#firstinsight (at Somewhere in the Universe) https://www.instagram.com/p/CKbu9RBlQa-JHOkCp4_bqYWvwE8Ws8lJtCWuOU0/?igshid=4cqnna7m8j30
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#firstinsight (at Somewhere in the Universe) https://www.instagram.com/p/CKbu9RBlQa-JHOkCp4_bqYWvwE8Ws8lJtCWuOU0/?igshid=4cqnna7m8j30
Gamification In Retail
1) I play social online games on both my phone and video game consoles. I used to have more games on my phone, but now I only play Bike Race. As for Xbox 360, I play Halo 3 and 4 online as well as FIFA 2014. All of these games allow me to communicate with others while playing. As with my First Insight example, people can feel the gaming experience without the traditional game. Customers will build trust in a brand they feel engaged in. My gaming motivations align with McGonigals’ TED points because I feel like I am solving problems while playing a game.
2) In my crowdsourcing presentation, I mentioned First Insight uses gamification to help retailers price and place their products. First Insight’s game “What Would They Pay?” allows consumers to predict the price of the product and rate how much they like it. The goals of this game are to gain insights for retailers to find out what products they should put on their shelves (and for what price). First Insight’s “What Would They Pay?” creates the experience of engagement and power that consumers enjoy. Basically consumers get to be the creators and decide on a product for themselves.
3) Gamification involves giving the consumer what they want. We the students could use applications that effectively relate the material to us. Also, similar to “What Would They Pay?”, we could get a list of topics and decide what order we want to learn them. Or if we want to learn them at all! (Just kidding). Additional iPhone apps relating to school would be good start though.
DS