Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Monday, November 27, 2017

Games People Play


Customers are sick of being sold to, and grow more resistant to sales and marketing tactics every day.

Enter gamification.

"It sounds Machiavellian, but technology is transforming the incentive industry," says Rob Danna, SVP of sales and marketing, ITA Group, in Forbes.

Game technology doesn't merely entertain, but motivates. "It’s a holistic way of approaching motivation in business to advance value," Danna says.

To take advantage of game technology, marketers need to think like game designers, who easily "get inside the heads" of customers knowing customers innately prefer the familiar.

Game designers understand that customers "focus on what they want to see, rather than all there is to see"―and use the understanding to design games that motivate behaviors.

But what's the difference between a game that gets played, and one that's ignored? Game designers point to five factors:

The game must feel good. Players go along for the ride provided the game matches their self-image ("I'm skillful and competent.") Designers exploit that bias by tweaking a game's difficulty through subroutines. They allow players, for example, to recover from errors, even when they're fatal; or dumb down the questions after a string of wrong answers.

The game must challenge. While it can't bruise fragile egos, the game's no fun if it's too easy. To become addictive, the game must be one that seems to challenge.

The rules must be simple. Players must be able to get on board within moments.

The game must update. Players won't return unless the game changes randomly between rounds. It must also stay fresh (new content, levels, characters, etc.), or players won't engage more than a few times.

The idea must be original. No one want to play a game that's merely a clone.

Saturday, July 15, 2017

Gamification Supercharges Tradeshow Exhibits


Only connect! That was the whole of her sermon.
— E.M. Forster

Seven of 10 Americans believe attending events connects them to others, according to a recent survey by Eventbrite.

Among Millennials, that proportion's even higher—8 of 10.

Seven of 10 Millennials also believe events expand knowledge better than online content does, the survey reveals. And 1 of 2 attend events to have experiences they can share on social media.

For Millennials, attending events "is all about projecting to your social media network, and painting a picture of a phenomenal lifestyle," event planner Aubri Nowowiejski told
Skift. "They chase experiences over things to get those likes and comments and interactions, and that dopamine fix."

If you accept Eventbrite's findings, exhibit marketers who help Millennials polish their personal brands will come out winners at tomorrow's B2B events.


Gamification is the secret sauce.

By offering them high-yield opportunities to enrich their personal brands, gamification counteracts Millennials’ unfortunate reluctance to engage in the "real world" of sales conversation.

Gamification makes networking fun and unintimidating—and delivers the all-important dopamine fix that comes when a Millennial wallflower can update his social media feeds.

One ready solution for exhibitors is
PLAYBOOK, a lead-gen system that marries pre-show marketing with gamification.

With
PLAYBOOK, exhibitors can not only attract large crowds of fun-seeking prospects to their booths, but get them to look up from their phones long enough to engage in conversation.

DISCLAIMER: I'm a bit biased in favor of
PLAYBOOK, because it's the creation of Bob & David James. Learn more here.

Thursday, June 30, 2016

5 Game Designs Guaranteed to Boost Event Traffic



Almost always, games score big as traffic-boosters at events.

The reasons why are well understood: games satisfy attendees’ innate needs to compete, win recognition, and bring home swag.

But today—with a slew of tech-enabled amusements at our fingertips—games are undergoing a renaissance at events.

To create a memorable and buzz-worthy game, you need a design that's aligned with your goals and that attendees will find alluring. Here are some design alternatives:

Skills competition. Suppose you want to increase traffic at some specific location. You could design a game that challenges attendees’ physical or mental skills—anything from hitting a target to taking a quiz. An attendee could play by completing an action (answering a trivia question, for example), for which she earns a token. The number of tokens awarded for repeat plays could increase as the difficulty of the challenge does. After playing, the attendee redeems all the tokens won for a matching-level prize by visiting a winner’s station.


Treasure hunt. Suppose you want to offer exhibitors a traffic-building sponsorship opportunity. You could design an old-fashioned treasure hunt. Attendees could earn points toward prizes by visiting a series of exhibits, where each participating sponsor rewards them with tokens. After the series of visits, the attendees would visit a winner's station, where they would enter a prize drawing by redeeming their tokens.

Game show. Suppose you want attendees to actively listen, while you communicate a lot of information. You could train a presenter to act as MC, and design a game show that challenges players’ knowledge. Attendees would play and, based on their game-show scores, be awarded variously valued tokens, which they could redeem for the corresponding prizes.

Mission. Suppose you want to collect market research from attendees. You could send them on a “mission.” Under this scenario, attendees would earn tokens by visiting a series of kiosks, where they complete your research surveys. Players who take part in the mission (even the ones who don’t complete it) would receive real-time recognition on a leaderboard and through social-media posts, as well as collecting tokens they can redeem for rewards.

Chance. Suppose you want to draw a crowd and maximize word-of-mouth throughout the event. You could design a game of chance. Attendees who play would win tokens worth a various number of points that they could redeem for the corresponding prizes.
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