Twitter Gamification with Bunchball Nitro Connectors

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Gamification is a digital trend that captured my attention since it first began to emerge. Why? Well, I think people need motivation – but motivation doesn’t always have to come in the form of money. Sometimes it’s enough to be about our ego alone.

Bunchball is one of those gamification providers that seems to have everything figured out – as if you couldn’t tell from our coverage (seen below). But the gamification technology provider apparently has no plan to stop bringing gamification to the digital business masses in every way possible.

The company has announced plans to release a connector to Twitter for its Nitro gamification engine and its Integrated Nitro solutions.

Bunchball’s Nitro Connectors enable enterprises to connect gamification programs to enterprise applications and social networking tools. With Nitro Connector for Twitter, Bunchball customers will have at their disposal a rather powerful way to motivate site vistiors, consumers and employees to post tweets that support brands and campaigns. Companies can define and track phrases and hashtags that relate to their products, services or indstures and detect when users include them in tweets – rewarding users for their activity.

"Bunchball's Nitro Connector for Twitter is a great example of the value that our Nitro Connectors bring to customers. You can easily and quickly extend your gamification initiatives to include tweets containing the hashtags or phrases you care about most, at the moment that you care about them. With Nitro Connector for Twitter, we're helping customers drive the behaviors that drive their business."


More from Website Magazine on Bunchball: 

- Making Gamification a Reality

- Bunchball Gamification Bounces into Salesforce

 

 

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1 comment

RobertC 02-25-2013 8:29 AM

Almost immediately after the first call centers became operational in the 1970’s, agent KPI’s were improved via gamification.  Contact centers hold contests, offer games, update leader boards and award badges.  Only recently have these practices been deemed “gamification” and proclaimed the next big thing.  Gamification drives sales, increases customer retention, improves adherence, increases quality, eases the on-boarding process, reduces new-hire turnover, encourages the mentoring of agents, recognizes peers, collects more money, improves FCR and enhances numerous other metrics.

The first to computerize gamification and offer it as a service was Brooks Mitchell (Ph.D.).  Dr. Mitchell founded Snowfly in 1999, understanding that organizations should capitalize on the direct link that exists between behavior modification, consistent positive feedback and random intermittent reinforcement.  Dr. Mitchell and the Snowfly team have spoken at numerous industry conferences, written white papers, case studies and published articles (many of these are available on the Snowfly web site and blog).  To find out more about gamification, feel free to contact Snowfly.

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