Customer Engagement Models: Riot Games

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Many companies today have developed paths to greater engagement and greater profitability through recruiting the involvement of their customers. To restate the definition of engagement: it is the extent of a customer’s willingness to invest his/her discretionary time for a mutual benefit, and particularly for the benefit of a business.

Established in Southern California in 2006, Riot Games is a US-based publisher best known for its multiplayer online battle arena title, League of Legends. As a testament to the level of engagement Riot Games has achieved with its player base, today the average percentage of new players that come through word of mouth is between 85 and 90%. A significant contributor to this engagement is structural: Riot created a game that’s simply more fun to play with friends. Players recruit their friends to play with them because they enjoy a better gaming experience.

One of Riot’s most outstanding examples of player engagement can be found within the process by which it enables its player community to recognize and manage negative in-game behavior, called the Tribunal. The game is played in sessions that last anywhere from 20 to 50 minutes at a time. At the end of each session, if a player behaved exhibited any unsportsmanlike behavior such as berating teammates or name calling, the other players can report him. When enough reports are filed against an individual – a number based upon the ratio of reports filed to total games played – a case file comprised of chat logs (in game instant-messaging), statistics, game data, activity, etc. is generated.

This case is displayed at random to members of the tribunal; other players in the community who have voluntarily chosen to participate in regulating and weighing in on community behavior. Through the constructive feedback of peers, Riot attempts to optimize teamwork, cooperation and positive player experiences. The best outcome is for a player to never show up at the tribunal again. Therefore, all systems are designed to adjust, not punish, behavior by allowing players equal ability to reward their peers for positive behavior by ‘honoring’ them after a game. When players do actually get punished, they are sent all the details in their case files: what they did, how others felt about it, why it had a negative impact on player experience, and why it was bad.

In Riot’s example, it is peers – fellow players – who are applying and enforcing standards of appropriate gaming behavior; they are devoting their discretionary time to preserve the quality of experience for everyone. This strengthens the community, gives it greater credibility and authority, and at the same time frees company resources to be spent on more valuable opportunities. It also fosters greater engagement by players and a stronger commitment to the game’s ecosystem.

*This post is excerpted from The Bingham Advisory: The Customer Engagement Trajectory, available for free download from the CCO Council website here.

Republished with author's permission from original post.

Curtis Bingham
Curtis Bingham is the world's foremost authority on the customer-centric organization. He was the first to promote the role of chief customer officer as a catalyst for competitive advantage. He is the creator of the first CCO Roadmap and the Customer Centricity Maturity Model. He is the founder of the Chief Customer Officer Council, a powerful and intimate gathering of the world's leading customer executives. As an international speaker, author, and consultant, Curtis is passionate about creating customer strategy to sustainably grow revenue, profit, and loyalty.

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