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[http://yukaichou.com/gamification-examples/gamification-stats-figures/?utm_content=buffera1233&utm_medium=social&utm_source=linkedin.com&utm_campaign=buffer] - - public:weinreich
behavior_change, campaign_effects, evaluation, gaming, sample_campaigns - 5 | id:76189 -

Lifestyle Gamification Case Stats and Figures OPower: reduced measurable energy consumption by over $100M Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank. The World’s Deepest Bin: 132% more trash collected compared to conventional bin Piano Stairs: 66% more of people use the stairs, if they can produce music with it Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed Toilette Seat: 44% of increase in lifting the toilet seat when urinating Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year Recycle Bank grew a community of 4 million members by providing a gamified recycling platform. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

[http://journals.lww.com/jaids/Fulltext/2014/08151/Effectiveness_of_Mass_Media_Interventions_for_HIV.13.aspx] - - public:weinreich
campaign_effects, evaluation, health_communication, HIV_AIDS, social_marketing - 5 | id:76478 -

Increases in condom use were larger for longer campaigns and in nations that scored lower on the human development index. Increases in transmission knowledge were larger to the extent that respondents reported greater campaign exposure, for more recent campaigns, and for nations that scored lower on the human development index.

[http://harmony-institute.org/blog/cases/impact-playbook/] - - public:weinreich
evaluation, storytelling - 2 | id:77206 -

a guide that synthesizes best practices for media makers to understand the impact of their work. The guide builds on existing impact frameworks with applied strategies, concrete metrics, and suggested workflows. Specifically designed for today’s networked, data-informed storytellers, the Impact Playbook demystifies data collection and analysis. It embeds impact thinking throughout a project’s lifecycle, from creation to outreach and engagement to empower media makers build this growing field.

[http://www.comminit.com/evidencesummit/category/sites/global/evidence-summit] - - public:weinreich
behavior_change, campaign_effects, evaluation, sample_campaigns, social_change, social_marketing - 6 | id:77231 -

Supporting USAID's “renewed emphasis on the application of research and evaluation to inform strategic thinking about development for low- and middle-income countries with a focus on “achieving the social and behavior changes needed to end preventable child deaths and improve under five development“. All 1,313 papers identified can be accessed, searched and filtered to your interests

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