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


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?


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?


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


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

(c) Komlen

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?


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


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


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


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

(Image Credit: iStockPhoto/Rawpixel)

 ‘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.


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.