gamification case study naver checkout by hsj

9
Gamification in Real Life (Naver Checkout) H.S.J

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Gamification case study naver checkout by HSJ

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Page 1: Gamification case study naver checkout by HSJ

Gamification in Real Life

(Naver Checkout)

H.S.J

Page 2: Gamification case study naver checkout by HSJ

What is Gamification?• Gamification is a method of marketing using game me-

chanics

• Gamification adapts funny elements of game to Real Life

• It can use everywhere!!(Even for a Feeding vegetables to Your Child)

Page 3: Gamification case study naver checkout by HSJ

elements of Gamification• Point • Levels • Leaderboard• Badges• Challenges• Onboarding• Engagement

Loops

MDA Framework

Aesthetics

Mechanics

Dynamics

* Two aspects must be considered in designing both.

Page 4: Gamification case study naver checkout by HSJ

Naver CheckOut

• Naver Checkout is a shopping platform service that provide many benefits to Customer• Customers can shopping at Checkout through one ID(Naver)• People can buy many things with ease• Naver CheckOut has gamification elements(Level,Point..,etc)

Naver Checkout is a shopping platform ser-vice that provide many benefits to Customer

Serviced by Korea’s biggest search engine Company NHN

Page 5: Gamification case study naver checkout by HSJ

1.Point(mileage & cash)

• When people buy sth on checkout, they can get more mileages

• Mileages can use at CheckOut when you shopping

• Mileage can motivate people to buy sth

Earning Mileage

Page 6: Gamification case study naver checkout by HSJ

2.Levels & Badges

There are 5 Levels(BRONZE,SILVER,GOLD,PLATINUM,TITANUM)

Doing More Shopping, Getting More Benefits!

Benefits vary depending on the Levels

More Benefits!

Page 7: Gamification case study naver checkout by HSJ

3.Challenges• Levels & Benefits encouraged people to compete

against each other• Shooting Price is a auction system that people compete

with others

Page 8: Gamification case study naver checkout by HSJ

4.Engagement loops (Event & Draw)

• Draw Event held Every Month! Users who have Stamp(Checkout’s draw tool) can participate in draw event

• Induce people to continue Their engage-ment

• Coupon also induce to people buy more items

• Provide Various type of Engagement Tools For Various Type of Users (Who never used before or Who used many services Be-fore)

Page 9: Gamification case study naver checkout by HSJ

Reference• Book 『 Gamification By Design 』 O’REILLY Media,2011

• WebSite Naver CheckOut Homepage http://shopping.naver.com/