Mobile marketing is dead: Long live gaming marketing

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Opinion A recent study conducted and released by MobileBridge indicates that mobile marketing tools, though accepted by the marketing community, have been slow to receive updates and delayed in expanding their current mobile apps. It seems that mobile technology is way ahead of marketing applications and perhaps ahead of the understanding of this potentially beneficial technology as well.

What does that mean to me, as a supporter of integrated marketing and omni-channel marketing? If the...

By Thaddeus Kubis, 17 February 2017, 0 comments. Categories: Branding, Gamification, M-Commerce, Mobile Marketing.

Why marketing is the true ‘game of games’: Could a video game be in your future plans?

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What connects the ever-increasing rash of zombie-based, end/beginning of civilisations series, history of now, robotic lifestyles, and topic-related movies? They all seem to pose the question: does media drive culture, or culture drive media?

I ask this question in part based on this story, as well as my recent readings, which include Pendulum, by Roy H. Williams and Michael R. Drew, Prosper, by Chris Martenson and Adam Taggart, and Tribes, by...

By Thaddeus Kubis, 09 February 2017, 0 comments. Categories: Customer Experience, Gamification, Mobile Marketing.

What can mobile coupons add to the customer experience?

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It’s no secret, everyone loves a discount. Supermarkets and retailers have used coupons for decades to draw in new customers or simply to gain market share for a product.

And it’s big business: according to Valassis, consumers are benefitting from approximately £3.3bn worth of coupons or vouchers per year.

The second coupon revolution

Tesco’s Clubcard launch was one of the most important retail innovations of the 20th century as the loyalty card, and particularly the...

By Shelly Chotai, 28 November 2016, 0 comments. Categories: Gamification.

Why brands need to catch the hype train to reach digital audiences

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The internet has created a world full of hype. From the latest smartphone to remakes of Hollywood blockbusters, annual versions of the same videogames or the most recent fashion line; online audiences react quickly and get very excited about things long before they’ve launched.

To get the hype train rolling with such an engaged audience, it’s important for advertisers to make smart decisions and activate media when excitement and engagement is at its highest.

Focus on digital...

By Sam Wade, 24 November 2016, 0 comments. Categories: Gamification.

Why gamification could be the answer to your marketing woes

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It’s not often you leave your office in the City and see suited and booted business professionals immersed in their mobile phones, searching for an invisible object. Nor is it the case that teenagers have been excitable about leaving the house to go on a wild-goose chase, rather than watching the newest episode of Made in Chelsea.

Then came Pokémon Go.

Only a couple a months ago we saw the launch of this viral game and people headed out to the streets in a bid to hunt all the Pikachus...

By Luca Pagano, 30 September 2016, 0 comments. Categories: Branding, Data-driven marketing, Gamification.

Gaming: The next big thing in social media and digital marketing?

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In a world long ago, I designed or assisted in the design of a series of conflict simulation board games—mostly complex, very realistic war games, long before online games were common.

I was very observant, understanding the gamers’ demographics, their needs, habits, desires, the history of the game, and maintaining the needed, correct, realistic history of the event portrayed. 

In the back of my mind, I was always thinking what brand might consider advertising...

By Thaddeus Kubis, 21 July 2016, 0 comments. Categories: Gamification, Social Media Marketing.

Premier League throws up new marketing opportunities - but they need to act now

Next season, the club finishing bottom in the Premier League will earn a guaranteed £100m in revenue.

Think about that for a moment. £100m.

What a massive opportunity that represents for every football club in the UK’s top-tier to consolidate their commercial offerings and for marketers in this space.

Clubs now need to start looking to the future by dedicating time and resource to build better...

By David Berney, 29 June 2016, 3 comments. Categories: Gamification.

Lithium partners with Zuora for new online customer community

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Following three months in soft launch Lithium Technologies has announced that it has created an online community for Zuora, a provider of subscription billing, commerce and finance solutions.

The online community, which launched in January, allows more than 700 subscription businesses that use Zuora peer-to-peer support as well as access to Zuora employees and partners in order to receive answers to questions. They are also able to provide direct feedback to the business, helping...

By Liz Morrell, 15 April 2016, 0 comments. Categories: Customer Experience, Gamification, Social Media Marketing.

Zizzi embraces gamification for latest branding initiative

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Italian restaurant chain Zizzi has embraced the concept of gamification for the second year running to deliver a new loyalty and promotional campaign that allowed customers to compete for food and holiday prizes and the chain to radically increase its marketing database. The campaign attracted 22,000 new customer names to the brand.

Zizzi ran an eight-week online board game promotion in association with 3radical Voco, which users could access through a mobile optimised website and on...

By Liz Morrell, 14 April 2016, 0 comments. Categories: Branding, Case Studies, Gamification, Social Media Marketing.

How beacons combines experiential and engaging marketing to be a win-win for brands

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Beacons present a unique, cheap and simple way to identify a consumer is in a location at a point in time.  This allows promotions and incentives to be targeted not only on customer segment but on location, time and inventory. 

With connected devices becoming increasingly sophisticated, and consumers becoming more empowered, brands must consider how they are going to evolve their promotions and incentives schemes; and include the use of beacon technology; not only to ensure they...

By Paul Brown, 25 September 2015, 0 comments. Categories: Advertising Technology, Branding, Commerce, E-Commerce, Gamification.

Manchester United and HCL Technologies partner for ‘digital transformation’

Picture credit: MarketingTech

Manchester United has announced a 'digital transformation' partnership with HCL Technologies to analyse and enhance the relationship with the club's 650 million strong global fanbase.

The two organisations will create a United Xperience innovation lab, housed within United's Old Trafford stadium, which will essentially become an incubation pod for creating a unified fan experience and increasing engagement through building digital platforms.

HCL already has six similar hubs in...

By James Bourne, 03 September 2015, 0 comments. Categories: Data-driven marketing, Gamification, Web Analytics.

The evolution of social commerce

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 ‘Commerce’ before it was ‘social’?

If you can remember the first retail websites in the mid ‘90s they were pretty boring, nothing more than online versions of printed brochures that took ages to download on your dial-up modem. It wasn’t until companies like Pegasus, eBay and Amazon identified the potential of ecommerce to disintermediate traditional retail, that shopping...

By Gideon Lask, 20 March 2015, 0 comments. Categories: Commerce, Gamification, S-Commerce, Social Media Marketing.

Multi-device marketing’s reach moves to embrace wearable users

Advertisers can now tap into the growing market for wearable technology using FitAd, a recently launched wearable advertising platform for fitness and health-oriented brands and publishers.

Engagement on mobile health software is higher than almost all other categories of apps, making it a market ripe for advertisers. Nielsen’s own evidence points to 46 million users of apps averaging 16 uses each month for a period totalling one hour per engagement.

New...

Microsoft tries to gain back Windows 8 ad trust with Ad Pano

Nearly two months ago I’d written an article on our sister site DeveloperTech how Windows 8 developers were not being paid for their in-app advertisements, and how it was affecting their finances. Now Microsoft could be trying to restore trust and rival Apple’s “iAds” with Ad Pano.

The platform which enables this new interactive advertising is even reminiscent of the iAd platform, but available on any screen where...

By Ryan Daws, 24 June 2013, 0 comments. Categories: Advertising, Campaigns, Commerce, Gamification, Social Media Marketing.

Microsoft rewarding users for watching TV? Count me in!

From Microsoft’s initial introduction of the Xbox 360, the team wished to be the “360 [degree] entertainment hub for your home.”

This vision far succeeded where others fell short; taking a vast library of content services and mixing them with incredible games.

Alongside this version of the best-selling console came an “achievements” feature, the undisputed way of bragging to friends of your accomplishments and spurring them to do better.

For Xbox One, the next-generation, Xbox...

By Ryan Daws, 13 June 2013, 0 comments. Categories: Advertising, Campaigns, Commerce, Gamification, Video & Audio Marketing.

What businesses can get from gamification

Customers are more likely to respond to a gamified response, according to research by global marketing company Upstream.

Around three quarters of marketers believe that customers are likely to respond to game-based marketing mechanics, but only 27% have put this into practice.

The research, which focused on the understanding and use of game mechanics in marketing strategies, was collected at ad:tech London 2011. It found that 66% of marketers didn’t understand the term ‘gamification’, but...

By Dani Millward, 13 October 2011, 0 comments. Categories: Gamification.

Pacman Classic 2

Pacman is a true arcade classic. Released in 1980, and having taken the world of arcade gaming by storm, Pacman still enjoys fame, widespread brand-consciousness, and even many remakes and spin-offs today.

Originally developed in Japan, Pacman was known as Pakkuman, named after the onomatopoeic “paku-paku,” which describes the sound of a mouth opening wide and closing with a smack. The game was intended to be manufactured under the name Puckman, but US manufacturers changed this to Pac-man out of...

By imod.co.za, 28 September 2011, 0 comments. Categories: Gamification.

FarmVille brings us GagaVille

The singer’s fans will be able to visit GagaVille, a specially designed farm inside the virtual farming simulation game, which will contain unicorns and crystals. It’s hard to think of a clearer sign that games are now entirely mainstream.

Lady Gaga’s choice of FarmVille makes sense: it’s an enormous market. The game has about 60-million players worldwide. And FarmVille’s demographic appeal is broad. The game is inoffensive to the point of being anodyne and unchallenging to the...

By imod.co.za, 12 June 2011, 0 comments. Categories: Commerce, Gamification.