Using Gamification to Engage Alumni and Students

Thursday | June 20 | 2013 | 2:45 pm - 4:00 PM
Port McNeill, Level 4

You already know that engagement is the key to sustained productive relationships with students, alumni, and other stakeholder groups. In this session, you’ll learn about gamification — a relatively new marketing and communication tool — and how it can help you achieve the highest levels of engagement in a fun, interactive way. The presenter will explain the mechanics and principles of game-based tactics in non-game environments and explore gamification through real-life examples. Explore how Duke’s Fuqua School of Business used gamification to generate more than 25,000 discrete actions by its alumni
and students to volunteer for, learn about, or otherwise support the school. You’ll walk away understanding how this communications tool can help you market your program, build community, and engage alumni.
(Repeated at 3:30 pm Thursday)

Elizabeth Hogan, Associate Dean for Global Marketing, Fuqua School of Business, Duke University