Gamification for marketing

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Gamification for Marketing Rita Nguyen @moodyrain www.moodyrain.com Applying gaming mechanics to drive engagement & retention January 23, 2013 Using gaming mechanics to get people to play and keep them playing “mechanics” are the tools and hooks we use

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Presented at Web Wednesday in Ho Chi Minh City on January 23, 2013. My speaking notes added to the bottom of each slide.

Transcript of Gamification for marketing

Page 1: Gamification for marketing

Gamification for Marketing

Rita Nguyen@moodyrain www.moodyrain.com

Applying gaming mechanics to drive engagement & retention

January 23, 2013

Using gaming mechanics to get people to play and keep them playing“mechanics” are the tools and hooks we use

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Tens of millions of people pay money to play

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Also, games are fun!It really just comes down to that

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Just remember that “fun” is different for

everyone

So if it’s different for everyone, how do you make your game fun?

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It really is just about psychological motivations

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Status

Cooperate

Reward

Compete

Challenge

Respect

People have all kinds of psychological motivations when playing games, let’s focus on 3

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Achieve

SurpriseExplore

These are the ones I chose specific for marketing, let’s hit one at a time

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Achieve

Humans value something more if they have to work for it - don’t give it away for freeDoesn’t have to be hard so be careful of too many barriers to entry

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Challenges

Create challenges for them to complete and goals to reachExample: Add a timer when you are washing dishesExample: Radio shows do song of the day

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Puma Mexico had a timed shopping experience

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Progression

If you’re going to give them a goal - light the way to clear completion of taskHow to get to the next level, what you get, why do you want to keep goingExample: Starbucks coffee card - buy 5, get one free. Super low tech. Gamification doesn’t have to be really tech heavy

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Explore

We are innately curious creatures, work with that

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Cascading Information Theory

Give them a little bit, tease them to want moreSimple at first - unlock more as you progress Example: Emails with just hints, not the full articleExample: YouTube trailers and pre-roll

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Discovery

Give them things to look for - hidden or not. Easter eggs are a huge driver in games.Ask them to look for something -- a joke, an image, a clue, trivia, anything -- to keep them engaged to the point at which they take some sort of meaningful action with your content.

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Discovery

Jay-Z launched memoir - Decoded by printing pages in the most unexpected places

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Surprise

Sega Master System easter eggSurprise & delight your customers, give them something they are not expectingMake them feel good - this is supposed to be fun!

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Now, strong, amped-up feedback on minimum input is one reason for the enjoyability of casual games such as »Peggle«. Seeing lots of flashes, bolts, a rainbow, and listening to »Freude schöner Götterfunken« when finishing a »Peggle« level – it just feels good. It‘s what game designers call »juicy« feedback or the »juiciness« of a game. And »Peggle« is very juicy. (Source, Source)

Juicy Feedback

Make them feel good...like they’ve accomplished somethingExample: Xbox achievement unlocked soundExample: Micro-win (produce of the day)

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Rewards & Bonuses

People love free stuff!Example: Host a webinar and whoever tweets the webinar's hashtag the most gets a free ticket to an eventExample: My coke rewards

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PointsProgress barMeaningful reward

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Key Takeaways

Know your player and their motivations

Make them work for it

Light the way with clear progression

Reward your player

Make it fun!

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Rita Nguyen@moodyrain www.moodyrain.com

Questions?