Will gamification be the new and exciting way to engage customers?

This blog is about gamification and how to market a new game with six helpful tips from Padia (2015) .“Gamification is all around us” according to Danny Maco, former general manager of University Games (Silva, 2017). The utilisation of games can assist retailers boost sales by using this initiative to engage customers. “The role of gamification in retail can be understood through applying game mechanics to everyday processes, rather than attempting to simulate everyday life.” (Insley and Nunan, 2013, p.342).By engaging customers this way, the shopping experience will be seen as an activity not as a chore. More and more retailers are starting to use games to engage customers as it is keeping up with current trends. “It has been recognised that retail success in a multi-channel market depends on delivering an effective customer experience, not simply focusing on price and product innovation” (Grewal et al., 2009 as supported by Insley and Nunan, 2013, p.343).Taking the focus away from the financial side of the organisation and focusing more on the customer experience will boost sales as well as gain loyalty from customers.In order to create a game that will be successful, it’s important to find out what works well and adapt to the target market. According to Yeeply (2016) there are four steps that the game has to follow:

  1. The Idea: It’s important to understand what your audience enjoys. As the app revolves around retail, feedback can be taken from current customers. This gets them involved in the process which will lead to more customers purchasing the game when it launches. Also, the game dynamics are important, the easier the game is, the more successful it will be.
  2. Monetisation of the game: Knowing how to market the game is extremely important. The game will be aimed at loyalty card users, they will be offered the premium version as they are already loyal customers.
  3. Technology to use: Getting the technology right is crucial for the games success. For this game, Unity 3D will be used as it works on both iPhone and Android, an important aspect to keep in mind.
  4. Developers: Yeeply have helped create many games and they focus on the organisations overall success which is a key factor. They include four platforms: The difference between creating apps vs creating games, technology, weight design and graphics and performance.

By taking these initiatives, the game will be accessible to people who do not normally game and can help the organisation be the most successful it’s been to date.It is important to acknowledge the risks of designing and bringing out a game. Security is one of the main issues, (Newgenapps, 2018) as many aspects of the game can be copied and sold under a different name. It is also important to ensure that customer information is not shared publicly. This brings up the issue of ethics as “gamification effects intentions, attitudes and behaviour” (Maltseva, Fieseler and Trittin-Ulbrich, 2018, p.46). In terms of the game, this would include aspects such as customer emails and other contact details. Ethics are crucial to think about when discussing the making of a game. They are “a set of principles to facilitate the design of solutions that, on balance, promote desirable outcomes for the users” (Marczewski, 2017, p.56). When building the app, the creator runs the risk of becoming so attached that they become blind to the potential criticism and dangers. To overcome this risk, the creators of the game need to be aware of the chosen framework and ethical guidelines.

According to Padia (2015) there are six ways to market a mobile game with guaranteed success:

  1. Have a link on the organisations website. This will reach online customers who do not normally shop via an app and may encourage this. There are five key elements to advertise via the website: Gripping Headlines, Relevant key words, easy access to social media, good imagery and smartly place CTAs (call to action)
  2. Ask for feedback and reviews to gain a better insight to what people enjoy
  3. Create forums for customers to discuss the mobile game
  4. Be social with the game- Social Media can be implemented so a broader connection with the customers can be made
  5. Partner up with other global names in mobile. Before the game launches, an insight about how the app launch process works and it can also expand the network of potential customers. Big mobile companies have experience with how to advertise a game to a global audience which can help assist the organisation with marketing strategies which will lead to improved customer engagement
  6. Share videos of the game. Advertising via YouTube can be one of the fastest ways to promote a new app/game. It gives potential new and existing customers a sneak peek into what to expect

“Making your first game: Launching! How to Market Your Game”

If the organisation follows these six important steps, the retail game will set out to be a success with the hope of gaining a new and more dynamic audience. Gamification is designed to make repetitive tasks more fun and enjoyable” (Flatla et al., 2011 as supported by Tang and Zhang, 2018, p.5) Thus improving the shopping experience.

Bibliography

Insley, V and Numan, D. (2014) Gamification and the online retail experience, International Journal of Retail and Distribution Management, Volume 42: Issue 5, pp.340-351. [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/IJRDM-01-2013-0030 (accessed 27/03/2019)

Maltseva, K, Fieseler, C and Trittin-Ulbrich, H. (2019) The challenges of gamifying CSR communication, Corporate Communications: An International Journal, Volume 24, Issue 1, pp. 44-62. [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/CCIJ-09-2018-0092 (accessed 27/03/2019)

Marczewski, A. (2017) ‘The ethics of gamification’. [Online] [pdf] Available at: https://dl.acm.org/citation.cfm?id=3123756  (accessed 27/03/2019)

Padia, K. (2015) ‘6 Ways to Market your Mobile Game’, Apptentive. [Online] Available at:  https://www.apptentive.com/blog/2015/07/30/6-ways-to-market-your-mobile-game/ (acceseed 27/03/2019)

Silva, M. (2017) ‘Why Retailers Should Consider Gamification to Boost Engagement’, Shopify. [Online] Available at: https://www.shopify.co.uk/retail/why-retailers-should-consider-gamification-to-boost-engagement (accessed 27/03/2019)

Tang, J and Zhang, P. (2019) Exploring the relationships between gamification and motivational needs in technology design, International Journal of Crowd Science. [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/IJCS-09-2018-0025 (accessed 27/03/2019)

Yeeply (2016) ‘How to create a game: step by step guide’ [Online] Available at: https://en.yeeply.com/blog/how-to-create-a-game-guide/ (accessed 27/03/2019)

Will Gamification change the way in which we shop?

Gamification is the application of game mechanics to online shopping (Barnaart, 2017). Companies are utilising this tool to keep their audiences engaged. “Facebook, Twitter and EBay incorporate game elements to increase customer engagement “(Insley and Nunan, 2013, p.340). If customers are more engaged with the organisation, they are more likely to purchase a product. Gamification is utilised via smartphones, as 4 out of 5 smartphone owners prefer mobile shopping over in person or desktop shopping (Barnaart,2017), making use of gamification will increase audience engagement. There has already been research into this that states that the “enthusiasm over gamification amongst marketers has been driven by the observation that games engage people” (Insley and Nunan, 2013, p.341). It is a venture that organisations should be utilising. Companies that have had positive feedback from gamification include fashion retailers ASOS, Misguided and Jack Wills who use interactive games at Christmas for customers to win prizes (Insley and Nunan, 2013, p.433). Organisations are seeing a positive outcome of using games to market products as they “play a big part in promoting and selling products” (N/A, 2015, p.10).

“Gamification in Retail”

‘Asos Gamification’

To bring the game into the market, the organisation needs to look at their current target market and determine what they currently enjoy. The game will be aimed at the millennial generation as they prefer accessing apps via phones (Barnaart,2017). To understand what people already enjoy, it’s important to see what fellow competitors have already done. Games that often do well include social sharing, scoring and rewards (Daisyme, 2017). These aspects should be incorporated into the game. Speaking to top gaming operators such as GAME will give the organisation an idea of what aspects to include in the app to ensure success. It is important to establish incentives for players, as this could drive more people to play the game. To encourage this, influencers can be used as a form of advertisement. They have the ability to influence purchases due to their power, popularity, authority and position in society (Michaels, 2018). It can be tested with micro- influencers as celebrity influencers are expensive. They have less reach but more engaged audiences (6% compared to 1.6% for celebrities) (Barker,2018).

The aim of the game is to achieve excellent customer service in a department store. Each player creates an avatar and makes their way through the departments. When excellent customer service has been achieved and the final level is reached, players help celebrity Kit Harington (Game of Thrones Star) prep for the upcoming BAFTA awards.  Kit Harington is active on social media and in the 21st century “social media influencers represent a new type of independent third party who shape audience attitudes” (Freberg, Graham, McCaughey and Freberg, 2011, p.90). It is important to keep up with trends, it encourages engagement for new and current audiences. The game is linked to the store’s loyalty card. As the game is completed, loyalty card holders will receive a personalised gift, non-members will receive a gift but it will be random. By incorporating the loyalty card incentive, it will encourage the audience to sign up and reap the rewards.

It is import to understand the risks of bringing out a game, many aspects have to be taken into consideration such as ethics. Seligner et al (2015) states that gamification is fundamentally in tension with human flourishing or good character (Kim and Werback, 2016, p.161). This aspect is important as it stresses the risk of human development due to gaming. When creating the game, the avatar needs to be taken into consideration as it promotes gender stereotypes, an issue that could influence the games success. It is priced at £1.99 for the trial month, then a fixed price of £2.99. It is always a risk putting a price on a game as it assumes consumers will buy the app. To avoid risk, the organisation should trial the game and gain feedback from staff and customers to see what price would be appropriate.

Gamification was the chosen because it boosts engagement (Insley and Nunan, 2014, p,341). Games encourage younger generations to engage with a product or service (Daisyme, 2017). Therefore, the game should influence a younger audience. It also keeps up with current trends as 25% of overall app usage is spent on retail apps (Newman, Wachter and White, 2018, p.211). Having a quarter of consumers already online will help with advertisement.

For the game to reach its full potential, changes such as incentives at each level will motivate players and justify them spending £2.99. Player should be able to pick what department they want to start off in to avoid discrimination, this ensures ethical factors are valued. Finally, to gain full attention from the audience, more celebrity involvement needs to be made apparent. This will lead to increased engagement and a boost in sales.

Bibliography

Barnaart, L. (2017) ‘Why Mobile Apps are the Next Thing for Fashion Stores’, JMango.  [Online] Available at: https://jmango360.com/blog/why-mobile-apps-are-the-next-thing-for-fashion-stores/ (accessed 19/02/2019)

Daisyme, P. (2017) ‘How to add gamification to your marketing strategy’, Forbes. [Online] Available at: https://www.forbes.com/sites/theyec/2017/06/22/how-to-add-gamification-to-your-marketing-strategy/#4b3bf3845b3b (accessed 26/02/2019)

Freberg, K, Graham, K, McGaughey, K and Freberg. A.L. (2011) ‘Who are the social media influencers? A study of public perceptions of personality’, Public Relation Review, Volume 37, Issue 1, pp. 90-21. [Online] [pdf] Available at: https://doi.org/10.1016/j.pubrev.2010.11.001 (accessed 26/02/2019)

Insley, V and Nunan, D. (2014) ‘Gamification and the online retail experience’, International Journal of Retail and Distribution Management, Vol. 42, Issue 5, pp.340-351. [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/IJRDM-01-2013-0030 (accessed 18/02/2019)

N/A. (2015)’Dedicated followers of m-branding fashion: Retail apps are playing a big part in promoting and selling products’, Strategic Direction, Vol.31, Issue 4, pp. 10-12. [Online] [pdf] Available at:  https://doi-org.ezproxy.brighton.ac.uk/10.1108/SD-02-2015-0021 (accessed 19/02/2019)

Newman, L.C, Wachter, K and White, A. (2018) ‘Bricks or clicks? Understanding consumer usage of retail mobile apps’, Journal of Services Marketing, Vol. 32, Issue 2, pp. 211-222. [Online] [pdf[ Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/JSM-08-2016-0289 (accessed 19/02/2019)

Parker.J.C and Wang, H. (2016) ‘Examining hedonic and ultiratian motivations for m-commerce fashion retail app engagement’, Journal of Fashion Marketing and Management: An International Journal, Vol. 20, Issue 4, pp.487-506. [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/JFMM-02-2016-0015 (accessed 19/02/2019)

Wells, N. (2015) ‘The shocking truth about mobile gaming’, CNBC. [Online] Available at: https://www.cnbc.com/2015/08/03/the-shocking-truth-about-mobile-gaming.html (accessed 19/02/2019)

Williams, A. (2016) ‘10 brands using digital to create great in-store experiences’, CMO. [Online] Available at: https://www.cmo.com.au/article/600758/10-brands-using-tech-create-great-in-store-experiences/ (accessed 19/02/2019)

John Lewis “The Department Store Empire”

John Lewis’ website offers a variety of products suited to all types of customers. The site has easy access to a variation of retail departments. Each day John Lewis receives lots of orders, over 9,000 being during the night (John Lewis, 2017). According to their 2017 annual report, over one third (37%) of customers shopped online, a significant increase in comparison to previous years. Customers were browsing for a shorter amount of time in 2017, leading them to make more of an impulse purchase.

“Your Space, Your Way with HOUSE by John Lewis”

 

Target market concentrates on the company’s chosen customer, whose wants and needs match the product or service that is being offered (Ward, 2018). John Lewis does not have a specific target market as they offer a variation of products that meet different customer tastes and requirements (John Lewis, 2017). This is due to the fact that ‘consumers differ widely in their individual brand choices’ (Hammond, Ehrenburg and Goodhardt,1996, p.39).

John Lewis delivers products to consumers within the UK. Demographics includes both male and female customers who would require an average income of over £40,000 per year to purchase high-end product offers. The focus is on the customer as Mayfield (2018) a director stated ‘expect to see more focus on the customer, more focus on innovation’. John Lewis new aim is to build on their customer loyalty scheme. According to Dibb (1998, p.395) segmentation is to be used as the following (see appendices figure 1): Segmentation, Targeting and Positioning. John Lewis can utilise this method to better influence their market and customer satisfaction.

 M&S and ASDA are the top competitors as they both offer similar products. ASDA provides a service similar to John Lewis’s partner Waitrose, however the site appeals to a different audience as prices are significantly lower. M&S is the main competitor. It sees over 20.4% of its UK purchases to be made online (M&S,2018). It’s also extremely easy to navigate. 192,000 results occur when doing a raw search, but access to the website is simple. Customer enquires is difficult to navigate, thus being an improvement that they can work on in the future. John Lewis’s website appeals to consumers as it is easy to navigate, suits a variety of needs and has an array of support platforms.

Customers’ Journey:

To understand how effective the website portrays itself, a customer journey map has been created (see appendices figure 2). Persona one is 65-year old Alison (see appendices figure 3) and persona two is 27-year old Jake (see appendices figure 4).

Alison started her journey on her desktop, she found over 600,000 results when searching for John Lewis. The website was accessible as it was in the top spot. The experience began when she encountered the chat support, enabling Alison to gain confidence with her purchasing procedure. One negative aspect of her shopping experience was the customer queries post-purchase. Alison was left unsure about her order, this was caused by the need for an account creation. She usually prefers to shop physically; the technological aspect was confusing. However, her most positive experiences came from interacting with staff virtually. Alison did look into the competitor M&S, however with a similar website and matching prices, John Lewis was chosen because of its variation of brands.

Jakes’ journey was similar; however, he chose the mobile version as it was easier to navigate on the go. Social media was a big aspect of his search as they showed the latest products on display. Jake is a loyal customer as he has links with the Dyson merchandise stalls. When purchasing, he opted for the ‘click and collect’ option as it was free and the item ordered could be collected within 24 hours at his chosen Waitrose. He read that over 72% of customers used this service and had had positive experiences (Avgousti, 2017). The only negative experience came from customer queries post-purchase. There was a high demand of products being purchased, which delayed questions about his order.

Link to ‘click and collect’ blog below:

https://www.localdatacompany.com/blog/how-are-john-lewis-leading-the-way-with-their-click-and-collect-service

 

Bibliography:

Aliyev, F., (2015) ‘Strategic marketing plan for the John Lewis Partnership using marketing theory and analytical tools’, Research Gate. [Online] [pdf] Available at: https://www.researchgate.net/publication/287724083_Strategic_marketing_plan_for_the_John_Lewis_Partnership_using_marketing_theory_and_analytical_tools (accessed 04/12/2018)

Avgousti, M., (2017) ‘ How are John Lewis leading the way with their click-and-collect service?’ [Online] Available at:https://www.localdatacompany.com/blog/how-are-john-lewis-leading-the-way-with-their-click-and-collect-service (accessed 12/12/2018)

Dibb, S., (1998) ‘Market segmentation: strategies for success’, Marketing Intelligence & Planning, Vol. 16 Issue: 7, pp.394-406 [Online] [pdf] Available at: https://www-emeraldinsight-com.ezproxy.brighton.ac.uk/doi/full/10.1108/02634509810244390 (accessed 04/12/2018)

Gwynn, S., (2018) ‘John Lewis to put marketing in the hands of staff’, Campaign[Online] Available at: https://www.campaignlive.co.uk/article/john-lewis-put-marketing-hands-staff/1459016 (accessed 04/12/2018)

Gwynn, S., (2018) John Lewis and Waitrose unveil ‘modern, progressive’ new brand identity’, Campaign. [Online] Available at:https://www.campaignlive.co.uk/article/john-lewis-waitrose-unveil-modern-progressive-new-brand-identity/1491742 (accessed 04/12/2018)

Hammett, E., (2018) ‘John Lewis promise ‘bold moves’ as it vows to reinvent high street shopping’, Marketing week. [Online] Available at: https://www.marketingweek.com/2018/03/08/john-lewis-high-street-shopping/ (accessed 04/12/2018)

Hammond.,  A.S.C. Ehrenberg, G.J. Goodhardt., (1996) ‘Market segmentation for competitive brands’, European Journal of Marketing, Vol. 30 Issue: 12, pp.39-49 [Online] [pdf] Available at: https://www-emeraldinsight-com.ezproxy.brighton.ac.uk/doi/full/10.1108/03090569610153291 (accessed 04/12/2018)

John Lewis., (2017) ‘The John Lewis Retail Report 2017 How We Shop, Live and Look Five Year Special, 2016, 2015, 2014, 2013’. [Online] [pdf]Available at: https://www.johnlewispartnership.co.uk/content/dam/cws/pdfs/media/how-we-shop-live-and-look-2017.pdf (accessed 04/12/2018)

John Lewis & Partners., (2017) ‘Your Space, Your Way with HOUSE by John Lewis’, YouTube. [Online] [Video] Available at: https://www.youtube.com/watch?v=yv7dU8hfZuA (accessed 12/12/2018)

Marks&Spencer., (2018) ‘Marks and Spencer Group Plc Half Year Results For 26 Weekdays Ended 29 September 2018’. [Online] [pdf] Available at: https://corporate.marksandspencer.com/documents/reports-results-and-publications/press-releases/2018-19/m-and-s-half-year-results.pdf (accessed 04/12/2018)

Parihar,P. Dawra, J & Sahay,V., (2018) ‘The role of customer engagement in the involvement-loyalty link’, Marketing Intelligence & Planning, [Online] [pdf] Available at: https://doi-org.ezproxy.brighton.ac.uk/10.1108/MIP-11-2017-0318 (accessed 04/12/2018)

Ward, S., (2018)Target Marketing can be the key to increasing sales’, The Balance small business.  [Online] Available at: https://www.thebalancesmb.com/target-marketing-2948355 (accessed 12/12/2018)

Appendices:

Figure 1: Market Segmentation Model

 

Source: Adapted from Dibb, S.et. al (19987, p.205)

 

 

Figure 2: Customer Journey Map 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Figure 3: Persona One

 

Figure 4: Persona Two

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

                                                                                                       

Ikea- The Fast Expanding Homeware Brand

IKEA is known worldwide for their famous ‘flat-pack’ furniture. The 21st Century is changing the way in which people shop and with the help of social media, IKEA is able to utilise cookies to help them understand what their customers want to be looking at. This can be shown across many different social media platforms. Cookies are designed to catch your eye when you are browsing sites such as Facebook or Instagram, Ikea even went as far as designing a campaign based on them:

“Where Life Happens”

https://www.youtube.com/watch?v=N9SFeRNAfEA

Brandwatch 

IKEA’s online marketing is set out to listen to what the customer wants and search for the products that they might not of seen before. Brandwatch is one of the worlds leading social media listening and analytics technology platforms. By having this platform, IKEA are able to understand what the business needs to do to enable them to make proactive decisions for the future. By having a media platform such as Brandwatch, IKEA are able to set a clear target market for certain products which can then be linked into peoples everyday feeds, whether that be on social media, by e-mail or  by post.

 

Brandwatch does work with other companies, however  IKEA has a  global manufacturing, distribution and retail marketing system that makes the company a formidable market focus with no competition. Another system that IKEA has unique to them is the ‘listening hub’.This platform was created so that the marketing team can present a real space for sharing new ideas within the organisation, both in Europe and America.

 

Image result for listening hub ikea

 

Facebook:

  • Attracts almost 200,000 fans
  • The social media team post questions, links to photo albums and posts youtube clips
  • engagement is excellent on this platform- each post gets a few hundred likes
  • Customers have a voice: e.g ‘The Ikea Big Sleepover’ Thousands of customers came up with the idea of a sleepover at Ikea, make a group via Facebook which lead to 100 lucky customers getting to spend the night in an Ikea warehouse in Essex.

Twitter:

  • responds quickly to @ mentions
  • Used widely to respond to complains or queries from customers

Utilised more in the US – the UK tried the platform but didn’t get a positive response

Pinterest

  • Around 3,000 followers in the UK
  • John Lewis- one of Ikea’s main competitors uses this platform, however Ikea believes that the platform doesn’t promote Ikea in the manner they want to promote it in
  • Still a new venture for Ikea- other social media thrive better so more time and money are spent on them
  • Pinterest does offer companies to express themselves, focusing on their personalitY and values- something that Ikea might be missing out on

Ikea is moving forward by working with the popular social media platforms.By adapting their brand to individual customers needs, they are able to branch out to a wider audience which means  they can advertise and sell to many different generations. They are creating a platform that can be understood by all, which from a business perspective can only lead to positive results.

 

References:

Brandwatch., (2014). ‘Case Study/ Ikea and the Socializers’ [Online] Available at:  https://static1.squarespace.com/static/587bf6fc4402438507f325b1/t/595ec388099c012b130166e0/1499382665801/IKEA_CaseStudy.pdf (accessed 01/10/2018)

Moth, D., (2013). ‘How Ikea uses Pinterest, Facebook, Twitter and Google+’ [Online] Available at: https://econsultancy.com/how-ikea-uses-pinterest-facebook-twitter-and-google/(accessed 01/10/2018)

 

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