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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...
The announcement this week that Nike has decided to move all social media activity in house has been met with surprise by many in the industry and has been trumpeted in the trade press.
The surprise is, in itself, surprising. Because it makes total sense. And I say that as someone that works in an agency where we advise on social media activity for a vast proportion of our clients.
Facebook may have justified its then-$1bn purchase of Instagram on a number of grounds, but one thing is for sure: with brand adoption of the popular mobile photo-based social network surging, Facebook is inevitably going to try to capitalize on the commercial potential of its new asset.
Ironically, that means that, despite the fact that mobile is almost certainly Facebook's future, the world's largest social network needs to make Instagram more web-friendly.
The allegations that the world's most famous cyclist, Lance Armstrong, became the most accomplished athlete ever in his sport through the use of performance enhancing drugs has stunned the world.
And the scandal that has erupted has sent shockwaves through the offices of the brands associated with Armstrong.
Not surprisingly, Armstrong's sponsors are cutting ties with the now zero-time Tour de France winner as the sports world comes to grips with the tactics he allegedly employed to win.
Nike managed to outperform official Olympic sponsor Adidas on social media during the Games, generating more tweets and pulling in more new Facebook fans.
However Adidas had the last laugh, as it achieved a much bigger spike in traffic during the two weeks.
Non-sponsor Nike was particularly visible around London during the Olympics with a campaign that celebrated everyday athletes. It bought up hundreds of billboards around the city and on the tube featuring the hashtag ‘#findgreatness’.
Adidas, which spent tens of millions of pounds to be an official sponsor, ran a campaign featuring Team GB athletes and the hashtag ‘#takethestage’.
The Olympics is only two days away now, and LOCOG has undertaken a well-publicised crackdown on non-sponsors’ attempts at guerrilla marketing.
However, new data from Experian shows that the overzealous approach to protecting the rights of official sponsors may have backfired.
As of last week, the Olympics was the third most visited sports category online behind football and cycling, while the average time spend on an Olympics website stands at six minutes 33 seconds.
Businesses with strong, consistent, well managed brands have higher market valuations than their competitors, but building brand value involves much more than developing a great looking visual identity.
Brand building is all about managing the customer experience whether that is through your products, packaging, price, advertising communications, website, email marketing or even your sales personnel.
Each time a customer interacts with your brand, that experience defines who you are, how you operate, and how you’re different from your competitors.
Here are three tips for building a stronger brand...
Selling has become tougher. Consumers are more sophisticated and competition more aggressive. We now use multiple touch points and we’ve become immune to age-old models of closing.
In this new age of cynicism, how can marketers cut through and deliver more valuable, immersive experiences and what research techniques should underpin these?
Consider this, just 5% of the brain represents what we consciously process and traditional market research can access. What we subconsciously process accounts for the remaining 95%.
So, if our subconscious is smarter and faster than our conscious mind, why doesn’t more of today’s user experience and communications planning seek to tap into subconscious emotions?
At the time of writing this article, there are just 40-something days left to go until the Olympics begins. And there’s been a lot of chatter so far this year about how well Nike has capitalised on the ‘Summer of Sport’ theme.
So we thought we would take a closer look at how Nike (not a headline Olympic sponsor) has fared compared to headline Olympic sponsor Adidas in the social stakes on some comparable key terms.
Twitter has agreed to prevent brands from using the social network for Olympic 'ambush marketing' attempts.
Games organiser Locog says that it is keen to prevent non-sponsors from using the event as a marketing opportunity at the expense of official Olympic brands.
Sponsorship deals for the event have raked in £670m for Locog, so it's no wonder that it wants to protect its official advertisers.
This issue was recently highlighted by digital agency Jam, which found that non-Olympic sponsor Nike is the brand most associated with the 2012 Games and is far out-performing official sponsor Adidas in terms of recognition.
Innovation. It's brought up in articles, at conferences and in board meetings. But how can we innovate in companies that still don't have the flexibility or the right mind set?
Julie Cottineau, former VP of Brand for Virgin USA, brought the idea that we are all entrepreneurs to Columbia University's Brite Conference this morning. Innovation isn't just for new businesses so how do we bring it to the heart of an established company?
The makers of Facebook football game I AM PLAYR are offering fans physical Nike merchandise for its fictional club River Park FC.
The freemium game’s primary income comes from selling virtual goods including Nike branded football boots and cans of Red Bull, but it sees the physical goods as a useful marketing tool as well as a secondary revenue stream.
Users can buy official Nike shirts and scarves from the game’s f-commerce site, powered by Zibaba, for £34.99 and £9.99 respectively.