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1
Gamification – “karstākais”
vārds mārketingā
Vai par to ir vērts runāt?




                              2
Kas tas ir?



              3
patērētājs
             4
un kā ir ar spēlētāju ...



                            5
gamification - spēles mehānismu
izmantošana vidē ārpus spēlēm, lai
paaugstinātu auditorijas iesaisti un
rīcības maiņu


                                       6
uzdevumu izpildīšana, kas
                                   līdz šim bija pienākums vai
                                   neizbēgams ļaunums,
                                   kļūst interesanta

http://www.rexbox.co.uk/epicwin/

                                                                 7
Kā tas strādā?



                 8
spēles
       =
    dopamīns
       =
drosme izzināt un
   pamēģināt
                    Foto: Ben Beiske
                                  9
spēle ir pamats
izdzīvošanas prasmju
apgūšanai
mācīšanās, prasmju apgūšana,
sociālās saites, izklaide, kopēšana


                                  Foto: APS Museum
                                               10
bērni vislabāk iemācās
caur rota&ām
spēles uzlabu problēmu risināšanu,
atmiņu, spēju rea%ēt uz situāciju



                                     11
... tāpat kā pieaugušie



http://www.scientificamerican.com/article.cfm?id=foldit-gamers-solve-riddle
                                                                             12
spēles ir cilvēka
   neatņemama
   sastāvdaļa un
atvieglo prasmju un
   rīcības maiņu

                      Foto: quinet
                                     13
Kāpēc tas mārketingā kļūst
aktuāli?


                             14
nosacīti jauns fenomens




                          15
spēcīgāka auditorija
no patērētāja uz “strādnieku”
no skatīšanās uz iesaisti
no ziņām uz ideju




                                Foto: CNN
                                            16
vairāk iespēju
pieejamas tehnoloģijas
demokrātiski kanāli
neierobežots pieslēgums




                          Dizains: Moma
                                      17
Kā to dara?



              18
instrumenti
atalgojums – žetoni, topi, līmeņi
atgriezeniskā saite un progresa vizualizācija
īstermiņa un ilgtermiņa mērķi un sasniegumi
nezināmais un pārsteigums
sociālie elementi – sadarbība, sacensība, dalīšanās
iemesli atgriezties
jautrība

                      http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
                                                                           19
principi
jēgpilns:
atbilst zīmola idejai/vērtībām
maina spēlētāja rīcību
piedāvā spēlētājam vērtību
efektīvs:
ietekmē atbilstošu patērētāja ceļa posmu
atbalsta sadarbību, dalīšanos vai sacensību
ietekmē ilgtermiņa un īstermiņa mērķus
atbilstošs:
uzrunā īsto auditoriju
izmanto atbilstošu spēles tipu
atrodas atbilstošās platformās
                                              Taylor and Smith, 2011
                                                                   20
Piemēri



          21
jēgpilns
atbilst zīmola idejai/vērtībām
maina spēlētāja rīcību
piedāvā spēlētājam vērtību




                                 22
biznesa modeļi
balstīti spēlē   http://www.imok.com/




                                        23
http://company.zynga.com/about/privacy-center/privacyville
                                                             24
efektīvs
ietekmē atbilstošu patērētāja ceļa posmu
atbalsta sadarbību, dalīšanos vai sacensību
ietekmē ilgtermiņa un īstermiņa mērķus




                                              25
http://itunes.apple.com/us/app/time2brush/id389161454?mt=8

                                                             26
http://itunes.apple.com/us/app/bjork-biophilia/id434122935?mt=8
                                                                  27
http://www.qfolio.lv/




                        http://ullapretjani.lv/
                                                  28
atbilstošs
uzrunā īsto auditoriju
izmanto atbilstošu spēles tipu
atrodas atbilstošās platformās




                                 29
tirgus izpēte kā spēle
                         30
http://www.wired.com/politics/security/news/2008/04/spy_games?currentPa




                                             darbinieku apmācība kā spēle
http://www.youtube.com/watch?v=otRuUOnO93Q
                                                                                                                  31
ne tikai digitāli un reklāmā
kā atvieglot navigāciju veikalā? kā
veidot lojalitātes kampaņu? u.tml.




                                      32
Ieguvumi un riski



                    33
ieguvumi
            nojauc barjeras
                iesaista
              liek rīkoties
           veicina atkārtošanu
             veido kustību
           atgriezeniskā saite

                                 34
riski


        “badgification”/“pointsification”
          auditorijas piekukuļošana
                  nav stāsta
               iespēja krāpties



                                            35
tātad ...



            36
80% of branded apps have
fewer than 1,000 downloads –
creating a game that is good
enough for people to want to
play is a tough job

                               Taylor and Smith, 2011
                                                    37
bet, ja sanāk ...



                    38
klientu apmierinātības rādītājs 91%
forumos uzdoti 10 000 jautājumu
sniegtas 100,000 atbildes
100% jautājumu atbildēja lietotāji
vidējais atbildes laiks 3 minūtes
>40% lietotāju iesaistījas 6 mēnešu laikā


lapas apmeklējums pieauga par 30%
vidējais lietotājs apmeklēja lapu 4-5 reizes mēnesī
iepriekšējo 2 vietā
vidējais pavadītais laiks lapā pieauga no 14 līdz 22
minūtēm
interneta veikala pārdošana pieauga par 47%
                                                       39
Paldies ...



              40

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Gamification – spēles elementi biznesā

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