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Gamification is More Than Just Fun and Games
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| Guest post by: Mark Johnson |
Article Overview: Gaming is all about modifying people’s behavior by tapping into the psychological trigger(s) that prompt us to take action and keep us interested and engaged.
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Free Download - Customer retention, engagement remain top challenges for 2012 By Mark Johnson |
Gamification is More Than Just Fun and Games
Gaming is hot. And according to research
reports, it’s poised to get hotter.
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According to Neilsen, games are the second
most frequent Internet activity for Americans after social networks ---more
popular than email --- with Americans spending an estimated 906 million hours per month on social networks, 407
million on games, and 329 million on e-mail.
·
M2 Research reports
that the market for gamification will grow to $1.6 billion in 2015, from $100
million in 2011.
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And Gartner contends
that by
2015, more than 50% of organizations that manage innovation processes will
gamify those processes, and that by 2014, a gamified service for consumer goods
marketing and customer retention will become as important as Facebook, eBay or
Amazon with more than 70% percent of Global 2000 organizations having at least
one gamified application.
And here are some really
eye-opening stats as revealed at the recent Los Angeles
Games Conference: Over 50% of
gamers are now female, with 30% of the gamer population now being over 45;
there are 40 million active social gamers in the U.S. (they play at least
1hr/week) and over 200 million gamers on Facebook.
These findings have great implications
for brands in terms of how they can/should fit gamification most effectively
into their loyalty marketing strategies.
The important point for marketers
to realize is that playing games is no longer just for people’s entertainment.
Increasingly, marketers are using gamification --- or more specifically, the
psychology of gamification ---- to attract, cultivate and retain brand enthusiasts over the coming
years.
Some people believe that gamification
is just adding badges or points to their website. And yes, while some brands have used check-in programs such
as Foursquare on that elementary level, they are missing a valuable opportunity
to truly motivate and incent desired behavior ---- long term. This is because at its core, gaming is all about modifying people’s behavior by tapping into the psychological trigger(s) that prompt us to take
action and keep us interested and engaged.
In a recent blog post, Michael Wu, Ph.D., Principal Scientist of Analytics at Lithium,
discusses the science and psychology behind gamification. The goal of game dynamics, according to Dr. Wu, is to drive a
user-desired behavior predictably. Therefore we must understand how
humans behave in order to understand game dynamics. Using the Fogg Behavior Model, developed by
Prof. B.J. Fogg, experimental psychologist of Standford University, Dr. Wu explains
that any desired behavior is divided into three necessary factors that must
fire simultaneously: motivation, ability and trigger. So, in a game players
must be given a motivation to do something (emotional investment, promise of
reward, etc), the ability to complete the action (ability can mean skill, but
it can also mean having the time or the game options) and a trigger (a cue) to
complete the action.
The timing of the trigger is critical: An
appropriate trigger at the right time leads to the predictable behavior and
makes the individual feel good about doing it. A poorly timed trigger, on the
other hand, might not produce the desired outcome and may cause the individual
to get annoyed, frustrated, and develop a negative emotion about the activity.
Wu contends that when the timing is right, game mechanics/dynamics have the magical power to turn boring chores
into desirable activities because:
1. Game dynamics use positive feedbacks (e.g. points, badges, status,
progression, customization, surprises, social factors, etc.) to build up the
users’ motivation.
2. They increase the perceived ability of users by making difficult jobs
simpler and more manageable;
3. Game dynamics place triggers in the path of motivated users when they
feel the greatest excess in their ability. That is, triggers that prompt the
user for action are designed to bring about the convergence of motivation,
ability, and trigger all at the same moment.
Look at Weight Watchers for example. While we know that members lose weight
because they ultimately learn the value of healthy eating and regular exercise,
that’s not the part of the program that most resonates with people. Chances are if you ask Weight Watchers
members about their successful weight loss they will talk excitedly about
topics related to the company’s “game” approach to weight loss such as points, levels, challenges, leader boards, etc. Playing the game is
what members most identify with reason they’ve shed the pounds --- not the
lifestyle change of diet and exercise.
Yet, it’s the gaming that successfully modified their behavior.
Gaming is also used successfully at AJ Bombers, a
Milwaukee-based burger joint. They
had successfully used Foursquare --- a location-based mobile
app --- for a while. Playing the game, guests "check in" at the
restaurant and earn badges based on a variety of factors, including frequency
of check-ins, etc. As co-owner,
Joe Sorge, told Loyalty 360, sales of menu items promoted on
FourSquare have risen roughly 30% since the restaurant began using the service.
But Bombers discovered that it’s lonely at the top
for the Mayor (AKA Jim Simon) --- and that’s a problem for Jim and for the
continued enthusiasm for Foursquare as well. As Sorge explains, it’s really
tough to dethrone Jim because he compiles about 16 check-ins per month. “That difficulty leads to a bit of
check-in fatigue for our regular customers who are Foursquare users because
they feel they could never reap the rewards of the program.”
To remedy the situation, Sorge implemented a
“Loyalty Royalty” program. They
use their dashboard utility to track the 3 Foursquare users with the most
check-ins for the last 30 days.
Then, the very next month, those customers can help create that month’s
Loyalty Royalty menu --- a menu built by them, just for them, whenever they
visit AJ Bombers. Explains Sorge,
“They name the items themselves and can even create and tweak the recipe
themselves. As a bonus, they can
also select one day that month where their menu item is featured and available
to all guests of the restaurant --- which further helps to spread awareness and
fosters adoption of Foursquare in general.”
Starwood Hotels is also incorporating gamification
into their loyalty program. According to their website, members of
the Starwood Preferred Guestprogram “can collect more than just badges on Foursquare” when they
link their SPG and Foursquare accounts ---- they get cool perks like 250 bonus
points per check-in and chances to unlock a hidden Free Resort Night Award.
It’s also important to note that the benefits to
Starwood are huge. When SPG
members opt in to the Foursquare program, Starwood is able to access a myriad
of information about their customers’ travel activities ---- such as what
cities they go to most often, the hotels they choose, etc. This is just the type of customer-centric
information that will help Starwood enhance its loyalty marketing efforts.
Article Tags: gamification, loyalty, marketing
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About the Author: Mark Johnson RSS for Mark's articles - Visit Mark's website Mark Johnson is President and CEO of Loyalty 360 - The Loyalty Marketer’s Association (www.loyalty360.org). Loyalty 360 is the only organization that addresses the full spectrum of both customer and employee loyalty issues. An unbiased, market driven clearinghouse and think-tank for loyalty and engagement opportunities, insights, and responses, Loyalty 360 is the source business leaders trust for industry metrics, market driven research, actionable case studies, and networking opportunities. Prior to founding Loyalty 360, Johnson designed and administered loyalty, CRM and data-driven marketing communications for industry leaders such as Fifth Third Bank, Stored Value Systems and Size Technologies. A sought-after speaker and writer, Johnson is frequently called upon by media worldwide to share his expert insights into customer and employee loyalty issues. Johnson can be reached at markjohnson@loyalty360.org Click here to visit Mark's website Aberdeen Retail Leadership Summit Banks are sharing buying habits with retailers to get their customers to spend more money Share of Mind Leads to Share of Wallet Whats the bottom line impact of your employee volunteerism Customer retention engagement remain top challenges for 2012 |
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