Consumers are understanding the risks of social media addiction – but taking the next step is hard

Another week, and another example of how consumers are trying to fight for their privacy rights in a world of social snooping and data overload.

According to recent research from Kaspersky, which polled almost 12,000 consumers across 21 countries, one in three (32.3%) admitted they did not know how to fully protect their privacy online. More than half (56%) agreed that total privacy was not possible in the ‘modern digital...

By James Bourne, 27 June 2019, 0 comments. Categories: Customer Experience, Gamification, Social Media Marketing.

The harm of social media validation: A question of responsibility and protecting the vulnerable

Humans have an innate desire to be liked by peers and to feel a sense of belonging — and nowhere is this more prevalent than social media. The more likes, comments, and shares a post gets, the more socially validated the poster feels.

In fact, studies show that just these online reactions...

Just how realistic a goal is augmented reality marketing?

Marketers are always looking for new and innovative practices to attract new customers and business. And in the tech world, there are few concepts more innovative than virtual and augmented reality. This blog will detail the differences between virtual reality and augmented reality, and how the latter can be used in marketing. We’ll then look at whether augmented reality is yet mature enough to be used on a broad scale by B2B marketers.

By Sam Gowing, 14 September 2018, 0 comments. Categories: E-Commerce, Gamification, Mobile Marketing, Wearables.

How can gamification decrease the opportunity cost of onboarding?

Have you ever calculated the cost of an ineffective onboarding process? Or do you think that your company uses its potential to the fullest?

Let us imagine now a different situation. All newcomers are introduced to their workplace so well that they can carry out their tasks effectively right from the very beginning. Knowledge trainings produce sales representatives who offer high customer service right from the start. Employees know details about each product from the portfolio and represent the company and its mission in...

By Comarch, 23 January 2018, 0 comments. Categories: Customer Experience, Gamification.

How instant gratification is the key to successful customer engagement

What is the biggest benefit of your application? Why should a customer download it? What is the main reason for not staying at the home screen level and going deeper into the solution? Each product is focused on its main value that may attract the user’s attention, encourage clients to visit the solution and check out all parts thereof. In gamification, the biggest value the user gets is appreciation - for how good they are, for the things they have already achieved within the engagement script or for...

By Comarch, 05 January 2018, 0 comments. Categories: Customer Experience, Gamification.

What is the true value of your mobile app real estate?

How many branded apps does your brand maintain? What is the “real estate” value of these apps? Unlike bricks and mortar, the key phrase in branded apps is not location, location, location, but is engagement, engagement, engagement, carefully, methodically linked to the brands your important customers experience (UX).

What is a branded app? It is simply an application normally placed on a mobile device that a brand or company uses to reflect and promote its brand identity. The app features the brand’s values, colors,...

By Thaddeus Kubis, 30 May 2017, 0 comments. Categories: Branding, Gamification, Mobile Marketing.

Mobile gaming as a truly global marketing tool: Are you a gamer, or ‘brandventurer’?

Mobile gaming is the world's first truly global marketing tool.

With over 1.9 billion players worldwide according to Tapjoy, it is time for brands to start to adopt the video (mobile) game platform across their marketing platforms and use video games to provide solutions to their marketing needs.

Video or mobile gaming?

Perhaps part of the delay in using mobile gaming is the misunderstanding of the profile of current gamers, who are mistakenly thought to be people with limited income, who sit home playing...

By Thaddeus Kubis, 29 March 2017, 0 comments. Categories: Customer Experience, Gamification, Mobile Marketing.

The top five gamification mistakes marketers make – and how to avoid them

Gaming has been around for decades, and anyone who has ever played a game of Candy Crush Saga will tell you, it’s undeniably addicting. I know I’m not alone on this – considering the deceptively simple game has generated more than 500 million installs during its first year in the app stores. As online gaming continues to soar in popularity, it makes sense that it’s caught the attention of advertisers and marketers who are eager to reach the growing gaming...

By Darold Parken, 16 March 2017, 1 comment. Categories: Customer Experience, Gamification.

Mobile marketing is dead: Long live gaming marketing

(c)iStock.com/Cylonphoto

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?

(c)iStock.com/ilbusca

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.