gaming & marketing
TRANSCRIPT
Gamification is described as “the application of game elements to non-game contexts
GAMIFICATIONThe application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
Gamification techniques strive to leverage people's natural desires for
Competition Achievement Status Altruism Community Collaboration And so…
Common techiques are :
Rewards Competition
CompetitionCompetition is another technique that can be used in gamification. The desire to appear on the leader board drives players to complete more tasks, in turn fueling deeper engagement
REWARDSRewards such as Badges and Points are used to elevate Status by showcasing the talents, expertise, and accomplishments of users.
Game Mechanics
Game Mechanics refer to the components of a game, the mechanisms utilized by game designers to reward activity among customers, employees, or other users.
The five most commonly used mechanics in gamification are: Points, Badges, Levels, Leader boards, and Challenges.
Big Data and Gamification
• By providing extensive insight into user behavior, big data can indicate what activities, content types, and frequencies are yielding the best results.
• It also allows companies to adapt to various user behaviors and motivations. In order to get the most value out of gamification
Psychology of Gamification
• Gamification includes a number of psychological concepts, especially regarding motivation, behavior, and personality.
• Deep fluency and understanding of these concepts is one of the most important keys to proper gamification implementation.
GAMING & MARKETING• Businesses can use Gamification to drive desired user
behaviors that are advantageous to their brand. • Effectively using data analytics and gamification, in turn,
helps businesses sell more and increase customer loyalty.
• The main measurable metrics of success include: engagement, influence, loyalty, user generated content, time spent, and virality. Over 70% of Forbes Global 2000 companies surveyed in
2013 said they planned to use gamification for the purposes of marketing and customer retention.
Nike uses gamification in their Nike+ applications to encourage and reward users who maintain an active lifestyle.
My Starbucks Rewards uses gamification to incentivize and reward customer loyalty.
Deloitte gamified the Deloitte Leadership Academy to increase engagement in their training programs.