We know you have seen the trend reports and forecasts for 2016 and beyond. Some of those ideas seem right to you, you can see the change happening already. But some seem a tad bit fanciful, making you scoff. Things like “gamification,” applying game elements to your E-commerce store! Why do you have to turn into a game shop to boost sales?
Well, you are in the right place. We will be telling you the ‘Why’ and showing you the ‘How’.
3. Why Gamify?
You can see changes in metrics like-
• Time on site/App
• Customer retention rate
• Lifetime value of Customer
• Average spend per customer
• Purchase Frequency
• Churn Rate
• Net Promoter Score
• Customer Profitability Score
Besides boosting sales and customer loyalty, you will build an army of loyal promoters for
your brand. Savvy retailers are already pushing brand awareness and lowering cost of
new customer acquisition by leveraging user-generated content (UGC). Loyalty programs
and rewards are being designed to encourage repeat sales, reviews, referrals, and social
shares.
4. How to Gamify?
Key elements of gamification include challenges, progress/ status bars, competition
(leaderboards, etc.), rewards, and of course fun. Next-
• Identify your Key Business Objectives (KBOs).
– More Purchases
– Asking & Answering Questions
– Writing Honest Reviews
– Participating in polls
– Social Shares
– Referrals
– User-Generated Content (Product images/videos)
• Identify game elements which can drive your KBOs.
• Add game elements to your site/app
• Track metrics to analyze impact
• Use data to increase in-game engagement
5. E-Commerce Gamification: Examples
1) Starbucks – MY REWARDS PROGRAM
A creative customer loyalty program that boosts repeat sales by rewarding every purchase.
• IMPACT: Record second-quarter results including a 26% rise in profit and an 11% jump
in total revenue, to $3.6 billion. The Program also led to an increase in mobile app
usage and mobile payment transactions for the company.
• THE GAME: Every time customers purchase a Starbucks product they win stars; these
can be redeemed on future purchases. Additionally, based on the degree of user
loyalty (frequency of visits), users are upgraded to higher levels. Benefits range from
an extra coffee, a birthday gift to personalized offers.
6. E-Commerce Gamification: Examples
2 ) Teleflora – POWERREVIEW SOCIAL LOYALTY SCHEME
The US based Florist has a social loyalty scheme which aims to build social engagement and
UGC.
• IMPACT: Referral traffic from Facebook increased by 105%. A 10-fold increase in UGC
(pictures and videos) was also observed after the loyalty scheme was introduced. And more
importantly, the conversion rate improved by 92%.
• THE GAME: Teleflora inspires social loyalty by awarding points to customers who post
user reviews, answer product queries, post comments and engage in meaningful
conversations around the brand on social media. The program also has status levels
assigned to customers who earn more points. They even have a leaderboard showing top
performers.
7. E-Commerce Gamification: Examples
3) Step2 – ‘BUZZBOARD’ SOCIAL LOYALTY PROGRAM
Children’s retailer Step2 rewards members based on the amount of buzz created around
their brand.
• IMPACT: Step2 could clock a 135% rise in referral traffic from Facebook. UGC in the
form of use uploaded images and videos also rose by a phenomenal 600%.
• THE GAME: The BuzzBoard loyalty program rewards it members for posting UGC and
for shares and reviews. The program is generous in awarding points to members, with
customers sharing content getting big rewards. It also gives status upgrades through
creatively titled badges like “New Bee”, “Queen Bee” etc.
8. E-Commerce Gamification: Examples
4) Nike – ‘WINTER’S ANGRY. FIGHT BACK’ MINI-GAMES
In 2011 Nike drove sales of its winter clothing range through an innovative campaign that
featured three mini-games. The games weren’t just for fun, but were meant to raise
awareness of Nike’s new product range.
• IMPACT: The campaign had tremendous impact and clocked over 2,100,000 visitors.
The game was greatly successful at popularizing Nike’s new winter gear amongst the
target market.
• THE GAME: The games had players compete to win the grand prize of meeting top
athletes. The game wanted to go beyond showcasing the new gear to highlighting its
real-world functionality. It let players get a feel of the winter gear by letting them
control its use in a live-action online game. The players could share their scores socially
and could also compete for top spots on a leaderboard
https://vimeo.com/36299837
9. E-Commerce Gamification: Examples
5 ) Sneakpeeq.com – SALES GAMIFICATION PROGRAM
Sneakpeeq, the social shopping startup was finding it hard to compete with other e-tailers
offering daily deals. They used game mechanics to increase sales and for new customer
acquisition.
• IMPACT: Sneakpeeq saw their conversion rate increase by 18%. A 935% boost in loves
and 590% increase in social shares also followed the introduction of game elements.
• THE GAME: The game makes three primary actions available to Sneakpeeq users:
Share, Peeq and Love. Peeq involves the customer checking the product’s retail price
and special discount price. Love lets users display their favorite products on their
profiles. Apart from usual game elements like points, badges, and leaderboards,
Sneakpeeq added mystery by scattering surprise badges over the site. The surprise
badges have been very effective in encouraging users to visit more number of pages.
Sneakpeeq’s mystery elements like surprise badges and mystery boxes have been very
successful in boosting sales and increasing customer engagement and loyalty.
10. Are you all set to play? Choose your game wisely and get a gamification suite to kick
off!
Conclusion
11. For more information
Visit : www.i95Dev.com
E-mail : info@i95Dev.com
Maryland : 3 Bethesda, Metro Center, Suite 700 Bethesda, Maryland 20814. Ph: (301) 760.7499
New York : 1430 Broadway, 7th Floor New York, NY 10018. Ph: (646) 259.3662
Texas : 5646 Milton, Suite 100, Dallas, Texas 75206. Ph: (214) 396-2121
Australia : Sydney, NSW – 2145, Ph: (02) 8015 5446
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