→ Choice of maximum number of users to display if there are many participants
→ Choice of users to hide (e.g., test accounts)
→ Participants can be grouped by team (e.g., by division, region, sector, etc.). No weighting of points based on the number of participants per team.
Training/raising awareness among your employees on a specific topic
The Vinci use case on cybersecurity
→Vinci wants to train its employees on cybersecurity concepts. AppCraft helped to track and validate what they learned.
→ Users earn points and badges by watching videos, participating in workshops, and taking quizzes.
→ Users could see their progress on a progress bar to track their training progress.
→ A real success for employees, with 50% more content viewed compared to the previous year.
→ With a hybrid challenge involving both on-site and remote participants, our goal was clear: maximize engagement.
→ Our innovative gamification solution rewards participants with points for various actions. Prizes await the winners, as we firmly believe that offering attractive rewards is essential to stimulating competition.
→ Taking a playful approach inspired by video games, participants progress through statuses such as "curious," "knowledgeable," and "studious," unlocking points through simple actions at the beginning, such as viewing the program or downloading a document. The levels gradually increase, with bonuses for those who find hidden codes, adding a treasure hunt dimension to the event.
→ Engagement increases with each level, encouraging participants to immerse themselves further. Simple actions such as chatting with other participants evolve into more ambitious challenges, such as asking questions during plenary sessions or watching at least 80% of the live stream for remote participants.
→ The results speak for themselves:a significant increase in remote participant engagementcompared to previous editions. More than 75% of the badges to be unlocked were won, with the top 8 in the rankings coming exclusively from remote participants.
Principle:
• As they explore the streets of Paris and future Olympic venues, the 20 Decath'Days teams compete for a place on the podium.
The goal for participants:
• Similar to "Where's Waldo?", participants must answer as many quizzes as possible by finding the 14 QR codes held by the hosts.
In a few points:
• The rally consists of 7 locations within a perimeter of approximately 3km. Participants can get there on foot or by using their metro passes.
• Each location is covered by two hosts. There are therefore a total of 14 quizzes to answer. At each location, participants will find: one history quiz and one sports quiz.
• Participants have a set amount of time to complete the rally and discover the different locations.
• Once at the locations, participants must scan QR codes to earn points and/or answer a quiz.
Use case: Building Platform
→At a supplier trade show, the building platform company wanted to increase the number of meetings between suppliers and participants.
→ Users earn points and badges by viewing exhibitor pages or when they make an appointment with a supplier. When they scan their badge to confirm the appointment, they earn points.
→ The most engaged users can win tickets to the 2023 Rugby World Cup (a great incentive).
→ A real success for the organizers,with the same number of participants buttwice the engagement (number of appointments).
Context:
• Annual internal convention
• +1,800 participants
• Gamification before, during, and after
A notable event was the infiltration of the system by certain hacker participants. They managed to obtain information about the quizzes and win badges fraudulently.
In response to this situation, Appcraft deployed a sophisticated trap that caused these hackers to lose 500 points, with 57 participants being penalized.
Gamification warning text: 500 team points penalty for cheating on the United 2024 event app.




