Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Wednesday, January 31, 2018

The State of Gamification in 2018

A Guest Blog from Jessica Barrett Halcom TechnologyAdvice.com
You’ve likely already heard that 2018 is the “year of the customer.”  While this trend certainly appears to be where things are headed, it’s natural to wonder, then, what companies plan to do about it.

Well, if the customer is to be the focus, the key is figuring out what the customer wants. More importantly, companies must figure out what the customer wants and deliver it through a superior customer experience (CX). The first step in delivering a superior customer experience is figuring out who specifically interfaces with your customers. The answer?

Everyone in your company.

Which brings us to another recent trend – gamification. Gamification, while still on the rise, is maturing now that companies are beginning to understand its real potential. In 2018, gamification will rise up as less gimmick and more value. This is especially true for customer interactions, which everyone in your business has on some level.

Companies have to ensure that all employees represent and sell the organization, regardless of their title. And gamifying processes helps companies make huge strides towards customer-facing readiness. Let’s take a look at the state of gamification in 2018 and some of the ways that organizations use it to improve their CX.

Human Resources/Learning & Development

Human Resources (HR) and Learning & Development (L&D) teams have been using gamification in their tools for several years now as a way to better engage learners. Moving forward, expect to see more companies using gamification not only as a training tool, but also to gauge the well-being of their employees.

Why does this matter? Because happy employees mean happy customers. Employers will increasingly be looking to provide a better feedback mechanism for their employees as well improved performance management indicators. We can also expect to see an increased use of gamification during the recruitment process as well, which will help HR professionals and candidates improve outcomes.

Marketing                                                                                                  

If 2018 is to be the year of the customer, then marketing will also have a big year. What will start to look just a bit different, however, is a focus shifting from brand awareness, currently done through social media, to customer retention. Companies will look for an increase in loyalty to their brand and customer engagement. Expect to see more gamification to support these changes of focus as companies learn to interact with their customers in new ways.

Augmented and Virtual Reality

As the use of augmented (AR) and virtual reality (VR) continues to climb, we can expect to see gamification play a role within it as companies try to gain greater access to customers and customize their experiences. The use of gamification within AR & VR aims to track user statistics so that, over time, the customer is having the exact experience that meets their preferences, habits, and needs while also pursuing business goals for the company.

Mobile Tech

One of the most significant ways that brands interact with customers or potential customers is through the use of mobile technology. In 2018, you can expect to see the rise in gamification on mobile tech to be highest in Asia and Africa first. Many countries in these parts of the world have large, modern populations who own mobile devices, but lack a stable Internet connection, and so many online interactions happen mainly through a 4G connection on a mobile phone. Brands looking to interact with these large, young populations are moving toward implementing more gamification into their smartphone applications, where the customers already are.

Increased Platform Options

With more companies recognizing the value of gamification mechanics, where will they get it from? As with any tool, the number of niche solutions and their related price points is growing. While the competition is heating up for gamification platforms making them more affordable, as is usual integration with existing software tools, especially within larger corporations, continues to be in high demand. From a buyer’s perspective, having gamification built into a major ERP software feels like less of a risk than purchasing a stand-alone option.
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As we move into 2018, what is clear about the state of gamification is that it’s moving from a “fun thing we should try” to a serious, value-add going far beyond a marketing trend. Yes, HR was one of the earliest to get on board, but gamification has gone beyond a helpful way to learn and now integrates ways to improve employee satisfaction and engagement.

We can expect to see this same level of maturity with gamification in other areas of organizations. Marketing will move from brand awareness through social media to customer loyalty and engagement through the use of game mechanics. Mobile apps will continue to drive this trend upward this year.  We can count on 2018 as the year of the customer, so companies will use thoughtful, intentional ways to build brand loyalty and interact with buyers in new and meaningful ways we haven’t seen before.
Jessica Barrett Halcom is a writer for TechnologyAdvice.com, with specializations in human resources, healthcare, and transportation. She holds a bachelor’s degree from the University of Wisconsin, Green Bay and currently lives in Nashville, TN.

Friday, January 8, 2016

How to Use Gamification to Get More Done in 2016 [FREE eBook]


A Simple Game to Overcome Procrastination for Time-Crunched Professionals

Leonardo Da Vinci accomplished amazing things. Of course, back then, there were 24 hours in a day. --Anonymous

How do you make yourself do the things you don’t want to do?
C
an you imagine how much less guilt, stress, and frustration you would feel if you could somehow make yourself do the things you don’t want to do when you’re supposed to do them? 


That’s why I turned procrastination into a game – and it actually becomes not only challenging, but FUN to accomplish those things that would otherwise be put off.

Now I look forward to focusing on my priorities and growing my business every day of the week. It goes like this…



Click to download your FREE eBook and join hundreds of professionals just like you who are getting stuff done! 

Sunday, November 8, 2015

Toby Beresford - Get Big Results from your Social Media Marketing with Gamification


In this episode of Gamification Talk Radio we explore how to gamify your social media sales and marketing activity using the Rise Leaderboard.

Our guest, Toby Beresford explains how you can increase engagement around your product or service, create entirely new profitable businesses, and become friends with the most influential people in your industry... because of the power of gamification.

Here a case study that you can model from Glass of Bubbly -- a company that went from startup to successful publishing business using a gamified leaderboard for the champagne industry.

For more on how to use gamification in your business, meet Toby and Monica in person this week at the Gamification World Congress in Barcelona, Spain. More information at this link:  https://gamification.world/congress/gwc-2015



About Toby Beresford:  Toby specializes in building engaged teams and communities via digital media. He is the founder and CEO of universal scorekeeping platform Rise. Previous to Rise he founded and sold the social media agency 'Nudge'. Toby is a founder of GamFed.com the professional association for gamification, a top 10 'Gamification Guru', and a regular contributor to Sky News as a Social Media Expert.  And … he also plays a mean game of ping pong. Connect with Toby at http://www.rise.global and on Twitter @tobyberesford.

About Your Host:  A gamification keynote speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment. Connect with Monica (@monicacornetti) www.monicacornetti.com