ENABLED Aug. 2013 | Page 4

“Inherently hierarchical and unsubtly competitive, nothing situates, stimulates, and motivates people quite like a leaderboard. Leaders establishing leaderboards command immediate attention. Making outcomes more visible to more people guarantees more discussion about who’s successful and why. Leaderboards are terrific media for promoting and provoking engagement.” – Harvard Business Review.

According to Gartner, 70% of the Global 2000 will adopt gamification by 2014

“Gamification allows consumers to have fun, get useful information & encourages them to share it with their friends.”

- Joe Rork, UX Engineer – MyFord Mobile at Ford Motors

“Gamification means engaging our audience on an exciting new platform. It’s the perfect way to keep our iconic brand front and center without the use of nudity.”

- Steve Gilberg, Director, Playboy Digital Ventures at Playboy

“At Aetna we think gamification has the potential to help people improve their health by making it fun, rewarding and engaging.”

- Dan Brostek, Head of Member and Consumer Engagement at Aetna

“Gamification is ultimately not about buzzwords and mechanics, but better and more meaningful experiences.”

- Esteban Contreras Social Media Manager at Samsung USA

“Gamification unlocks a new category of incentives for organizations to use in encouraging and celebrating preferred employee behaviors.”

Richie Etwaru, Director of Social Enterprise at UBS