E-Book, Englisch, 240 Seiten, E-Book
Zichermann / Linder Game-Based Marketing
1. Auflage 2010
ISBN: 978-0-470-61869-1
Verlag: John Wiley & Sons
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Inspire Customer Loyalty Through Rewards, Challenges, and Contests
E-Book, Englisch, 240 Seiten, E-Book
ISBN: 978-0-470-61869-1
Verlag: John Wiley & Sons
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Harness the power of games to create extraordinary customerengagement with Game-Based Marketing.
Gamification is revolutionizing the web and mobile apps.
Innovative startups like Foursquare and Swoopo, growth companieslike Gilt and Groupon and established brands like United Airlinesand Nike all agree: the most powerful way to create and engage avibrant community is with game mechanics. By leveraging points,levels, badges, challenges, rewards and leaderboards - theseinnovators are dramatically lowering their customer acquisitioncosts, increasing engagement and building sustainable, viralcommunities.
Game-Based Marketing unlocks the design secrets ofmega-successful games like Zynga's Farmville, World ofWarcraft, Bejeweled and Project Runway to give you the power tocreate winning game-like experiences on your site/apps. Avoidobvious pitfalls and learn from the masters with key insights, suchas:
* Why good leaderboards shouldn't feature the Top 10players.
* Most games are played as an excuse to socialize, not toachieve.
* Status is worth 10x more than cash to most consumers.
* Badges are not enough: but they are important.
* You don't need to offer real-world prizing to run ablockbuster sweepstakes.
And learn even more:
* How to architect a point system that works
* Designing the funware loop: the basics of points, badges,levels, leaderboards and challenges
* Maximizing the value and impact of badges
* Future-proofing your design
* Challenging users without distraction
Based on the groundbreaking work of game expert and successfulentrepreneur Gabe Zichermann, Game-Based Marketing bringstogether the game mechanics expertise of a decade's worth ofresearch. Driven equally by big companies, startups, 40-year-oldmen and tween girls, the world is becoming increasingly morefun.
Are you ready to play?