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Bottom Line: Why Ignoring Gamification Will Cost You Time and Sales

BY Lucy Fang
Jun 16, 2015
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Why Ignoring Gamification Will Cost You Time and Sales

Marketers have been experimenting with ways to gain loyalty with their customers for centuries. Gamification is the concept of using game tactics in marketing strategies. Gamification Started with S&H green stamps (1896), airline miles, and credit card points. 50-year-olds today were born in 1955. They played pong (1972), Atari 2600 (1977), along with Pac Man (1980) and Donkey Kong (1981).  Read on to learn about the evolution of gamification.

1979-MUD1 is created by Roy Trubshaw, it was the first multi-user virtual world game.

1981-American Airlines introduces AAdvantage, the first frequent flyer program

1983-Holiday Inn launches the first hotel loyalty program.

1987-National Car Rental launches the first car rental rewards program

1990-30% of American households own an NES. A new generation of gamers is born.

2003-Nick Pelling creates the term Gamification

2007-Bunchball creates Dunder Mifflin Infinity, a gamified website for the TV show, The Office. It receives over 8 million page views in 6 weeks.

2009– Quest to Learn accepts a class of 6th graders into a game-based learning environment.

2010-DevHub adds a point system to its website and increases engagement by 70%

2012– Gartner predicts 70% of Global 2000 organizations will have at least 1 gamified app by 2014.

2012-Modzilla Open Badges initiative is launched. The open source badges can be used to mark accomplishments.

2014-M2 Research predicts that gamification will be a 2.8 billion dollar industry by 2016.

Gamification is here to stay. The internet is only getting bigger and broader. Only 15% of Americans don’t use the Internet. Most offline users are 65 years old and up. Within the next 50 years, there will be nobody on earth who hasn’t lived in a time where gamification was the common marketing tactic.

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The Evolution of Gamification