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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
For more updates and marketing strategies, join me
on
Information is provided for academic purposes only

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Gamification strategies

  • 3.  Consumers are becoming increasingly blind to traditional advertising and thus gaming is emerging as a viable solution to drive engagement. Source: gho Digital Agency
  • 4. GAMIFICATION – MARKET SIZE SPENDING ON SOCIAL MEDIA MARKETING AND GAMIFICATION
  • 5. BRAND MESSAGING AND COMM HOW WOULD YOU LIKE TO HEAR ABOUT A NEW PRODUCT?
  • 7. 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
  • 8. 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)
  • 9. 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
  • 10. 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’
  • 11. HAPPY GAMING For more updates and marketing strategies, join me on Information is provided for academic purposes only