
It always exciting to grace the Business Day pages of The New York Times, and we had the great honor of being featured in a recent article alongside our extremely innovative customer Samsung (see You’ve Won a Badge And Now We Know All About You, The New York Times, 2/4/12).
The brainchild of Samsung Electronics America Social Media Manager Esteban Contreras, pictured above, Samsung Nation is the first gamification program on a consumer electronics corporate website.

“For companies, the premise of gamification is that it engages people in the kind of reward-seeking behaviors that lead to increased brand loyalty, not to mention increased profits. By tracking the online activities of people who sign up for such programs, companies can also amass more detailed metrics about each user — the better to identify the most active customers,” writes NY Times reporter Natasha Singer in the article.
Contreras added, “visitors who sign in and become active on Samsung Nation tend to explore our Web site much more, learning about our company, our products, and our content.”
I recently had a chance to discuss the early success and makings of Samsung Nation with Contreras. The answers below are quite insightful read regarding how social media marketers in the F1000 can use gamification to increase engagement and loyalty.
Q. Can you tell us a bit about the Samsung Nation program and why you decided to launch it?

A. Samsung Nation is a social loyalty program for Samsung customers and fans. Anyone can unlock badges, earn points, level up and have fun discovering everything Samsung.com has to offer. Watching videos, commenting on articles, participating in user-generated Q&As, and late night visits are just a few ways in which visitors are rewarded.
We have millions of Samsung enthusiasts visiting our website and we focused on them when we started thinking of Samsung Nation because we greatly appreciate their loyalty and interest. We sought out to reward interaction, facilitate discovery and create a sense of real-time interconnectedness among passionate advocates.
Q. How do you define gamification?
A. Gamification is the art and science of applying game-like qualities to non-game environments, like websites. Ultimately, gamification should be about more engaging, memorable, meaningful and fun experiences.

Q. What was your initial goal with launching Samsung Nation for your community?
A. Our goal with Samsung Nation is to increase engagement and advocacy by enhancing the overall experience of our customers and fans on Samsung.com.
Q What advice do you have for a marketer looking to launch a gamification program for their community?
A. Start with your objectives, focus on your customers and gamify purposefully.
Q. Why did you decide to use Badgeville to power Samsung Nation?
A. We knew that we wanted to experiment with game mechanics because we’ve seen how startups like Foursquare and Quora have used them to create meaningful experiences. We knew that we needed to create a new layer on Samsung.com and we were looking into ways to create that layer ourselves. We took note when Badgeville presented at TechCrunch Disrupt in 2010. By working with Badgeville’s platform we were able to focus on designing and creating a social loyalty program that can grow and evolve over time.

Find out more at www.samsung.com/us/samsungnation