Weekly 'Pulse' Issue 70
Real-World Good Goes Virtual
China's Alipay mobile banking platform is tapping into gamification to drive engagement in socially responsible banking practices.
Amongst their initiatives, the Ant Forest App helps users visualise the amorphous impact of lowering your carbon footprint by tracking everyday behaviours like taking public transport and bringing their impact to life in a virtual world where 'energy points' accumulate to grow your virtual 'tree'. On the other hand, their Ant Farm app embeds charity micro-donations in an interactive virtual farming game.
Read more here.
How could gamification be used to help consumers understand the positive impact of small behaviour changes?
Chicago-based charity Urban Rivers is turning real-world water-pollution clean up into a virtual challenge by tapping into a free virtual workforce across the globe at the same time.
After realising that even daily cleaning by hand had proved futile in alleviating the trash that accumulated very quickly, they replaced a labour-intensive manned canoe and nets with a robo-garbage collector called TrashBot. By logging on to an online platform, i.e 'the control station', 'players' from across the globe will be able to virtually control the TrashBot and do their part to help clean up the waterways.
Find out more here.
How could new technologies bring novelty and competition to otherwise boring, repetitive and labour intensive jobs?
Creativity, A Numbers Game?
The US-based peer-to-peer insurance company Lemonade is using gamification to measure and understand creativity. The first step they've taken towards better understanding creativity has been the development of Funder, an app that tasks 'players' with creating parody pitches for companies. Through this, Funder gains two levels of data which provide insights into creativity. The first is the voting system whereby the pitches with more votes are considered to be more creative. The second, more interesting level of data comes from the actual tracking of the player's process when creating the pitches whether it be how long they spent, how many times they deleted and edited their pitch. Essentially the two layers can be overlaid to provide quantifiable insight into creativity, an output that has great potential for the future workplace.
Learn more here.
How could gaming principles be applied to help organisations gain more meaningful behavioural data?