SmithInsight Whitepaper Gamification
SmithInsight Whitepaper Gamification
Marketing Strategy
By Andrew Giles
Kim argues that these labels and verbs describe a specific group of
users that are targeted by a company’s social media campaign. In the context
of gamification as part of a social media campaign, Cameron Graham,
Editorial Coordinator at TechnologyAdvice, states that: “By integrating
these different types of social media participants into their campaign,
companies can tailor their games to each user type.”
Once a business understands the types and characteristics of game
players, whether it uses the classifications developed by Bartle or those
suggested by Kim, it is better positioned to analyze the members of its target
consumer market to determine the category or categories of players that they
are targeting primarily. This information allows the company to select the
game design elements and develop its gamification marketing initiatives in a
manner that is aligned with its primary consumer base.
The Nike+ marketing campaign is a good example of a gamification
marketing strategy that is primarily aimed at consumers who are achievers
and/or killers, based on Bartle’s categorizations, both of which are very
similar to the competition user type identified by Kim. The Nike+ Running
application uses GPS to track a person’s distance, pace, time, and calories
burnt. In order to appeal to the achiever/killer mindset, the application also
includes a competitive aspect, as it allows users to compare their run
statistics, such as distance and elevation, with those of their friends and
peers. Along with competition, the Nike application appeals to the audience
ssb.ca/insight
Twitter @SmithInsight
requirement of the achiever by including elements of athletic motivation,
including messages from Nike’s top athletes. In addition, the competition
user’s desire to brag is satisfied through the real-time cheers that a runner
receives for every “like” or comment that he or she posts. The game
mechanics that cater to the competitive nature of the achiever/killer and that
allow users to post their runs to Facebook actually serve to market the
product to other potential customers.
A gamified
Domino’s Pizza The Business Case for Gamification
app is credited The successful use of gamification for marketing purposes by a company
with boosting sales should attract customer attention, increase the degree of customer loyalty
and engagement, enhance the customer’s overall value creation and/or
by 30 percent customize the customer’s experience. These customer engagement goals are
increasingly the focus of any company’s strategic plans.
Gamification is clearly an important tool for marketers, as customers
expect to be engaged and involved in the marketing process. Bryan Pearson,
president and CEO of LoyaltyOne, writes that, “Marketers are focusing
intently on the customer, but these remarkable environmental shifts require
company-wide, systemic change that reaches far beyond brand and
communications to include every touch point of the customer experience.”
It is difficult to quantify the cost of launching a gamified marketing
strategy, as the labour, technology, and other costs vary significantly
depending upon the scale of the strategies used by a business. Nevertheless,
there is anecdotal evidence showing that the use of gamification as a
marketing strategy has a positive impact on corporate profitability. For
example, the gamified Domino’s Pizza app, which includes a pizza slot
machine feature that selects a pizza for those customers who cannot decide
what to order, has been credited with boosting sales by 30 percent in the
United States. Consider too the partnership between a small potato chips
business, Popchips, and a smartphone app company. The app includes
virtual coupons that are redeemable for free bags of Popchips. Through this
gamified marketing strategy, Popchips’ sales increased by 40 percent in one
year, which, in turn, increased its market share in its highly competitive
market segment.
Yet another example of gamification that resulted in a significant
return on investment is the use by Moosejaw, an outdoor clothing retailer, of
a discounted gift card through Quikly, a business that gamifies e-commerce.
As reported by PRWeb, in less than 15 minutes, Quikly sold more than 500
$10 Moosejaw gift cards, which consumers then used to make average
purchases of $66, a 560 percent return on investment. Perhaps more
importantly, 76% of those customers that purchased the gift card shared
their achievement over social media, which resulted in the campaign
creating more than 245,000 social media impressions for Moosejaw.
These examples demonstrate that a game-based marketing strategy
can increase the overall profitability of a company by targeting, directly or
indirectly, one or more of the four components of profitability: premium
pricing, cost reduction, market share, and market size. In the case of
Popchips, its gamification marketing strategy resulted in the company
significantly increasing its market share of the potato chip market in a very
short period of time. For Moosejaw, the use of a cost-reduction offer as part
ssb.ca/insight of a gamified marketing campaign resulted in a substantial return on
Twitter @SmithInsight investment over the course of a single weekend.
Even though the use of gamification by businesses is increasing,
each business needs to determine whether a gamified-marketing strategy is
appropriate. There are certain businesses where game-based marketing
strategies are not a viable option. A marketing initiative based on
A gamification gamification does not make sense in the context of business-to-business
marketing. Even for businesses that deal directly with the consumer, there
strategy requires are certain industries — the funeral home business is one example — where
an understanding gamification should not be used.
of your customers’ For most businesses that market directly to the end consumer,
however, gamification can play an important role. In this case, the marketers
motivations, clear first need to have a solid understanding of the organization’s customers and
objectives, and the the factors that motivate them. Many companies have plenty of customer
data to help with this process. The second step is to establish a clear
right game objective for the gamified marketing campaign. This entails identifying the
elements target customers or groups and defining the behaviour that the marketing
strategy desires to achieve from that group. Following these determinations,
the marketers then need to select the game elements that they believe will
appeal most to the identified target customer group, and will be most likely
to lead to the desired consumer behaviour. The information that the
marketers have already analyzed regarding the company’s customer types
and their perceived wants and needs will help to customize the gamified
marketing campaign to its target audience.
Existing anecdotal evidence strongly suggests that the use of game-
based marketing strategies increases the profitability of the organization. As
the use of gamification for marketing purposes becomes increasingly
common, the contribution of gamification to the profitability of
organizations will be more easily quantifiable. But companies should not
wait until the statistical evidence is more compelling to embrace
gamification. Marketers must adopt a more customer-based focus, and
gamification is an important tool that will help them to create a compelling
and valued experience for an organization’s customers.
Strategic Questions
• Is it appropriate to create a gameful experience for your customers
in connection with the product or service offered by your business?
• Are certain aspects of your business better suited to gamification
than others?
• What do you want to achieve through your gamification marketing
strategy? Is your primary goal to enhance customer loyalty within
your existing customer base, attract new customers, increase brand
awareness, or some combination of these objectives? Are there other
strategic goals?
Tactical Questions
ssb.ca/insight • What are the demographics of your target market? Are they
Twitter @SmithInsight achievers, explorers, socializers, or killers, or some combination? Do
they value competition, cooperation, exploration, or expression?
What will motivate your target market to engage in gamification?
• What are your competitors doing in the gamification space?
How will
• How will the gamification piece of your marketing interact with
gamification your other marketing endeavours?
interact with your • What metrics can you build into your strategy that will allow you to
other marketing monitor the use of the gamification marketing campaign and to
track its effectiveness on the financial results of your business?
endeavours?
Technical Questions
• What game elements are most compatible with your target market
and the strategic goals you have identified?
• What is the budget for your gamification marketing strategy?
• Which form of media do you want to use to deploy your
gamification strategy? Will it be introduced to your customers
through your website, on Facebook, through Twitter, or some other
means?
• Which elements of your gameful marketing strategy do you need to
outsource? Do you have in-house game design expertise? What
internal resources can you leverage?
ssb.ca/insight
Twitter @SmithInsight