gamification strategies
DESCRIPTION
How to drive customer engagement and profitability using gamification...TRANSCRIPT
Prayukth K V
FIRST THE FACTS!
Gigya, 2012
Consumers are becoming increasingly blind to
traditional advertising and thus gaming is emerging
as a viable solution to drive engagement.
Source: gho Digital Agency
GAMIFICATION – MARKET SIZE SPENDING ON SOCIAL MEDIA MARKETING AND GAMIFICATION
BRAND MESSAGING AND COMM HOW WOULD YOU LIKE TO HEAR ABOUT A NEW PRODUCT?
GAMIFICATION ELEMENTS
QUESTIONS
What do you know about your prospect/customer?
What more would you like to know?
What are the current purchase drivers?
How well do your customers know your brand?
How often do you engage prospects currently?
How often is your brand mentioned on social media and in what context?
How are you rewarding loyal customers?
Who or what are the most celebrated part of your brand?
Audience mix - Achievers, Socialisers, Explorers, and those seeking gratification
EVOLVING A STRATEGY - ELEMENTS
Measure: Gamification programs should typically be designed to increase a specific metric (leads web traffic, CSAT etc.
Provide good feedback: By accelerating the feedback mechanism, you speed up the rate of adoption for new behaviour.
Offer a sense of achievement: to drive engagement
Create a brand identity: brands can establish their identity more clearly. (A bookstore could have a game on finishing which players would get free books or redeemable reward points.)
Share knowledge: create knowledge hooks; (Health food brands, could use a game to test customer knowledge level and make recommendations based on scores)
EVOLVING A STRATEGY - ELEMENTS
Strong narratives: created in games and
challenges can spur motivation, and action
Figure out the right rewards: and tie it with the
right (set of) action(s)
Allow contestants to boast: on social media and
other platforms
Create personas: based on profiles
Make it fun, keep it simple
Recognize that it is more than a ‘bolt-on’ strategy
And finally…keep it personal
STORIES
Delta Airlines reached over 70 million people via
Twitter and had over 180,000 direct interactions
Expedia’s ‘Tag Me If You Can’ scavenger hunt
program.
‘Club Psych’ from NBC Universal
Verizon ‘Insider’
Samsung ‘Nation’
HAPPY GAMING
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Information is provided for academic purposes only