- Adobe is empowering their 11,000 employees worldwide to be social media brand ambassadors. As a result, they are building customer goodwill and influencing sales.
- Social media influences 20% of subscriptions to Adobe Creative Cloud.
- A greater percentage of Adobe employees are sharing content about Adobe on Twitter than any other tech brand employees in the world, per Social Look.
- As of mid-2014, approximately one-third of Adobe’s 11,000 employees have taken Social Shift training to be brand ambassadors.
- In some months, one Photoshop brand ambassador has generated more revenue than the official Adobe @Photoshop Twitter account.
- While trust in CEOs has been declining, trust in company employees has grown.
- We’re seeing 20% of our subscriptions to Creative Cloud and 20% of the leads that we are generating on the Marketing Cloud side of the business influenced by social media,” said Edwards. “Social is important.”
- Gamification is used by brands to motivate employees, create healthy competition among teams, generate buzz or social proof, and encourage customer loyalty, among other benefits.
- Gamification is used by brands to motivate employees, create healthy competition among teams, generate buzz or social proof, and encourage customer loyalty, among other benefits. With a variety of techniques – some easy to implement, some requiring advanced planning, coding, or technical expertise – any business can use gamification to get better results, no matter what your goals.
- Gamification Use: Goal Tracking and Proof of Achievement - Tracks are broken into manageable chunks, and a tracker shows your progress as you work towards your goals. The more points you earn, the higher your potential salary.
- Gamification Use: Customer Loyalty and Rewards - . Users earn points by working their way through a tiered series of questions and answers, learning about greener living practices and pledging to follow them, and exchanging points for rewards. Rewards include pretty sweet discounts (20 percent off, $10 or $20 off, etc.) from vendors such as 1800FLOWERS.com, The Honest Company, Macy’s, and more, and you can compare your rank against other users to gauge your green-living status.
- Gamification Use: Educational Achievement - By incorporating challenges and badges, Kaplan saw results such as higher student grades, decreased rates of students failing to complete courses and programs, and conducted behavior analysis to differentiate what distinguishes the most successful students from the rest in order to derive gamification processes that would foster the same practices across the student population
- Gamification Use: Social Loyalty and Customer Engagement - For every 150 points accumulated, users get a $15 discount on a future purchase. Users also get perks like sneak previews of upcoming products, the opportunity to pre-order new products before they’re available to the public, free email gift reminders, bonus points for special offers, and more. Points are also awarded for social loyalty activities, such as posting reviews, leaving Facebook comments, and answering other customers’ questions, with points and rewards activity is tracked in a leaderboard.
- Gamification Use: Customer Loyalty and Engagement - community hub where users can get exclusive offers, participate in online and real-world events, and engage with the community through writing reviews and other interactions to earn points. By getting personal and more interactive, and rewarding users for getting involved, Verizon is amplifying brand recognition and driving loyalty.
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