Gamification: A technology-based guided marketing system for genres

Gamification can capture and, more importantly, stop thinking people

By Apurv Modi

The industry has grown exponentially since the covid-19 epidemic hit the world. The impact of the disease can be seen in all sectors and businesses. Marketers began to struggle for new ideas to reach customers and grow their brands and customers. The number of different marketing methods, techniques, and foundations used is increasing, as is general awareness. People are vigilant when selling anything, and may be frustrated with any sales conversation. This is an surprisingly basic source of concern for marketers looking for new ways to reach their customers.

That’s where the motivation comes from. Gamification satisfies the common need of people to “play” and has proven to be an effective method for brands to deliver real value to customers with a digital experience while increasing brand recognition, loyal customers, and profits. What gamification does is:

  • Increased website session time;
  • Involve the audience;
  • Public sharing;

Email gamification, unlike other marketing methods, does not require complex designs or algorithms. A basic email template can be used to design a simple test or challenge to find a hidden link. It helps in collecting customer information. Gamification uses a variety of methods to make customers add their own information (contact information products, favorite products) in return for rewards (points, awards, starts, results, medals, pass percentage, etc.). People are more willing to provide information when they receive something in return, and more importantly, they receive it quickly.

Gamification has emerged as a good technique that has offered a new dimension in approaching a customer and winning them over with creativity. Whatever task (quiz, puzzle) you offer to solve shouldn’t be difficult; otherwise, customers will end up with it. Shorten tasks and have simple rules to play with; no one wants to waste their precious time on difficult things. The element of gamification can be anything, but make sure you have a clear design that appeals to customers. For example, support the test question with an image / GIF image. Brands promote their games with exciting discounted prices, coupons, skins being offered for customers to grab and use. Brands are integrating gamification into their ‘website,’ social media to attract customers. Binding on and off online gaming platforms like GoGames is a masterstroke. It provides a sense of competition and benefits for customers who are playing the games and reaping amazing rewards.

In today’s life, we can easily see gamification as a tool market used by brands for best selling customers; one of the largest segments using gamification methods in India is e-commerce. Daily online quizzes and Bollywood shows are popular with the audience. These types of websites offer money as a reward when customers buy them as real money while buying products. The online food delivery program for IPL 2020 has introduced matchday mania and test cricket and, in return, is offering discounted prices on food blocks over the counter. their position. Some online apps have offered cash prizes at festivals using a new marketing gamification method.

In the end, whatever marketing strategy is used, the purpose is to promote activity: sign up, sign up, buy, share, comment, and so on. Gamification achieves this goal by engaging the user with a more enjoyable and dynamic genre. It can capture and, more importantly, retain audiences, motivate their own information sharing, inspire a deeper conversation with the brand, and contribute to a loyal community. Gamification can be used on a variety of platforms, including websites, apps, social media, specialty stores, events, and emails, thanks to its versatility and wide variety.

(The author is the managing director and founder, ATechnos. The ideas expressed are for you personally.)

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