Friday 26 October 2012

Does Gamification Really Work?

By Jonathan X. Livingsworth


Ever heard of gamification? Of course you have, you just didn't know it!

According to Corey Eridon of Hubspot, "gamification is the marketer's equivalent of turning a baby's spoon into a rocket ship so the baby has fun trying to catch it, and you get your baby to eat the smashed peas. Everybody wins, and the baby has a good time to boot."

Gamification stimulates the competitive nature in us all and can be used as an incentive to increase recognition and sales. For example: whoever tweets the band's hashtag the most on Twitter wins two free tickets and two backstage passes to an upcoming concert. We all want to win and gamification turns competition into a win-win situation for the band and the fans. The band gets more exposure and the fan gets the tickets.

But does gamification really work for marketing?

Marketing consultants believe that gamification as an industry tool promotes rapid market and revenue growth and has applications across many platforms: from healthcare to education and even into business markets. This collaborative method of customer interaction allows for a more targeted approach to reach customers with specific characteristics and keep them engaged longer because they enjoy the interaction. According to M2 Research and market projections, the gamification market will reach 2.8 billion in direct spending by 2016.

There are incentives that make gamification an attractive marketing tool. Bragging rights, achievement recognition, and prizes are just of few of the rewards that will enhance your competitive marketing strategy. Targeting specific groups allows marketers to benefit from viral exposure across social media platforms. M2 Research suggests that enterprise-driven gamification will account for 38% of the overall market, or $91 million at the end of 2012.

With every new endeavor there is a certain amount of risk. This is also true when making marketing into a game to better engage your customers. Return on investment is the most important challenge in customer gamification. It has to be worth the cost: in time and in money. But the numbers confirm a strong correlation between the rising participation in social media and the growth of market driven games which indicates that the risk is well worth the reward.




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