Sunday, September 09, 2012

Gamification - project 1

The prompt: Provide reasons why gamification could be a useful technique [to sell breakfast pastry].

My submission: Gamification can be a useful technique to reach the goal of increasing the market share of Cereals Inc in the breakfast ready-to-eat market. Incorporating game elements to our product can make the experience more fun for our customers and can increase consumption and brand loyalty.

A primary goal of gamification is to engage people in everyday activities (customer engagement). By adding the right game-like components to our marketing plan, users will begin to associate our pastry with a fun and engaging experience they will want to repeat (easy fun).  We also want them to share with their friends and family, which will encourage more people to try our product in addition to the positive feeling that customers will get from sharing the information (people fun).

Games appeal to men and women equally, and the majority of people in the young adult demographic are comfortable with gaming (broad appeal).  Finding game elements and techniques that will catch and hold the interest of the consumer is becoming the new normal and the product that is fun to use will have an advantage.

It is also possible to use gamification to recognize and reward good habits. This could be as simple as eating breakfast every day or a more complex idea such as enabling users to track thier eating, nutrition and exercise patterns.  A sense of satisfaction from posting progress or meeting goals is another element of fun that gamification can provide.

The applications of gamification are many, but our goal is a simple one: for our customers to feel that choosing a breakfast pastry from Cereals Inc is more than just a meal, but rather a fun and rewarding experience they would like to repeat.

No comments: