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Michiel van Eunen
Imagineer Gamification Expert Belevingsmaker
www.linkedin.com/in/michielvaneunen
www.twitter.com/michielvaneunen
A B C D
Gemiddelde Gamer?
Gemiddelde Gamer34 jaar
speelt
al 17
jaar
48 % ♀
52 % ♂
Sociaal:
62%
speelt met
anderen
64%
gaming
8,5 mln.
smart
phones
Lean Backward
Passief
Ontvangen
Weinig invloed
‘Oude’ Media Paradigma:
‘Nieuwe’ Media Paradigma:
Lean Forward
Actief
Meedoen
Veel invloed
Gamification in Retail
winkel
ketens
winkel
gebieden
winkels winkel
beleving
merken
Het gebruik van spelprincipes en speltechnieken
in een niet-spelcontext
om mensen te boeien, te motiveren, taken te laten uitvoeren, problemen op te lossen, gedrag te sturen
Gamification in Retail
Voorbeelden
Mysteryshopping
Mysteryshopping
Reports
+ -
‘We doen ’t fantastisch!
We hoeven niets te
veranderen.’
‘Ach, dat was een
momentopname.
Normaal gesproken doen
we ‘t fantastisch. We
hoeven niets te
veranderen.’
Mysteryshopping
Visits
Leuker
Boeiender
Effectiever
Maak er een
spel van
The Hunt
5 weken
100 winkels 10/10
1 launch
event
1000
verkopers
5 x bezoek door de Mystery Man
Missie: Ontmasker de Mystery Man
Kan iedere klant zijn
Groet Benader Code
Intranet
Leader
bords
Hints Field
reports
The Hunt
Results
Werden erg alert
Begroeten 48% -> 89%
Benaderden meer klanten
Hadden meer contact met
andere winkels
Hadden meer plezier
Werden erg creatief en sociaal
in hun verkoopgesprekken
Verkopers
Verkochten meer
Mysteryshoppers
Hadden meer
plezier
Deelden hun
ervaringen
‘Gewone’ klanten
Kregen meer aandacht
Kochten meer
Retailorganisatie
Zag een omzetstijging
van 4,7 %
Gamification in Retail
Voorbeelden
Gamification in Retail
Gamification in Retail
Michiel van Eunen
Imagineer Gamification Expert Belevingsmaker
www.linkedin.com/in/michielvaneunen
www.twitter.com/michielvaneunen

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