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You’d be forgiven for being frightened of marketing on Reddit. It’s a goldmine for users but a minefield for anyone even hinting at self-promotion.
Yet despite the risks, some marketers have managed to pull it off.
In this post I’m going to cover five brands that have overcome the obstacles and achieved some positive results on Reddit.
Zizzi has upset the rather boring restaurant email voucher model by introducing simple gamification.
We'll take a look at the games and why they make perfect sense in terms of engagement and refining contact strategy.
I've been trawling through the Festival of Marketing presentations from 2015, to deliver you some statistical goodness.
OK, it's a bit of a potlatch, but a damn tasty one with something for everybody's palate.
Grab a spoon...
Marie Curie provides care and support for more than 40,000 terminally ill people and their families in the UK each year, therefore it’s vital that the charity is able to provide services across every possible channel both offline and online.
To achieve this Marie Curie is undertaking a massive digital transformation programme, so it can extend its proposition to offer more services and support.
Or how Us Vs Th3m earned loads of links by ignoring traditional search marketing...
Us Vs Th3m is essentially a Tumblr site with a wry eye on popular culture in the digital world. Think Buzzfeed but way more cynical.
If you haven’t heard of the site by name, chances are you’ll be aware of and have probably played certain games that regularly dominate Facebook for an intense period of time. ‘How much are you hated by the Daily Mail?’ and ‘What’s the theme tune of your life?’ for example.
Us Vs Th3m has made hundreds of those types of games and almost all of them have been massive viral smashes. In fact Us Vs Them is quite notable for only being one year old and yet regularly and consistently dominating social media and search engine results pages.
The site may be owned by the Trinity Mirror group, which also publishes the Daily Mirror, People and 240 regional newspapers around the UK making it the country’s biggest newspaper group, but it doesn’t rely on its parent company to do its heavy lifting for it.
It merely has to rely on you and the rest of your friends on Facebook.
I attended BrightonSEO last week and listened to the keynote speech from Trinity Mirror’s product director Malcolm Coles, who had the following to say about the success of Us Vs Th3m’s social and content strategy.
While game design is certainly a highly technical skill, marketers do not need to be game designers to create customer-facing campaigns that are engaging and impactful.
Instead, by simply thinking like a game designer, marketers can implement strategies that create well-designed, game-like experiences that motivate consumer behavior.
Game mechanics are the building blocks of a successful gamification strategy.
These elements make the experience engaging and fun for the consumer. Points, badges and leaderboards are the go-to mechanics marketers often use to make their programs more engaging, but the mechanics marketers can tap go beyond PBLs (as they’re called among game designers).
Candy Crush, the social game that is more popular than every other game on Facebook, uses a long list of mechanics to create motivating and addictive experience for the user.
And there are a number of lessons marketers can learn from the torrid success of Candy Crush.
I was recently asked whether gamification could be of use to a company. My short answer was "yes, if done right".
So why do some say that gamification is heading into the trough of dissolutionment? Why are there not many more case studies of incredible gamification success by major companies?
My thoughts, with reference to the use of gamification by utiities, are below...
You've most likely heard or even uttered the latest 'it' term out there for marketers: Gamification. But what does it truly mean? Is it a fad or is it here to stay?
Defined as the “process of using game concepts and mechanics to engage users and change behavior,” gamification is, at its core, a simple concept with huge potential for business.
In fact according to Gartner, 70% of Global 2000 organizations will have at least one gamified application by 2014.
The video game industry is worth more than $100bn worldwide, so it's no surprise that businesses are using gamification to try to boost sales.
The idea is that by adding gaming elements to the sales process, such as small challenges and rewards, you can increase customer loyalty and advocacy.
As in every game or competition, the participants have to be motivated by a worthwhile reward. It’s also true that the greater the reward, the more you can ask people to do to earn the reward.
Last year Gamification CEO Gabe Zichermann said that the reward customers most valued was status above their peers. His justification was people are already used to being rewarded with additional titles and status while playing video games.
Obviously gamification isn’t necessarily suited to every company, as it could end up undermining the brand values.
But it can also reap huge rewards. So here are six examples of brands using gamification in ecommerce...
Gamification isn’t a new concept. Businesses have been trying to increase engagement by introducing game mechanics into their marketing for a few years now.
One of the most obvious examples is Foursquare, which has developed its offering from a social game into a local search engine as it moves towards monetisation.
But can gamification be applied to all business models?
During a keynote at TNW 2012 Gamification CEO Gabe Zichermann suggested that companies must first understand what it is about video games that engages consumers.
Every year, digital marketers are delivered a fresh collection of new buzzwords, and one of the hottest in recent memory is 'gamification.'
Gamification, defined simply, is the addition of 'game mechanics' to a service. The rationale behind gamification is equally simple: by adding gaming components to a service, its operator can make the service as addictive as, say, Farmville.