Participation builds lasting relationships and impacts your fundamental business objectives. It doesn't matter if you're dealing with customers, students, employees, or fans - we're all people, and if you can get us to participate, you can drive business value.
Nitro drives participation using Gamification.
People have fundamental needs and desires - for reward, status, achievement, self-expression, competition, and altruism among others. These needs are universal, and cross generations, demographics, cultures and genders. Is your website or experience doing anything to address these needs? Most aren't.
Game designers have known for years how to address these needs, and they do it through Gamification. In the table above, green is the sweet spot for a particular mechanics, while blue is other needs that it hits. So Levels, which are belts in Karate, job titles, levels in a Frequent Flyer program, are primarily about status in a community, but also hit on individual achievement because it feels good to get to the next level, and competition because it feels good to be a higher level than all your friends.
If we play a game of Monopoly and then leave and come back tomorrow and do it again, and then again, it’s going to get boring pretty quickly. But if we start capturing stats – about who won and who lost, how many dollars each of us ended each game with, who ended the game with Boardwalk and Park Place, then we can use Reward, Status, Achievement and Competition to make the experience more interesting and incent and motivate people to play more. Can I be the #1 ranked Monopoly player in my house, in the state, in the country? Can I own Boardwalk and Park Place five games in a row, because if I do, I’ll win a special trophy that everyone can see. Can I earn Monopoly Points for every dollar I end the game with, so that even if I'm losing, I have a reason to keep on trying? Just by capturing statistics about these individual experiences and persisting them, we now have the ability to drive participation.