Dropbox - Gamification in customer engagement - Manu Melwin Joy

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DROP BOX Gamification in Customer Engagement

Transcript of Dropbox - Gamification in customer engagement - Manu Melwin Joy

Page 1: Dropbox - Gamification in customer engagement - Manu Melwin Joy

DROP BOXGamification in Customer Engagement

Page 2: Dropbox - Gamification in customer engagement - Manu Melwin Joy

Prepared By Manu Melwin Joy

Assistant ProfessorSCMS School of Technology and Management

Kerala, India.Phone – 9744551114

Mail – [email protected]

Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.

Page 3: Dropbox - Gamification in customer engagement - Manu Melwin Joy

DROPBOX• If you want to be a member of

their free service, you can

register quickly, and get 2 GB of

data storage. What makes it

incredibly interesting is how they

inspire you to do the marketing

work for them by thinking in

terms of your own self-interest.

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DROPBOX• Here's where their gamification kicks

in: you receive additional data storage

if you do certain activities such as

invite your friends to use Dropbox,

view Dropbox's how-to video online or

download and install the Dropbox

application onto another device such

as your computer or smartphone.

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DROPBOX• It's simple: the more you do,

the more data storage you

get for FREE. It becomes

addicting if you want to get

more free data storage —

but Dropbox is not stupid.

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DROPBOX• They allocate just

the right amount of

additional storage during the

gamification process to

satisfy the light users who

use the freemium service.

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DROPBOX• They want to use the service for free

and are happy to become evangelists

of Dropbox to their friends. Dropbox

segments the data storage usage in just

the right increments. They suck in the

medium to heavy users like me that

need more data than what is allocated

for free.

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DROPBOX• Dropbox focuses on every

usage level of the customer

demographics initially.

Customers market the

product to their friends at

the lowest cost possible.

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DROPBOX• And it helps that Dropbox's

service itself has a viral aspect.

These instant gamification

principles can be applied to other

businesses seeking to add

gamification to the selling process

of their own products.

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DROPBOX• Think like Dropbox — let your

users bring you new customers

through gamification. The key is

to show light users the value of

how your gamification scheme

allows them to use more of your

product.

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DROPBOX• Gamification could be

applied throughout the

company's value chain —

not just the demand or

customer side of the

business.

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