Post on 20-Aug-2015
Gamification
GAMIFICATIONHow
Drives Results
Gamify, gamify, n.1. taking aspects traditionally found in games and applying them to a digital experience.
Gamification involves creating a competitive atmosphere, where a user
is rewarded for performing a task.
1. Increase Word-of-Mouth Marketing2. Reinforce Key Points or Topics3. Increase Email Database 4. Gain Market Insight
Here are four goals that we commonly hear from businesses:
Continue on to see a few examples of how gamification has helped brands achieve these goals.
WHAT ARE YOUR BUSINESS GOALS?
WORD OF MOUTH MARKETING
• Incentivize users with a reason to share their experience to increase the satisfaction that comes from gathering supporters.
Make sharing a part of the game. Give users the ability to gather together and compete with or
against their friends.
A major publisher created a UGC contest, and asked users to tell why they are the
biggest Alicia Keys fan for a chance to win. Users shared their entries to recruit others
to vote for their submission.
• 15,000 links were shared via social networks and email
• 40% of traffic was from shared links• Webpage surpassed the official
Alicia Keys website in SEO rankings
A local news station held a series of polls for users to vote on favorite local businesses.
The local businesses rallied their customers to support their store in the “Best Restaurant Poll”, driving
traffic to the news station’s website. Each week, the winning
business would receive a 30-second feature in the Friday
newscast.
TEST USERS
Use gamification to gauge the effectiveness of your message and reinforce key message
points.
• Quiz the consumer. Make your content interactive, and even consider spicing it up with a simple point system for correct answers and based on the amount of time it took to answer the question.
• Encourage users to challenge their friends to increase the competitive atmosphere and the size of the user base.
HP used Trivia as a way to educate and test their sales and marketing teams before a new product was launched.
Employees were rewarded prizes for the number of
questions answered correctly.
Corporate was better able to understand who had done their
homework and what, if any, areas needed more training
before the launch.
HGTV set up a mobile trivia game so CMA Festival attendees could play inside while waiting in line.
Results were displayed on the TV monitors within the HGTV Lodge.
GAIN MARKET RESEARCH
• Users are more likely to start and complete a survey if they are given a reward, such as access to exclusive content or promotions.
• Be creative with your questions and actually have a mixture of fun questions with research questions in order to better entice users and gain insights from your desired demographic.
Include a reward or provide a fun experience to increase user participation
with surveys or questionnaires.
Restaurant chain wanted to perform quality assurance on their different locations by surveying diners.
After taking the survey, users instantly received a coupon upon entering in their e-mail address.
In addition, the user was prompted to opt-in to the restaurant’s
newsletter!
Users who participated were rewarded with a chance to win, and the answers to the
questions were used to gather market research to better
understand how to target the male consumer.
Cleaning company created a funny video about men’s cleaning habits around the house and targeted the video to
the female of the house. The female was prompted to fill out a short questionnaire about their man’s habits.
INCREASE E-MAIL DATABASE
• Creating certain tiers of specials or promotions increases user satisfaction while incentivizing a repeat behavior.
• Tie the experience directly to the bottom-line by tracking the use of promotions and specials to purchases.
Gamification is an ideal strategy to increase your e-mail database, because if a user wins they know you have to
be able to contact them to receive a prize.
Fox Sports hosted a sweepstakes for NASCAR’s Daytona Speedway. Users voted on their favorite Fox Sports’ Girls, and
then input their e-mail address to be entered into a sweepstakes to go to the race with the top-five-picked FS Girls!
Users could return to the poll daily to vote on their favorite choices and be entered into the sweepstakes again.
The event saw over 100 thousand visits and the sweepstakes collected thousands and thousands of e-mail addresses.
Publisher wanted to increase engagement and registrations for sponsor’s email newsletter around a Smashing Pumpkins concert give away.
They set-up a trivia game that required the user to register for the sweepstakes after completing the first question. The registration screen was defaulted to opting the user into the sponsor’s
newsletter.
• 52.71% of unique visitors entered• 33% of those users opted in to
the sponsor’s email newsletter
To learn more, please contact:
Visit voicesheardmedia.comor email us at sales@voicesheardmedia.com