In this session, you’ll learn why gamification is the answer to moving the needle in four categories that are important to digital publishers: Frequency, Engagement, Virality and Revenue. These four categories represent the BigDoor framework and our approach to gamification. The way we see it, these four categories operate like the wheels on a car—they all have to be working to make the car go.
Delivered at Casual Connect Seattle, July 2011.
Keith Smith, BigDoor co-founder and CEO has been working on gamification well before the term was invented. An avid game fan, at the age of six he sold magazine subscriptions in an effort to buy the original Atari Pong console. Keith wore out five Atari consoles and used his love of games to work his way through college as a game play counselor at Nintendo. Gamification again had a place later when Keith was founder and CEO of Zango; a startup he grew to a multi-national company employing 300 people, with $78 million in annual revenue and $24 million in EBITDA. While at Zango, Keith spent two years building a game-based loyalty program and discovered his passion for gamification. Wanting to focus on game mechanics and gamification, Keith co-founded BigDoor with Jeff Malek in 2009. [Email Keith]Gamification For Everyone: What’s Your Strategy? | Keith SMITH,