Web Apps & E-Commerce SIG: E-Commerce & Gamification
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Gamification employs game mechanics to encourage the desired customer/employee behavior such as customer loyalty, contact center productivity, etc. Mind Commerce predicts that gamification will reach $3.6 billion and 80% of Global 2000 businesses. One of the most famous gamification example was the protein folding game FoldIt where the public at large was invited to participate in predicting protein configuration. The gamers were able to predict the configuration of an AIDS enzyme, which stumped scientists for 15 years, in 3 weeks.
Several retailers have already instituted points and badges on their sites to increase customer retention, promote customer interactivity, and enhance brand loyalty. Telefora gamified their site and achieved a 92% increase in conversion rate.
Now that companies have implemented game mechanics into their sites & processes for a few years, we'd like to explore what works and what doesn't. Are customers experiencing game fatigue? What lies beyond points & badges in the e-commerce space? What are the hallmarks of a successful game implementation? What are the hallmarks of a successful gamified organization?
Kris Duggan - CEO & Co-Founder, Badgeville
Kris is a serial entrepreneur with a passion for building innovative, fast-growing SaaS companies with thousands of delighted customers. He is dedicated to helping brands on the web increase user engagement by leveraging proven techniques in social gaming and loyalty. A sought-after speaker on gamification, analytics and user engagement, Kris is a thought leader of innovative ways to incorporate game mechanics and social loyalty programs into web and mobile experiences. Prior to founding Badgeville, Duggan worked in leadership roles at a variety of successful companies, including WebEx, and across a wide variety of verticals.
Carlos Diaz, co founder Kwarter
Carlos Diaz co-founded Kwarter in 2011. A serial entrepreneur, Carlos previously founded two internet companies in France: Reflect Agency (acquired by eMakina), and BlueKiwi (acquired by Atos). As co-founder and CEO of Kwarter, Carlos has established himself as a leader in the second screen community, having been featured in Forbes, The Next Web,TechCrunch, and many other leading publications. Having recently raised a $4 million Series A investment, Carlos and Kwarter are now focused on their mission to help increasing viewer engagement, advocacy and loyalty through its second screen gaming platform for brands and broadcasters.