate

Extends through Storm mobile site & team app Facilitate transactions through the app for game day How do we extend this product to general ticketed fans?

Page 11: Drive Customer Engagement with Gamification

The Future – Real time game day consumption feedback

Page 12: Drive Customer Engagement with Gamification

Game Day Automation – Influencing fan consumption

Page 13: Drive Customer Engagement with Gamification

Evolution of Brand Activation

Page 14: Drive Customer Engagement with Gamification

2016 Growth & Development

Grow Game Day Use Drive Digital Reach Centralise Assets

Drive Commercial Engagement

Page 15: Drive Customer Engagement with Gamification

6 Years + 300 deployments

Our service adds a digital motivation layer to enterprise applications so companies can motivate repeatable, revenue producing behaviors while inspiring loyalty, collaboration, innovation and performance.

What we do

ABOUT BADGEVILLE

Page 16: Drive Customer Engagement with Gamification

Taking Customer Engagement to the Next Level with MotivationMetrics™

Badgeville Confidential

Page 17: Drive Customer Engagement with Gamification

Combining Data Leads Greater Insights

Badgeville Confidential

Millionsofnewac-vi-esperdaypercompany

MobileHCM

Page 18: Drive Customer Engagement with Gamification

Badgeville Confidential

Millionsofnewac-vi-esperdaypercompany

MobileHCM

Combining Data Leads Greater Insights

Page 19: Drive Customer Engagement with Gamification

Badgeville Confidential

Millionsofnewac-vi-esperdaypercompany

MobileHCM

Combining Data Leads Greater Insights

Page 20: Drive Customer Engagement with Gamification

All Levels of Organization Demand Insights that Drive Action

Badgeville Confidential

CEO

Line of Business Owner

Program Manager

IT

Increase organization success!

Improve business performance!

Increase program success!

Increase system success!

Page 21: Drive Customer Engagement with Gamification

Each Level Needs Tailored View of Data

Badgeville Confidential

People

Program

Behaviors

Page 22: Drive Customer Engagement with Gamification

What Is MotivationMetrics?•  Self-service analytics and 30+ pre-built visualizations

–  Program: how well is my Gamification program running? –  Performance: are we meeting our KPI targets? –  People: who are our top/bottom performers and teams?

•  MotivateOne™ Data Service –  Data Service: Scheduled Exports / Raw Gamification Data over SFTP –  Enhanced Data Discovery: Enriched BI Dashboards, better predictive algorithms –  Future Service Improvements: API and more!

•  Goal: 3-D insight on rewards, behaviors, and people –  Fine-tune the program, drive cultural change –  Identify key individuals for reward or coaching opportunities –  Access insights anywhere

Badgeville Confidential

Page 23: Drive Customer Engagement with Gamification

Report Classifications and Value

Badgeville Confidential

Adoption

Engagement

Achievements

Program Activities KPI Attainment

Business Impact

Reputation Scorecards

Rankings

Player Detail

Gam

ifica

tion

Perfo

rman

ce

Reco

gniti

on

Page 24: Drive Customer Engagement with Gamification

Badgeville Reports Badgeville MotivationMetrics Dashboards Reports & Dashboards

General: Aggregate performance of the game by users, activities, and rewards. ü  Users: Active Users, Daily Return Rate,

Activities by User, Daily Active / Monthly Active

ü  Activities: Activities by Type, Activities by User, Average Activities by User, Count of Activities Today

ü  Rewards: Rewards and Level Distributions

ü  Retention & Return Rates: Weekly Return Rate, Week 2 Retention

Gamification: Gamification/reward metrics. ü  Adoption:

•  Registered Users Over Time •  Active/Inactive Users •  % <Period> Active

ü  Engagement •  Event Volume •  Average/Median Event Volume per User •  Visit Frequency & Return Rate

ü  Achievements •  Points Earned •  Level/Reward Distribution •  Earned Badge Distribution •  Mission / Track Progression

ü  Time to Completion / Average Duration

Performance: performance of the program/organization. ü  Program Activities

•  Activity Counts/Distribution •  Social Advocacy Activities •  Activity Correlation

ü  Performance against Defined Goals •  Average Activities •  Count Activities •  Max/Min Activities •  Performance against KPIs * •  Use of Extended Attributes *

ü  Business Impact •  Activity Lift: Baseline vs. Now •  KPI Performance vs. Goals Overlay * •  Explicit Program ROI *

Recognition: people and team reputation. ü  Reputation Scorecards

•  Players with Badge X •  Team/ Player Achievement vs.

Program Goals (or KPI*) •  Player Engagement (Segmentation)

ü  Rankings •  Top to Bottom Player/Team •  Expertise Distribution

ü  Player Detail •  Summary by Player, Team, Reward •  Drill-down to Player Details •  History (Activities & Rewards) •  Player distribution by Activity

ü  All reports filterable by time period, reward, activity, behavior, mission, or track specified in program.

Advanced Analytics Advanced Analytics •  Not Available ü  Cohort Analysis

ü  Heat Maps ü  Trend Analysis

ü  Segmentation by Core Attributes ü  Extended Attribute Support

Custom Reports Premium Reports * •  Services-Driven One-Offs •  No Portal / Export Only

ü  Report Templates, Tailored by Use Case ü  Segmentation by Custom Attributes ü  Customer-Specific KPIs / Goal Overlay

ü  Correlations and data blending ü  Mash-Ups with external data

Badgeville Confidential *Premiumreportslicensedseparately

Page 25: Drive Customer Engagement with Gamification

Who Cares? Why?

Badgeville Confidential

TargetAudience ChallengesandQues3ons

Sponsor-VPMarke-ng,ChiefCustomerOfficer

Which fans are most engaged? Who has tweeted the most and is your best brand advocate? Who has helped to increase audience size? Who is your most effective brand advocate? Which fans are spending the most?

Sponsor-CHRO,VPTalent,L&D How can we improve manager performance? Are we retaining talent? Are we hiring the right talent? Do we have right talent mix?

Sponsor-VPSales/Service Aretheyperformingthesalesac-onsfortheirroles?Aremysalespeoplefullyu-lized?DoIhavetherightnumberofsalespeopleineachregion?Howarepeoplemovingopportuni-esthroughthepipeline?

Page 26: Drive Customer Engagement with Gamification

Who Cares and for What Use Case?

Badgeville Confidential

TargetAudience Ques3ons

Manager HowdoIincreasethesuccessofmypeople?Byteam?Byindividual?

CEO HowdoIimprovetheperformanceofmyorganiza-on?

Ecobuyer HowdoIincreasesuccessofmysystems?

Page 27: Drive Customer Engagement with Gamification

Melbourne Storm Example

Badgeville Confidential

Page 28: Drive Customer Engagement with Gamification

Example Gamification Report

Badgeville Confidential

ACTIONChange program to increase engagement in Q4

INSIGHT Engagement drops off in Q4 due to seasonality

ACTIONChange program to increase engagement in Q4

ACTIONChange program to increase engagement in Q4ACTIONChange program to increase engagement in Q4

Page 29: Drive Customer Engagement with Gamification

Example Performance Report

Badgeville Confidential

ACTIONChange program to increase engagement in Q4

INSIGHT Purchase highly correlated with website activity (e.g. Facebook like on website, read article)

ACTIONNeed to increase number of people spending time on site, answering questions

ACTION Increase points for website activity

Page 30: Drive Customer Engagement with Gamification

Example Reputation Report – Engagement Score

Badgeville Confidential

INSIGHT Dark green people are most engaged

ACTION Recognize these people separately, give them special offer to advocate more

Page 31: Drive Customer Engagement with Gamification

Example Reputation Report

Badgeville Confidential

INSIGHT These people are most engaged

ACTION Recognize these people separately, give them special offer to advocate more

Page 32: Drive Customer Engagement with Gamification

Example Reputation Report

Badgeville Confidential

ACTIONReach out to those people

INSIGHT Those with 0 points are likely to leave the company within 6 months

Page 33: Drive Customer Engagement with Gamification

Across Use Cases, Systems

Page 34: Drive Customer Engagement with Gamification

MotivationMetrics

Truly Insight + Action

Badgeville Confidential

Badgeville Enterprise Plus

Customer Systems

Page 35: Drive Customer Engagement with Gamification

Key Takeaways•  What is your digital value? For your customers? As workers?

–  Gamification “tells the story” of who’s doing what, when, where and how! –  Must look “beyond the game” to behaviors, top performers and more!

•  How do you show ROI? How do you know where to improve? –  Quantify the benefits and successes of your program –  Pinpoint where improvements can be made and what those improvements

should be

•  It’s a big deal –  Truly Insight + Action

Badgeville Confidential

Page 36: Drive Customer Engagement with Gamification

MotivateOne MotivationMetrics Analytics Portal

•  Gamification •  Performance •  Recognition

Big Data Reporting DB

MashupData

ExportData

Improved Data Architecture

Badgeville Confidential

Badgeville Enterprise Plus

Operational DB

Customer Systems

Customer DBs / Data Warehouse

Customer Reporting /

BI Tools

EndUserEvents

Badgeville

Customer Platforms & Applications

Page 37: Drive Customer Engagement with Gamification

Thank you!We appreciate the opportunity to improve your business

Badgeville Confidential

Page 38: Drive Customer Engagement with Gamification

Contacts

Ben Dunn [email protected] Karen Hsu [email protected]

BadgevilleConfiden-al