The paper "Why Should Companies Use Gamification Strategy" is an outstanding example of a marketing essay. Gamification is the use of game mechanics and game thinking techniques to engage customers and users in solving their problems or increasing their awareness. The technique is used in processes and applications to perk up user engagement, learning and information quality. Gamification techniques endeavor to leverage people's desires for achievement, altruism, self-expression, and closure. The technique strategy works in-terms of awarding rewards to players who accomplish desired tasks. The types of rewards include levels, points, gifts, and offering users virtual currency.
Competition is one of the elements of a game that is also being used in gamification. This technique is a marketing strategy embedded in the minds of clients assisting them to understand as well as offer better communication protocols to them. Marketing Application This technique has been highly applied in marketing. Over 80% of the companies listed in Forbes Global 2000 are using a gamification technique for the purposes of customer retention and marketing. For example, in 2011 Yahoo media and Australian broadcasting started their Fango mobile app, which TV users could be able to interact with all the TV programs and shows over badges and check-ins techniques.
The results of the app were outstanding since more than 500000 downloads have so far been downloaded (Chorney 2013). In order to increase consumer awareness, the techniques are also used in customer loyalty programs. In 2010, Starbucks offered foursquare badges to people who were able to check on the site on several occasions as well as offered discounts to individuals who used the browser. The technique was used to market Google ads over Starbuck a browser that was gamified. There are proposals to use the technique in competitive intelligence by encouraging marketing researchers to do research and fill out surveys on branding.
This is all but increasing the visual eye of customers so that they could have the chance to willingly purchase a product or a service.
Chorney, A.s I. 2013. Taking the game out of gamification.
Huotari, K., & Hamari, J. 2011. Gamification” from the perspective of service marketing. In Proc. CHI 2011 Workshop Gamification.
Muntean, C. I. 2011. Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL (pp. 323-329).