Gamification is defined by Wikipedia as « the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems. »
Anybody who plays video games is familiar with this approach. Reward points are accumulated until they can be redeemed for reaching a new level, badges, prizes, virtual currency, etc.
Today, gamification is used in many applications such as building engagement and customer loyalty. Foursquare, a location-based mobile app, is popular among retailers by rewarding customers who check in at a store’s physical location. Foursquare users who check in the most often receive a ‘Mayor’ badge or other special promotions specifically for them.
Big brands such as Best Buy and Pepsi have used gamification to reward customers during the Super Bowl. Kraft Foods and P&G reward customers who play mobile games with gift cards and free samples.
But gamification is not limited to consumer goods or retail. There are health-related gamification apps which encourage good habits like exercising.
In Fitocracy, users gain points by working out, participating in group challenges and achieving fitness milestones.
In fact, gamification can be applied to many settings, such as learning (known as edutainment), employee training, human resources, project management, call centres, sustainability, market surveys, etc.
As most of these gamification apps are used on smartphones or tablets, the connection to mobile marketing is undeniable. Talk to one of our Didjet experts about starting off 2013 with your own gamification app.
Cheers,
Daniel St-Pierre