Using Gamification to Engage Alumni and Students
Wednesday | January 23 | 2013 | 7:30 pm - 8:45 PM
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Over two month-long periods, alumni and students of Duke's Fuqua School of Business took nearly 20,000 discrete actions to volunteer for, learn about, or otherwise support the school. This detailed case study will introduce you to an online application of a popular tradition—Duke Basketball Campout—and how it achieved these results using the principles of gamification—a relatively new marketing and communication tool that can engage audiences and achieve desirable outcomes. You’ll come away understanding the mechanics and principles of game-based tactics in non-game environments and explore gamification through real-life examples from Duke and elsewhere. You already know that engagement is the key to sustained productive relationships with students, alumni, and other stakeholder groups. Now find out how gamification can help you achieve the highest levels of engagement in a fun, interactive way.
Andrea Mohamed, Director of Marketing, Fuqua School of Business, Duke University