Boosting business metrics by implementing gamification techniques. Gamification helps attract and retain customers through entertaining experiences that motivate them to achieve goals. Some goals achieved include increasing click-through rate by 23% by engaging users in games, boosting web traffic by 50% by rewarding users for visiting websites and sharing content, and growing email open rates by 20% by rewarding users for opening and interacting with emails. Other metrics positively impacted include Facebook fans by 10%, video displays on YouTube by 35%, traffic to physical points of sale by 75%, and website registrations by 10%.
2. INDEX
1. OVERVIEW
2. GOALS
A. CTR
B. WEB TRAFFIC
C. EMAIL OPENING RATE
D. FACEBOOK FANS
E. VIDEO DISPLAYS
F. TRAFFIC TO THE POINT OF SALE
G. REGISTRATIONS
4. 息 2014 Hooptap, SL. All rights reserved
Hooptaps platform is able to reach its customers goals by implementing strategic
gamification techniques.
Gamification helps to attract and retain customers, achieving a wide community really
involved in meeting planned objectives. All of this is possible thanks to the entertaining
experiences that the platform offers.
Below you will find some of the goals achieved with our customers, such as: registrations,
web traffic, among others.
1. OVERVIEW
5. 息 2014 Hooptap, SL. All rights reserved
All our metrics are based on the results obtained with our customers:
1. OVERVIEW
8. 息 2014 Hooptap, SL. All rights reserved
Normally users dont show special interest on
advertising campaigns but the ratio of clicks to
impressions could be notoriously increased
with the use of gamification.
Hooptaps platform has achieved a CTR of 23%
for its customers. This is an extremely high
figure in comparison with other digital
marketing media, which demonstrates
campaigns have been really effective.
How have we achieved it?
Our customers were not cofined to make
appearances in interruptive formats such as
banners but they managed to have their users
totally involved through games that
encouraged them to accomplish actions such
as: watch a video, read an article etc. All of this
along with a strong reward system, made clicks
skyrocket.
2. GOALS - CTR
10. 息 2014 Hooptap, SL. All rights reserved
Generally, driving traffic to the website is a costly work
which carries big SEO efforts in order to make search
engines position you on the long term on the first
positions.
Hooptap managed to increase by 50% their customers
web traffic on the short term thanks to gamified
campaigns.
How have we managed it?
On the one hand, by means of constant rewards and
guiding users to discover the websites content, users
visited the customers website more often and during a
longer period of time, discovering promotions and
relevant information more assiduously.
On the other hand, we boosted new users visits making
users share the products or URL of specific campaigns in
exchange for receiving discounts if they managed to make
other users visit their website. The more products they
shared, the more users visited the website, henceforth,
more accumulated discounts. This created a strong
competition to acquire the sale products, at the same time
as it generated an immediate return of the investment.
2. GOALS WEB TRAFFIC
11. 息 2014 Hooptap, SL. All rights reserved
C. EMAIL OPENING RATE
12. 息 2014 Hooptap, SL. All rights reserved
The email opening rate can be considerably
increased, avoiding users to reject them as
spam or place them in the Trash folder.
Hooptap managed to increase by 20% their
customers email opening rate.
How have we managed it?
First of all, we rewarded the opening and clicks
of corporate emails that the customer sent,
encouraging the reading of promotions and call
to actions.
Another technique was to preset emails with
information concerning the rewards that a user
was achieving. The user, who was interested in
this type of information, was more inclined
towards reading these emails, which included
promotional communications and call to actions
which again rewarded him.
2. GOALS EMAIL OPENING RATE
14. 息 2014 Hooptap, SL. All rights reserved
Inviting users manually to follow you on
Facebook isnt the only way to get followers. In
fact, its a gruff approach that wont probably
generate leads.
Thanks to gamification, users will follow the
customers in social media themselves, avoiding
customers to search them. In this way, Hooptap
has managed to increase their customers
Facebook fans by 10%.
How have we managed it?
Users won points for following the customer on
Facebook and performing special actions. For
example, users were asked to share pictures
related to the customer on its fan page and
achieve the maximum number of votes possible.
The requirement for voting was being fans.
Later on, they could redeem those points on a
marketplace of prizes and decide upon their
preferred choice. By doing this, fans were
transformed into strong opinion leaders by
generating social noise.
2. GOALS FACEBOOK FANS
16. 息 2014 Hooptap, SL. All rights reserved
Generating real interest on Youtube video
displays is complicated due to the fact that it
relies heavily on factors such as: video duration,
subjet matter etc.
Thanks to Hooptaps platform, our customers
video publications on Youtube increased their
displays by 35%
How have we managed it?
We created a teaser campaign that gave little
brush-strokes of users mission. They were
informed about what they had to perform at the
same time as they received points for watching
the videos. Another technique was introducing
game mechanics were they had to watch
specific videos in order to answer questions
related to them.
2. GOALS VIDEO DISPLAYS
17. 息 2014 Hooptap, SL. All rights reserved
F. TRAFFIC TO THE POINT OF SALE
18. 息 2014 Hooptap, SL. All rights reserved
The point of sale continues to be the favorite
users purchase system. Henceforth, we have to
generate a need for users to attend the physical
stores.
Hooptap managed to end on purchase 75% of
the points that were given out on the platforms.
How have we managed it?
We directed traffic to the point of sale through
game mechanics that they had to conclude on
the stores. For example, they had to get informed
about a product in order to answer some
questions correctly, check-in on the point of sale,
scan a QR code... This way, users benefited from
an endless stream of points, special discounts
and promotions.
2. GOALS TRAFFIC TO THE POINT OF SALE
20. 息 2014 Hooptap, SL. All rights reserved
As a general rule, users are not proactive to
register, either for the fear of spreading their
personal data or being bombarded with emails.
But the truth is that it is a really useful
information for companies.
Registrations are a key factor to generate leads.
It also helps sending information of interest to
the different target groups, increasing the
likelihood of purchasing.
Hooptap managed to increase on-site
registration visits by 10% thanks to gamification.
How have we managed it?
Users had to register themselves on the
customers websites to be part of the
gamification system and be able to achieve
badges, points, prizes etc. Moreover, website
visits were rewarded with a direct prize in the
shape of a discount cupon that they could only
redeem if they registered.
2. GOALS REGISTRATIONS
21. Well tell you how to achieve it.
info@hooptap.com
(+34) 96 383 327 17
www.hooptap.com