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Gamification

 Gamification

Sajal

July 12, 2021
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  1. Assignment : Digital Digest Course : Digital Marketing I MKM

    915 Name: Sajal Saluja Student Id: 140863200 Date: 12th July’21
  2. What is gamification? • Gamification is a marketing strategy that

    incorporates game design elements into non-game applications to make them more interesting and engaging. • This gaming mechanism boosts visitor engagement and brand awareness while allowing marketers to connect, motivate, and reward customers in a game-like environment. • Although the combination of games and marketing may appear bizarre, Gamifying campaigns and websites, for instance, might be the game- changer needed to boost engagement and minimize bounce rate. • Brands may use gamification to attract customers and persuade them to take action without them even realizing it. • Marketers may appeal to the competitive side of humans and successfully connect customers with the brand by rewarding gamers with points and badges or showcasing top players on special leader boards.
  3. Impact of COVID-19 on Gamification • COVID-19 has changed everything

    overnight. • The pandemic has normalized the notion of working from home, and social distance has become the new norm. • Gamification has grown significantly since work from home has quickly become a new normal trend. • Gamification, which provides a pleasant and engaging atmosphere, has also become an essential component of corporates in terms of employee incentives. • It encourages employees through positive feedback by utilizing points, competitiveness, achievements, status, and self-expression. • Gamification is to keep consumers engaged with the brand, in the comfort of their home. The CAGR of the gamification market is predicted to witness a 30.1% growth between a forecast period of 2020 to 2025. By 2022, gamification’s estimated global market value will likely rise to $11.94 billion. ( statista.com ) ( mordorintelligence.com ) "Gamification Market Size, Trends| Industry Research Report 2021 to 2026 With COVID Impact – Mordor Intelligence." Home | Mordor Intelligence, www.mordorintelligence.com/industry-reports/gamification-market. Accessed 12 July 2021. "Global gamification market value 2021 | Statista." Statista, www.statista.com/statistics/608824/gamification-market-value-worldwide. Accessed 12 July 2021.
  4. Gamification enhances consumer experience • Gamification is constantly reconfiguring human

    interactions with everyday activities and experiences in an increasingly dynamic environment. • Humans have an innate need to play games, and there is a significant link between gamification and motivating psychology. • Nike leverages the augmented reality treasure hunts, to promote the limited availability of different athletic goods through its app. • Another example is social media giveaways, in which consumers compete for a reward in return for participating with a brand's social media account. • Perhaps most significantly, gamification is changing the way consumers manage and spend their money as it is boosting consumer experience (CX). • As a result, its outcomes may be spectacular in both personal and economic contexts, demonstrating that it is a strong tool for brands and enterprises.
  5. Neuroscientists believe that game-like features create feel-good chemical responses in

    your brain, modify human reactions to stimuli — increasing response times — and can increase learning, participation, user engagement, and motivation in specific scenarios. Gamification is literally • 75% psychology • 25% technology! ( elearninginfographics.com ) "4 Reasons to Use Gamification in 2016 Infographic - e-Learning Infographics." e-Learning Infographics, 5 Dec. 2016, elearninginfographics.com/4-reasons-use-gamification-2016-infographic. Badges Leader boards Avatars Levels Rewards Challenges Gamification Techniques
  6. Educates the customer with your products or services Make the

    promotional offers more interesting Stanley, Jenny. "What is gamification in marketing?" The Drum, 9 Mar. 2021, www.thedrum.com/opinion/2021/03/09/what-gamification-marketing. Increasing brand awareness Games are so engrossing that both young and elderly may enjoy them. A gamification marketing approach might also assist in increasing brand recognition. According to reports, 80% of smartphone users play games on their phones. Increase and improve user engagement Engagement may be the first step in establishing a long-term relationship between a customer and a business. Gamification encourages users to do specific tasks, engagement rates increase frequently than those achieved in traditional marketing. Gather useful customer data Data collection is not always straightforward, which is where gamification comes in. By providing users with the opportunity to have a good time, or even the chance to win a prize or reward, they are more likely to provide with possible data that may eventually be utilized to acquire a deeper knowledge of your target demographic. Gamification marketing may be a fun and simple approach to communicate the key benefits of your product or service to people and therefore educate them. Users may be delighted if they are rewarded with the 10% discount after completing three stages in an interactive branded game. Customers will value the discount more if they believe they have "won" it, rather than if it is handed to them for no reason. Increase conversion rates As players interact with the brand's gamified components, they are more likely to respond to the CTA than if it were a standard banner ad or any other marketing approach in order to gain the prizes associated with the interactive experience. This will aid in the improvement of conversion rates. If managed efficiently, gamification can be proved to be a valuable strategy in content marketing. There are several benefits for brands that marketers can leverage using Gamification.
  7. • Starbucks uses gamification tactics to boost consumer engagement and

    assure repeat business through its loyalty programme My Starbucks Rewards. • Customers who join Starbucks Rewards enjoy benefits such as free food and beverages, and they earn points or "stars" with each transaction. • Customers may then use their stars to purchase particular products or rewards. • As consumers achieve more stars, more special prizes, such as a complimentary birthday beverage and free refills, become available. • Those who achieve gold status will be rewarded the most. Starbucks, for example, provides incentives to give customers a sense of accomplishment and promote the concept that if they are devoted to the firm, they will be rewarded. My Rewards Programme Create an Account Add a Little Money Collect Stars, get Rewards Starbucks
  8. It can be summarized as…. • Adding game concepts to

    the shopping experience may give customers a comparable sense of accomplishment, especially if there is a competitive aspect. • Competition may be a powerful motivation on its own, but when paired with other game components such as status or social connectivity, the challenge and possible reward can be very appealing to individuals. • Gamification's potential is only now being appreciated, but businesses do not need to redesign their business strategies to achieve a competitive advantage. • Even minor design modifications to digital platforms, as well as the implementation of marketing efforts like as loyalty and rewards programs and social media freebies, are likely to have good effects. • As a result, in a highly competitive corporate climate, any edge is advantageous. Gamification, when done effectively, can not only offer a company an advantage over its competitors, but it will also assist to make the company more sustainable.