Showing posts with label incentives. Show all posts
Showing posts with label incentives. 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.

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