@CloudExpo Authors: Elizabeth White, Liz McMillan, Jason Bloomberg, Pat Romanski, John Mertic

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Bunchball Customers See Engagement Metrics Soar by up to 500 Percent

Customers Report Sustained Stickiness After Gamifying Their Websites, Mobile Apps and More

REDWOOD CITY, CA -- (Marketwire) -- 11/07/12 --

Core News Facts:

  • Bunchball, the pioneer and market leader in gamification, today announced that it is helping its customers ignite unprecedented gains in audience and employee engagement by applying game mechanics to websites, Facebook apps, mobile experiences and online programs.
  • Bunchball is seeing how its acclaimed Nitro™ gamification platform, along with Bunchball's turnkey Nitro™ for Web Engagement solution, help companies achieve their business goals sooner by motivating users to consume, create and share at unprecedented levels.
  • By applying proven gamification best practices to their online experiences, Bunchball customers attain staggering increases in key engagement metrics.
    • Real-world results show a sampling of Bunchball customers have seen a 229 percent rise in page views, a 163 percent increase in retained audience, and a 175 percent boost in total engagement as measured by activities per user.
    • One entertainment giant even recorded an astounding 530 percent increase in page views after gamifying its online experience with Bunchball.
    • Nitro for Web Engagement is part of a growing line of Integrated Nitro Solutions that enables out-of-the-box gamification with pre-built presentation pages, pre-configured point economies, and an optimized admin console.
    • Bunchball's Integrated Nitro Solutions are designed to help customers quickly solve specific business problems using gamification, with Nitro for Web Engagement targeting media, entertainment and publishing companies aiming to attract and retain consumers to sites and apps rich in online content and advertising. Gamifying online experiences creates long-term stickiness by introducing the dynamics of competition and achievement through the use of goal-setting, real-time feedback, competition, status and recognition to encourage users to consume, share and comment in ways that reinforce brands, products and services.
    • Nitro for Web Engagement is especially effective at encouraging user participation because it seamlessly extends across platforms to embrace the entire user experience from websites to mobile apps to social networks. Users can log into a gamified experience from Facebook, for instance, or advance within a mission using the gamification features added to a customer's mobile app.
    • The need to engage audiences -- consumers, communities and employees -- has never been more urgent. Businesses are competing for the attention of an increasingly distracted and mobile public, with 19 percent of users' online time spent on social networks(i), and an average of 94 minutes a day devoted to using mobile apps (compared to 72 minutes spent browsing the Internet).(ii)
  • Nitro for Web Engagement comes with everything organizations need right out of the box: pre-built web pages and mobile widgets, pre-configured point economies, a complete set of missions, and an optimized admin console.
    • Unlike competing engagement solutions -- which are typically just frameworks or APIs that require weeks of development -- Nitro for Web Engagement can be deployed in a few hours. Users can easily skin and configure their gamification components without intensive development.
    • Customers gain insight into granular user activity with Bunchball's extensive analytics, which in turn help refine and optimize challenges, content and rewards to improve engagement further.


Attributable to Neal Patel, Vice President, Technology, J. Hilburn
"We implemented Bunchball Nitro for Web Engagement to reward our 3,000 style consultants for doing things that help drive our business: placing orders with new or return customers, improving their style knowledge, building out their teams, and more. With Bunchball, we've created a customized experience that lets our network of style consultants know that every action they take is recognized and valued. As the world's fastest-growing luxury men's brand offering clothes constructed by hand for every customer, we at J. Hilburn understand the importance of making an experience seamless, engaging and easy. That's precisely how our team found the Bunchball experience -- a complete value-add that delivered only upside. We look forward to expanding our use of Nitro for Web Engagement in the coming months to cultivate even more business-building activities."

Attributable to Joe Fisher, Vice President, Products, Bunchball
"To build memberships, revenues and loyalty online, businesses first must engage audiences with experiences that make them want to participate again and again. As Bunchball's real-world customer data shows, nothing engages like gamification. And with Nitro for Web Engagement, more Bunchball customers are learning how quickly and easily they can gamify their online experience across every platform their audience uses. Only Nitro for Web Engagement offers a turnkey gamification solution that does it all -- and without the burden and expense of development."

Bunchball is the market leader and visionary in gamification. Powering the Engaged Enterprise, Bunchball enables organizations to improve business performance throughout their ecosystem by creating highly active and loyal customers, employees, and partners. Bunchball's comprehensive suite of innovative cloud-based solutions empowers companies to engage and motivate, leading to improved employee productivity, customer loyalty and ROI. Bunchball's world-class customers include Adobe, HP, Cisco, Warner Bros., Comcast, LiveOps, VMware and Hasbro. Based in Silicon Valley, Bunchball's investors include Granite Ventures, Triangle Peak Partners, Northport Investments, and Correlation Ventures. For more information, visit www.bunchball.com, our blog at www.gamification.com, or follow @bunchball.


(i) "People Spent 6.7 Billion Hours on Social Networks in October," comscore Data Mine, Jan. 4, 2012, last accessed on July 12, 2012 at http://www.comscoredatamine.com/2012/01/people-spent-6-7-billion-hours-on-social-networks-in-october/

(ii) "Phone, tablet users spend more time with apps than Web," CNN Tech, Jan. 20, 2012, last accessed on July 12, 2012 at http://www.cnn.com/2012/01/20/tech/mobile/apps-web-gahran/index.html

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