Looks like that whole 'gamification' thing is over

June 11, 2014

Bluewolf's #GoingSocial program is a successful anomaly in gamification. Fortune Magazine details #GoingSocial's success in the context of ineffective gamification instances.

Another [successful] example comes from the business-to-business world, where technology services company Bluewolf is using game principles as part of a campaign to get more of its consultants to share information and best practices that could benefit clients and to build their “personal brands” through social networks and by writing blogs. Participants earn points towards certain perks (such as discounted hotel rooms) by completing designated activities. “The purpose is to engage our customers and prospects, and also to engage our employees,” said Corinne Sklar, chief marketing officer at Bluewolf.

Last year, the program helped inspire a 57% increase in internal knowledge sharing (via the Salesforce Chatter platform), a 68% boast in social traffic and a 153% rise in blog contributions, Sklar reported.

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