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Leading Retailers Use Gamification To
Boost Customer Engagement And Loyalty
By Alicia Fiorletta, Associate Editor

Games are powered by six core elements: desire,
incentive, challenge, achievement/reward,
feedback and mastery. Human nature has wired
us with an innate urgency to become the best at a
specific activity, and more importantly, be rewarded
for our expertise and dedication.

Hence the appeal of gamification: a principle and
marketing tactic that is gaining quick momentum in
the retail industry. In fact, the gamification market
is currently worth approximately $100 million and
is expected to reach nearly $2.8 billion by 2016,
according to data released by M2 Research.

Gamification is the process of utilizing game mechanics and thinking to drive
engagement and action. By rewarding users with points and badges in return for
frequent visits and purchases, the applications arm retailers with the resources to
increase in-store foot traffic, as well as purchase rates.

Initially, the success of check-in applications such as foursquare and shopkick predicted
the potential and lucrative benefits of this gaming strategy. However, it was social game
developer Zynga that spotlighted the power of gamification when the company filed
for an IPO in December 2011. The provider of Facebook-based games — including
FarmVille, CityVille and Words With Friends — currently is acquiring more than 200 million
active users per month, and is the shining example of social gaming. In fact, Facebook
uncovered in its own IPO filing that Zynga was a key asset to the social network’s success
during 2011, spotlighting the anticipated explosion of Internet gaming.

Facebook noted in its IPO filing: “We currently generate significant revenue as a result
of our relationship with Zynga, and, if we are unable to successfully maintain this
relationship, our financial results could be harmed.” The S-1 form also indicated that
Zynga profits account for 12% of the site’s total revenue.


With social games moving more to the forefront, retailers are presented with a prime
opportunity to tap competitive tools and strategies to improve engagement, drive in-
store traffic and boost loyalty initiatives.




                                                                                           1
Companies across markets are partnering with                 “Gamification is the
gamification vendors, including Badgeville,
                                                             process of using game
Bunchball and Ifeelgoods to create more
memorable brand experiences. Currently, nearly               thinking and game
half (47%) of client implementations focus on user           mechanics to engage
engagement, while 22% revolved around brand                  audiences and solve
loyalty and 15% are focused on brand awareness,
                                                             problems. Put another
according to M2 Research.
                                                             way, it’s about taking the
“Gamification in retail is turning typical retail customer
                                                             best ideas from games,
behavior — purchasing, visiting a web site or store,
or signing up for a newsletter — into elements of a
                                                             loyalty programs and
game where customers receive tangible or symbolic            behavioral economics
rewards for their participation in this game,” said          and using them in new,
Scott Silverman, Co-Founder and VP of Marketing for
                                                             exciting ways”
Ifeelgoods, a virtual goods solution provider. “I would
                                                                           - Gabe Zichermann
expect that at least half of all national retailers will
                                                                     Author, Summit Chair/CEO
consciously employ gamification strategies in the
                                                                             Gamification Co
next two to three years. The majority of retailers we’re
talking to today are exploring gamification; it’s also a
big topic for senior executives. They are in the process
of finding the right application to bring it to their business.”

Gabe Zichermann, author and Summit Chair/CEO of Gamification Co, indicated that
more companies, especially retailers, will begin to employ gamified methods as the
company-wide benefits become more widely recognized and tangible.

“Continuing on the extraordinary momentum of 2011, the gamification industry will
grow substantially this year,” Zichermann told Retail TouchPoints. “Some of the major
themes we’ll explore at Gamification Summit 2012 in San Francisco [in June 2012] mirror
the dynamic shifts happening in this space. These include: the gamification of work,
particularly the engagement of frontline employees; the participation of ‘big loyalty’ and
how this will affect gamification efforts; and design challenges — from reward models to
long-term attention.”

With gamification becoming a more vital component of optimal customer loyalty
strategies, many retailers are wondering how they can implement competitions
and challenges to improve ROI. Through detailed investigation of target audiences,
merchants can determine the optimal channel, as well what rewards/incentives are
most effective in driving action and brand allegiance.



                                                                                          2
Gamification Uncovered
Zichermann characterizes gamification as “the
process of using game thinking and game
mechanics to engage audiences and solve
problems.” A widely recognized advocate of
gamification, Zichermann has authored two
books on the subject: Gamification by Design:
Implementing Game Mechanics in Web and Mobile
Apps and Game-Based Marketing: Inspire Customer
Loyalty Through Rewards, Challenges and Contests.

“Put another way, it’s about taking the best ideas
from games, loyalty programs and behavioral
economics and using them in new, exciting ways,” Zichermann explained.

Industry analysts are keen on the concept of gamification for all types of brands. A
recent Forrester Research report, titled “Gamification Of Marketing Strategies Boosts
Consumer Engagement,” spotlighted how brands, films and merchants alike can
achieve increased loyalty, purchase rates and other results by tapping into the human
need for achievement and success. Forrester analyst Elizabeth Shaw described the
tactic as “The insertion of game dynamics and mechanics into non-game activities to
drive a desired behavior.”

Previously, Forrester defined successful engagement as degrees of the four I’s:
involvement, interaction, intimacy and influence. Gamification utilizes these strategies
to enhance communication and action, and in turn, create more compelling and
memorable experiences for consumers, Shaw reported.

According Shaw, gamification encourages “the four I’s of engagement” in the
following ways:

   •	 Involvement: Gamification allows brands to increase participation among
       consumers, leading to increased site returns, new visitors and registrations.

   •	 Interaction: Content becomes more meaningful to shoppers when they are
       connected to brands and retailers. Gamification incentivizes players to interact
       with products, leading to the increased likelihood of purchase. For example,
       marketers can leverage an action/reward dynamic for the activities and
       behaviors they want to increase, the report explained.


                                                                                           3
•	 Intimacy: A leading challenge for retailers is making their brand more
       approachable and personable. By tapping gaming strategies, merchants can
       spark a real-time, intimate connection with consumers through fun and rewards,
       leading to long-lasting and trusted relationships. 

   •	 Influence: Incentives such as tokens, badges and offers encourage consumers
       to share games with their social graph. Encouraging these “social bragging
       rights” helps boost word-of-mouth and encourages bystanders and peers to join
       the game.

Through these four areas, retailers can develop a gamification strategy that drives action
and encourages brand loyalty.

Combining Social Interactions And Loyalty With Gamification
Loyalty programs and other incentives have been active in the retail marketing mix
for generations. However, today’s innovative retailers are combining unique elements
of social connectivity with gamification, and in turn, igniting competitive drive among
consumers. As a result, the one-to-one, consumer/brand relationship is being remodeled
to include multiple participants, with each vying for the same rewards and titles,
noted Scott Forshay, Strategist, Mobile and Emerging Technologies for Acquity Group.

“The competitive element of gamification normally is constructed in three primary ways,”
Forshay explained. “First is the more traditional method where consumers compete
almost with themselves to earn more credits, points, discount coupons, or priority access
in their brand relationships. Second is competition within the consumer’s social graph,
where leader board position, badges and other social currency become status symbols
of sorts that drive increased participation in programs. Third is at-large participation,
where the game is open to a broad audience of participants in a contest structure
where real currency in the form of sweepstakes giveaways typically is at stake.”

However, consumers don’t want to feel like they’re being tricked, or “gamed” by brands,
Forshay continued. Retailers must take a more subtle approach to gamification, which
first was perfected by travel and hospitality brands via loyalty rewards programs.

“Showing loyalty to a particular airline or hotel brand has been rewarded by priority
access, express lanes for check-in, and points that carry redeemable monetary value,”
Forshay said. “These types of seasoned game mechanics incent loyalty and participation
for mutual value between brand and consumer. They provide engagement, the ability to
achieve status, and exclusive rewards for the most loyal participants.”




                                                                                             4
Determining The Efficacy Of Real And Virtual Rewards
Gamification applications and offerings such as           “Some users will be happy
FarmVille and foursquare harness the power of
                                                          with badges, trophies and
virtual rewards. From points to tokens and badges,
consumers actively participate in digital events and
                                                          other acknowledgements.
challenges to win the status that aligns with these       It certainly works for
digital prizes. Similar applications, such as shopkick,   FarmVille, and it can work
utilize incentives such as coupons and discounted
                                                          for gamification programs.
goods to increase shopper engagement at home
and in store.
                                                          In other circumstances,
                                                          physical rewards make
With the variety of gamification models and solutions
currently available, many retailers are challenged
                                                          sense; we’ve seen our
to pinpoint the value of these tools and which            customers be very
gaming “style” is right for them. Both virtual and        successful with both
physical rewards can be compelling for consumers,
                                                          tactics. Again, it boils
according to Rajat Paharia, CEO of Bunchball,
a gamification company that has worked with
                                                          down to the audience, its
organizations including USA Networks, Bravo TV            expectations, and what
and Chiquita. To develop an effective strategy, it is     will motivate consumers to
imperative for a merchant to conduct a thorough
                                                          take action.”
analysis of its target audience, and how consumers                                - Rajat Paharia
respond to specific incentives.                                                             CEO
                                                                                       Bunchball
“Some users will be happy with badges, trophies
and other acknowledgements,” Paharia told Retail
TouchPoints. “It certainly works for FarmVille, and it can work for gamification programs.
In other circumstances, physical rewards make sense; we’ve seen our customers be very
successful with both tactics. Again, it boils down to the audience, its expectations, and
what will motivate consumers to take action.”

Furthermore, the success of virtual rewards, such as badges, coins, “mayorships” and
points, relies heavily on how advanced a company’s social community is. If a retailer
has a strong social strategy that operates on high levels of interaction and engagement,
consumers will have greater incentive to participate, according to Adena DeMonte,
Director of Marketing at Badgeville, a gamification and behavior management
company that works with organizations including Samsung, Bluefly.com and Deloitte. The
more active a social community is, the more eager and willing customers will be to share
their participation levels and gaming successes. 


                                                                                             5
“Virtual rewards are only as valuable as your site’s         “We have seen that a
social context,” DeMonte explained. “Rationally, if
                                                             tangible reward can drive
we are to receive status that gives us no tangible
benefits, and no one else sees this status, it is not that   higher performance than
valuable. There are cases where the experience will          only a symbolic reward,
never be social so it is better to reward behavior with      such as a badge or
tangible rewards.”
                                                             obtaining a certain level.
However, some merchants blur the lines between               The symbolic rewards
real and virtual rewards, according to DeMonte.
                                                             are effective, but can be
For example, Badgeville customer Samsung ties
tangible rewards to social communities to increase
                                                             improved by combining
engagement. Every month, the company gives                   ‘real’ rewards to drive
away a great electronic device to one member                 more behavior.”
of its community. “In lieu of a completely random
raffle, community members are rewarded based on                                 - Scott Silverman
                                                                  Co-Founder and VP of Marketing
completing certain missions in order to be entered                                     Ifeelgoods
into the drawing,” she explained.

Silverman of Ifeelgoods also spotlighted the need to integrate real and virtual rewards
for optimal participation and engagement. “ a tangible reward can drive higher
performance than only a symbolic reward, such as a badge or obtaining a certain level.
The symbolic rewards are effective, but can be improved by combining ‘real’ rewards to
drive more behavior.”

While the debate over real and virtual rewards continues among executives, other
analysts and industry experts indicate that successful game-fueled strategies are
determined by how customers value rewards, regardless of physical or digital make-up. 

“The real versus virtual rewards argument is a bit deceptive,” explained Zichermann. “All
rewards are ‘real’ if a consumer believes they have value and are meaningful. Virtual
items, such as digital gifts, have the same emotional properties if consumers perceive
them as valuable. It’s the creation of that meaning that matters, not the concept of ‘bits
versus atoms.’”




                                                                                           6
Best Buy, Gilt Groupe And HSN Lead
The Pack In Gamification
The gamification market is on the upswing.
Awareness and proliferation of gaming strategies
is expected to continue throughout the coming
years, according to industry experts.

Gartner predicts that by 2014, more than 70% of
Global 2000 organizations will have at least one
“gamified” application. While many consumers are
drawn to games due to the promise of rewards and
free goods, analysts reveal that gaming strategies
can be applied to motivate and change behaviors.

“Gamification aims to inspire deeper, more engaged relationships and to change
behavior, but it needs to be implemented thoughtfully,” said Brian Burke, Research VP of
Gartner, in a press statement. “Most attempts at gamification currently miss the mark, but
successful and sustainable gamification can convert customers into fans, turn work into
fun, or make learning a joy. The potential is enormous.”

With gamification gaining more traction in the retail industry, innovators are coming
to the forefront. For example, Best Buy, Gilt Groupe and HSN all excel in utilizing game
mechanics and concepts, such as rewards, incentives, auctions and challenges, to drive
customer engagement and purchases.

Best Buy Boosts In-Store Traffic With shopkick
Location-based check-in applications such as foursquare and shopkick allow people
to find new hangouts, obtain information on special sales/offers and, most importantly,
be rewarded for frequent visits to their favorite locations. Although foursquare provides
consumers with badges and “mayorships” as currency to further bragging rights,
shopkick provides shoppers with points that can be exchanged for tangible items.

Electronic goods retailer Best Buy partnered with shopkick in an effort to increase foot
traffic and purchase rates at its stores, especially among its less loyal consumer base,
according to Doug Galen, CRO of shopkick, Inc.

“The good news for retailers like Best Buy is that loyal consumers absolutely are going to
use a company-branded mobile application,” Galen told Retail TouchPoints. “However,
the majority of Best Buy customers are not their most loyal, and these shoppers need a
different solution.”


                                                                                             7
By tapping into shopkick via iPhone or Android,
shoppers collect Kick Points, which is the
application’s currency. By scanning items in Best
Buy locations and completing challenges, shoppers
can earn Kick Points, which are then redeemable
for discounts and free goods. This strategy allows
retailers to guide shoppers across the buying
journey — from browsing, to consideration, and then
purchase, according to Galen.

“Every action is intended to get shoppers closer to
buying, and also help retailers get a higher ROI on
their marketing spend,” Galen said. “To make the
store the sta r, retailers have to think about the in-
store experience, as well as the arc to the ‘couch
experience,’ which takes place before the in-store
visit. This is when consumers, especially women,
do more window-shopping and browsing before
determining what they want to do once in the store.”

As shoppers grow more fluent in browsing and comparing prices via smartphone, brick-
and-mortar retailers are struggling to keep pace with discount merchants, such as
Amazon, that contribute to the rise of “showrooming.” In fact, many shoppers are using
in-store aisles as their own personal showrooms to ensure they grab the best price.

However, leading retailers such as Best Buy are combating the rise of “showrooming” by
utilizing the optimal mix of personalization, rewards and fun, Galen added. “When you
get that mixture just right, the application becomes addicting in a fun way and drives
your purchase decisions, which are fueled by rewards,” he said. “Rewards increase
loyalty, versus discounting, in which retailers only compete on price. This is where it’s vital
to get the fun part correct. Once consumers are in the store, it’s all business.




                                                                                              8
Gilt Groupe Taps Exclusivity To Drive Purchase Urgency
eBay is a notable “founding father” of gamification. By
leveraging a digital auction format, which is a game
inherently, shoppers compete for discounted goods
and sought-after collectibles on a restricted deadline,
providing the optimal incentive to keep pay attention
to sales. The principles of limited assortment and time
restrictions have carried over successfully to flash sale
and daily deal sites, such as Gilt Groupe and Groupon.
Through these platforms, shoppers are urged to
complete impulse purchases and compete with one
another to receive the best buys.

During the 2011 Gamification Summit in New York,
Gilt Groupe CMO and Co-Founder Alexandra Wilkis
Wilson discussed how the Gilt Groupe site was
developed through the concept of sample sales.
By providing limited assortment and high discounts
on luxury items, the company provides shoppers
with the ultimate incentive to visit the site early
and often.

“First and foremost, we require customers to register,” Wilkis Wilson explained. “That’s
one portal. Then, they need to check our site: if they want access to the best assortment
of merchandise, they need to log in at 12 noon EST when the sale begins, since
merchandise sells out very quickly.”

Gilt members have established methods of grabbing their inventory of choice, including
signing up for item wait lists and “hoarding” items in their digital shopping carts. Wilkis
Wilson also explained that shoppers have a tendency to “browse from the bottom up” to
grab last-minute merchandise before sales end.

In an effort to increase loyalty, connectivity and purchases among its subscriber base,
Gilt Groupe launched Gilt Noir, an elite loyalty group for the top 1% of its online shoppers.
Zichermann shared in his book, Gamification By Design, that eligible members receive a
“welcome package,” which includes a scented candle and welcome card. However,
exclusive access to sales and the ability to enter events 15 minutes early makes the
program most coveted.




                                                                                              9
Interactive Games Help HSN Create
A Memorable Brand Experience
While Gilt Groupe drives immediate action by utilizing
time limitations and a competitive purchasing
model, HSN takes a more hands-on approach to
gamification by offering interactive games via its
e-Commerce site.

Approximately four in 10 U.S. Internet users
play social games, according to research from
Information Solutions Group. Survey results revealed
that overall interest and spending via these activities
is on the upswing.

Multichannel retailer HSN grabbed the attention of gamers by releasing an online arcade
in May 2011. By adding videogames to its web site, HSN increased engagement and
community among its target consumer base. The HSN Arcade publishes games, such as
Sudoku, PegLand and Crossword, on approximately two-thirds of a computer screen,
while a live stream of the company’s television channel accumulates the remaining
space. Players receive tickets for each game, which are redeemable for digital badges
that showcase their expertise and dedication to their activities of choice.

During the 2012 National Retail Federation annual conference, HSN also spotlighted
its foray into interactive digital signage. By leveraging Intel-based technologies, the
retailer integrates touch screen technology with the in-store experience, and a touch
of gamification. For example, shoppers can tap into the solution and walk through
a virtual cooking class with chef Wolfgang Puck. During a series of cooking-related
challenges, players can browse inventory, as well as save information and make
purchases via their mobile devices. Consumers can compete against a high score, or
battle their friends, creating a channel for shoppers to connect with the brand in a fun
and memorable way.




                                                                                          10
Tapping Gamification To Optimize Employee Engagement
The benefits of utilizing incentives and rewards
to encourage shopper activity are becoming
more tangible. As a result, many organizations
are tapping gamification strategies to increase
motivation among employees. In fact, by 2015,
more than 50% of organizations that manage
innovation processes will gamify those processes,
according to Gartner research.

“Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend
of gamification, educate their business counterparts and collaborate in the evaluation of
opportunities within the organization,” said Burke of Gartner.

This emerging trend, called “Enterprise Gamification,” allows business owners, store
managers and retailers to keep pace with modern, tech-savvy workers, according to
Zichermann. “This trend is gaining momentum both because of its successes and the
unique challenges of managing a millennial workforce that has grown up on games,”
he said. “It’s difficult to keep employees’ attention on work tasks when they’re used to
‘World of Warcraft’-level reinforcement.”

Retailers can implement training and employee performance programs that include
challenges, games and prizes for completion. By utilizing this method, organizations can
increase engagement and ensure that all employees are educated on daily tasks and
new rules, and are up-to-date on company developments.

“Depending on your brand’s goals, there are many ways gamification can fit into your
human resources strategy,” said DeMonte. “Gamification also can be considered a
behavior data-based reputation program, which can create even more meaning
behind who wins titles such as employee of the month.” Currently, Badgeville is working
with organizations including Deloitte and eBay to gamify specific areas of human
resources and employee training, DeMonte told Retail TouchPoints. Numerous retailers
have shown interest in leveraging a similar strategy for store associates and corporate
employees, she added.




                                                                                          11
According to Gartner, there are four key benefits of
driving enterprise engagement via gamification:

    1.	 Accelerated feedback cycles. Employees
        look forward to annual feedback, such as
        performance appraisals. In the meantime,
        companies can keep employees engaged by
        utilizing game levels and milestones that make
        associates and team members feel like they’re
        succeeding on a daily basis, rather than once
        a year.

    2.	 Well-defined tasks and rules. Although many
        organizations leverage training programs and employee manuals to make sure
        all goals and rules are known, gamification helps communicate well-defined tasks
        and rules, and ensures employees have the tools to succeed.

    3.	 A compelling story that drives action. Gamification allows organizations to create a
        compelling story that drives participation and creates greater likelihood that goals
        will be achieved in a time efficient manner.

    4.	 Achievable tasks and rewards. By providing short-term goals, companies can keep
        employees on their toes and prepared to complete challenges for rewards.

“Where games traditionally model the real world, organizations now must take the
opportunity for their real worlds to emulate games,” Burke explained. “Enterprise
architects must be ready to contribute to gamification strategy formulation and
should try at least one gaming exercise as part of their enterprise context planning
efforts this year.”

The Future Of Game Engagement
Consumers are becoming hyper-connected via the web, smartphones and social
media, presenting retailers with an opportunity to implement tools and strategies to
drive action across these interactive touch points. Gamification presents an optimal way
for retailers to engage with customers in-store, at home and in motion, and keep their
brands top of mind.

“As today’s consumers evolve from stationary models of entertainment and information
gathering, to one where they experience our world by immersing themselves in it, they
are going to seek ways to make encounters more meaningful and interesting,” said
Forshay. “The power of connection and information allows consumers to demand
greater degrees of intimacy with the brands they most admire.”

                                                                                          12
Brand marketing is transforming into a two-way              “It is best for retailers to
conversation. As a result, it is imperative for retailers
                                                            incorporate gamification
to engage with consumers and encourage them to
interact with brands across the channels they frequent.     across their entire
                                                            customer-facing
“Industry research shows that 27 million web sites
launched in December 2011; that’s 383 million
                                                            experience. This includes
more sites than there were in 2010,” said Paharia.          their e-Commerce
“Clearly the audience size is growing, so competition       stores and shopping
for consumer eyeballs is becoming more intense.
                                                            carts, customer review
Gamification can help retailers differentiate their
message, engage more users and provide more
                                                            communities, mobile
compelling experiences.”                                    apps, company blogs,
                                                            and possibly even in-store
Nadim Hossain, VP of Marketing for PowerReviews,
a social commerce solution provider, also                   shopping experiences.”
pinpoints the opportunity for retailers to implement                               - Adena DeMonte
                                                                                Director of Marketing
gamification and create more memorable and                                                 Badgeville
engaging brand experiences.

“Retailers can now take advantage of tools designed to enhance the three components
of social success — content, engagement and measurement — in order to generate
sales and more traffic to their sites,” Hossain said. “Interactive marketing strategies such
as gamification provide a way to get people engaged easily and keep them engaged
for the long term. More than simply making a site more ‘entertaining,’ gamification
techniques employ the engaged, productive and rewarding aspects of game play to
motivate more consumers to take the actions that drive more business for retailers.”

However, there is a clear differentiation between good and bad gamification, industry
experts explain. This makes the entire planning and strategizing process crucial to the
success or possible failure of gamification campaigns.

“Simply adding badges to a digital campaign or web site won’t succeed in the long
run,” Paharia explained. “Understanding and supporting the goals of the program, and
the specific needs and interests of the tech-savvy target audience is critical.”

Galen of shopkick also pinpointed the thin line between a successful and poor
gamification strategy. “Gamification is a little like cooking: when you do it right, it’s
a great thing. But when you do it wrong, it’s horrible,” he said. “If there’s too much
gamification, it gets in the way, and it’s actually a turn-off for shoppers.”




                                                                                             13
As the benefits of tapping incentives, rewards             “Gamification is a little
and challenges become more recognized and
                                                           like cooking: when you
substantial, retailers will see gamification as a viable
business strategy, according to DeMonte. However,          do it right, it’s a great
to see true ROI results, merchants must be willing to      thing. But when you do it
gamify the enterprise across channels.                     wrong, it’s horrible.”
                                                                                - Doug Galen
“It is best for retailers to incorporate gamification                                   CRO
across their entire customer-facing experience,”                                 shopkick Inc.
DeMonte said. “This includes their e-Commerce stores
and shopping carts, customer review communities, mobile apps, company blogs, and
possibly even in-store shopping experiences. The more they can immerse gamification
into their overall brand strategy, and create a fully connected network, the more power
they have to reward customers for their behavior, and the more impact they will have on
their bottom line.”




                                                                                      14
About Retail TouchPoints
                              Retail TouchPoints is an online publishing network for
                              retail executives, with content focused on optimizing
411 State Route 17 South,
                              the customer experience across all channels. Tapping
Suite 410
Hasbrouck Heights, NJ 07604   into the power of the Web 2.0 environment, the Retail
                              TouchPoints network is made up of a weekly e-newsletter,
P: 201.257.8528               category-specific blogs, twice-monthly Special Reports,
F: 201.426.0181
info@retailtouchpoints.com    Web seminars, benchmark research, virtual events, and a
                              content-rich Web site at www.retailtouchpoints.com.




                                                                                    15

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Retail Touchpoints Study: Gamification

  • 1. Leading Retailers Use Gamification To Boost Customer Engagement And Loyalty By Alicia Fiorletta, Associate Editor Games are powered by six core elements: desire, incentive, challenge, achievement/reward, feedback and mastery. Human nature has wired us with an innate urgency to become the best at a specific activity, and more importantly, be rewarded for our expertise and dedication. Hence the appeal of gamification: a principle and marketing tactic that is gaining quick momentum in the retail industry. In fact, the gamification market is currently worth approximately $100 million and is expected to reach nearly $2.8 billion by 2016, according to data released by M2 Research. Gamification is the process of utilizing game mechanics and thinking to drive engagement and action. By rewarding users with points and badges in return for frequent visits and purchases, the applications arm retailers with the resources to increase in-store foot traffic, as well as purchase rates. Initially, the success of check-in applications such as foursquare and shopkick predicted the potential and lucrative benefits of this gaming strategy. However, it was social game developer Zynga that spotlighted the power of gamification when the company filed for an IPO in December 2011. The provider of Facebook-based games — including FarmVille, CityVille and Words With Friends — currently is acquiring more than 200 million active users per month, and is the shining example of social gaming. In fact, Facebook uncovered in its own IPO filing that Zynga was a key asset to the social network’s success during 2011, spotlighting the anticipated explosion of Internet gaming. Facebook noted in its IPO filing: “We currently generate significant revenue as a result of our relationship with Zynga, and, if we are unable to successfully maintain this relationship, our financial results could be harmed.” The S-1 form also indicated that Zynga profits account for 12% of the site’s total revenue. With social games moving more to the forefront, retailers are presented with a prime opportunity to tap competitive tools and strategies to improve engagement, drive in- store traffic and boost loyalty initiatives. 1
  • 2. Companies across markets are partnering with “Gamification is the gamification vendors, including Badgeville, process of using game Bunchball and Ifeelgoods to create more memorable brand experiences. Currently, nearly thinking and game half (47%) of client implementations focus on user mechanics to engage engagement, while 22% revolved around brand audiences and solve loyalty and 15% are focused on brand awareness, problems. Put another according to M2 Research. way, it’s about taking the “Gamification in retail is turning typical retail customer best ideas from games, behavior — purchasing, visiting a web site or store, or signing up for a newsletter — into elements of a loyalty programs and game where customers receive tangible or symbolic behavioral economics rewards for their participation in this game,” said and using them in new, Scott Silverman, Co-Founder and VP of Marketing for exciting ways” Ifeelgoods, a virtual goods solution provider. “I would - Gabe Zichermann expect that at least half of all national retailers will Author, Summit Chair/CEO consciously employ gamification strategies in the Gamification Co next two to three years. The majority of retailers we’re talking to today are exploring gamification; it’s also a big topic for senior executives. They are in the process of finding the right application to bring it to their business.” Gabe Zichermann, author and Summit Chair/CEO of Gamification Co, indicated that more companies, especially retailers, will begin to employ gamified methods as the company-wide benefits become more widely recognized and tangible. “Continuing on the extraordinary momentum of 2011, the gamification industry will grow substantially this year,” Zichermann told Retail TouchPoints. “Some of the major themes we’ll explore at Gamification Summit 2012 in San Francisco [in June 2012] mirror the dynamic shifts happening in this space. These include: the gamification of work, particularly the engagement of frontline employees; the participation of ‘big loyalty’ and how this will affect gamification efforts; and design challenges — from reward models to long-term attention.” With gamification becoming a more vital component of optimal customer loyalty strategies, many retailers are wondering how they can implement competitions and challenges to improve ROI. Through detailed investigation of target audiences, merchants can determine the optimal channel, as well what rewards/incentives are most effective in driving action and brand allegiance. 2
  • 3. Gamification Uncovered Zichermann characterizes gamification as “the process of using game thinking and game mechanics to engage audiences and solve problems.” A widely recognized advocate of gamification, Zichermann has authored two books on the subject: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps and Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges and Contests. “Put another way, it’s about taking the best ideas from games, loyalty programs and behavioral economics and using them in new, exciting ways,” Zichermann explained. Industry analysts are keen on the concept of gamification for all types of brands. A recent Forrester Research report, titled “Gamification Of Marketing Strategies Boosts Consumer Engagement,” spotlighted how brands, films and merchants alike can achieve increased loyalty, purchase rates and other results by tapping into the human need for achievement and success. Forrester analyst Elizabeth Shaw described the tactic as “The insertion of game dynamics and mechanics into non-game activities to drive a desired behavior.” Previously, Forrester defined successful engagement as degrees of the four I’s: involvement, interaction, intimacy and influence. Gamification utilizes these strategies to enhance communication and action, and in turn, create more compelling and memorable experiences for consumers, Shaw reported. According Shaw, gamification encourages “the four I’s of engagement” in the following ways: • Involvement: Gamification allows brands to increase participation among consumers, leading to increased site returns, new visitors and registrations. • Interaction: Content becomes more meaningful to shoppers when they are connected to brands and retailers. Gamification incentivizes players to interact with products, leading to the increased likelihood of purchase. For example, marketers can leverage an action/reward dynamic for the activities and behaviors they want to increase, the report explained. 3
  • 4. • Intimacy: A leading challenge for retailers is making their brand more approachable and personable. By tapping gaming strategies, merchants can spark a real-time, intimate connection with consumers through fun and rewards, leading to long-lasting and trusted relationships.  • Influence: Incentives such as tokens, badges and offers encourage consumers to share games with their social graph. Encouraging these “social bragging rights” helps boost word-of-mouth and encourages bystanders and peers to join the game. Through these four areas, retailers can develop a gamification strategy that drives action and encourages brand loyalty. Combining Social Interactions And Loyalty With Gamification Loyalty programs and other incentives have been active in the retail marketing mix for generations. However, today’s innovative retailers are combining unique elements of social connectivity with gamification, and in turn, igniting competitive drive among consumers. As a result, the one-to-one, consumer/brand relationship is being remodeled to include multiple participants, with each vying for the same rewards and titles, noted Scott Forshay, Strategist, Mobile and Emerging Technologies for Acquity Group. “The competitive element of gamification normally is constructed in three primary ways,” Forshay explained. “First is the more traditional method where consumers compete almost with themselves to earn more credits, points, discount coupons, or priority access in their brand relationships. Second is competition within the consumer’s social graph, where leader board position, badges and other social currency become status symbols of sorts that drive increased participation in programs. Third is at-large participation, where the game is open to a broad audience of participants in a contest structure where real currency in the form of sweepstakes giveaways typically is at stake.” However, consumers don’t want to feel like they’re being tricked, or “gamed” by brands, Forshay continued. Retailers must take a more subtle approach to gamification, which first was perfected by travel and hospitality brands via loyalty rewards programs. “Showing loyalty to a particular airline or hotel brand has been rewarded by priority access, express lanes for check-in, and points that carry redeemable monetary value,” Forshay said. “These types of seasoned game mechanics incent loyalty and participation for mutual value between brand and consumer. They provide engagement, the ability to achieve status, and exclusive rewards for the most loyal participants.” 4
  • 5. Determining The Efficacy Of Real And Virtual Rewards Gamification applications and offerings such as “Some users will be happy FarmVille and foursquare harness the power of with badges, trophies and virtual rewards. From points to tokens and badges, consumers actively participate in digital events and other acknowledgements. challenges to win the status that aligns with these It certainly works for digital prizes. Similar applications, such as shopkick, FarmVille, and it can work utilize incentives such as coupons and discounted for gamification programs. goods to increase shopper engagement at home and in store. In other circumstances, physical rewards make With the variety of gamification models and solutions currently available, many retailers are challenged sense; we’ve seen our to pinpoint the value of these tools and which customers be very gaming “style” is right for them. Both virtual and successful with both physical rewards can be compelling for consumers, tactics. Again, it boils according to Rajat Paharia, CEO of Bunchball, a gamification company that has worked with down to the audience, its organizations including USA Networks, Bravo TV expectations, and what and Chiquita. To develop an effective strategy, it is will motivate consumers to imperative for a merchant to conduct a thorough take action.” analysis of its target audience, and how consumers - Rajat Paharia respond to specific incentives. CEO Bunchball “Some users will be happy with badges, trophies and other acknowledgements,” Paharia told Retail TouchPoints. “It certainly works for FarmVille, and it can work for gamification programs. In other circumstances, physical rewards make sense; we’ve seen our customers be very successful with both tactics. Again, it boils down to the audience, its expectations, and what will motivate consumers to take action.” Furthermore, the success of virtual rewards, such as badges, coins, “mayorships” and points, relies heavily on how advanced a company’s social community is. If a retailer has a strong social strategy that operates on high levels of interaction and engagement, consumers will have greater incentive to participate, according to Adena DeMonte, Director of Marketing at Badgeville, a gamification and behavior management company that works with organizations including Samsung, Bluefly.com and Deloitte. The more active a social community is, the more eager and willing customers will be to share their participation levels and gaming successes.  5
  • 6. “Virtual rewards are only as valuable as your site’s “We have seen that a social context,” DeMonte explained. “Rationally, if tangible reward can drive we are to receive status that gives us no tangible benefits, and no one else sees this status, it is not that higher performance than valuable. There are cases where the experience will only a symbolic reward, never be social so it is better to reward behavior with such as a badge or tangible rewards.” obtaining a certain level. However, some merchants blur the lines between The symbolic rewards real and virtual rewards, according to DeMonte. are effective, but can be For example, Badgeville customer Samsung ties tangible rewards to social communities to increase improved by combining engagement. Every month, the company gives ‘real’ rewards to drive away a great electronic device to one member more behavior.” of its community. “In lieu of a completely random raffle, community members are rewarded based on - Scott Silverman Co-Founder and VP of Marketing completing certain missions in order to be entered Ifeelgoods into the drawing,” she explained. Silverman of Ifeelgoods also spotlighted the need to integrate real and virtual rewards for optimal participation and engagement. “ a tangible reward can drive higher performance than only a symbolic reward, such as a badge or obtaining a certain level. The symbolic rewards are effective, but can be improved by combining ‘real’ rewards to drive more behavior.” While the debate over real and virtual rewards continues among executives, other analysts and industry experts indicate that successful game-fueled strategies are determined by how customers value rewards, regardless of physical or digital make-up.  “The real versus virtual rewards argument is a bit deceptive,” explained Zichermann. “All rewards are ‘real’ if a consumer believes they have value and are meaningful. Virtual items, such as digital gifts, have the same emotional properties if consumers perceive them as valuable. It’s the creation of that meaning that matters, not the concept of ‘bits versus atoms.’” 6
  • 7. Best Buy, Gilt Groupe And HSN Lead The Pack In Gamification The gamification market is on the upswing. Awareness and proliferation of gaming strategies is expected to continue throughout the coming years, according to industry experts. Gartner predicts that by 2014, more than 70% of Global 2000 organizations will have at least one “gamified” application. While many consumers are drawn to games due to the promise of rewards and free goods, analysts reveal that gaming strategies can be applied to motivate and change behaviors. “Gamification aims to inspire deeper, more engaged relationships and to change behavior, but it needs to be implemented thoughtfully,” said Brian Burke, Research VP of Gartner, in a press statement. “Most attempts at gamification currently miss the mark, but successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous.” With gamification gaining more traction in the retail industry, innovators are coming to the forefront. For example, Best Buy, Gilt Groupe and HSN all excel in utilizing game mechanics and concepts, such as rewards, incentives, auctions and challenges, to drive customer engagement and purchases. Best Buy Boosts In-Store Traffic With shopkick Location-based check-in applications such as foursquare and shopkick allow people to find new hangouts, obtain information on special sales/offers and, most importantly, be rewarded for frequent visits to their favorite locations. Although foursquare provides consumers with badges and “mayorships” as currency to further bragging rights, shopkick provides shoppers with points that can be exchanged for tangible items. Electronic goods retailer Best Buy partnered with shopkick in an effort to increase foot traffic and purchase rates at its stores, especially among its less loyal consumer base, according to Doug Galen, CRO of shopkick, Inc. “The good news for retailers like Best Buy is that loyal consumers absolutely are going to use a company-branded mobile application,” Galen told Retail TouchPoints. “However, the majority of Best Buy customers are not their most loyal, and these shoppers need a different solution.” 7
  • 8. By tapping into shopkick via iPhone or Android, shoppers collect Kick Points, which is the application’s currency. By scanning items in Best Buy locations and completing challenges, shoppers can earn Kick Points, which are then redeemable for discounts and free goods. This strategy allows retailers to guide shoppers across the buying journey — from browsing, to consideration, and then purchase, according to Galen. “Every action is intended to get shoppers closer to buying, and also help retailers get a higher ROI on their marketing spend,” Galen said. “To make the store the sta r, retailers have to think about the in- store experience, as well as the arc to the ‘couch experience,’ which takes place before the in-store visit. This is when consumers, especially women, do more window-shopping and browsing before determining what they want to do once in the store.” As shoppers grow more fluent in browsing and comparing prices via smartphone, brick- and-mortar retailers are struggling to keep pace with discount merchants, such as Amazon, that contribute to the rise of “showrooming.” In fact, many shoppers are using in-store aisles as their own personal showrooms to ensure they grab the best price. However, leading retailers such as Best Buy are combating the rise of “showrooming” by utilizing the optimal mix of personalization, rewards and fun, Galen added. “When you get that mixture just right, the application becomes addicting in a fun way and drives your purchase decisions, which are fueled by rewards,” he said. “Rewards increase loyalty, versus discounting, in which retailers only compete on price. This is where it’s vital to get the fun part correct. Once consumers are in the store, it’s all business. 8
  • 9. Gilt Groupe Taps Exclusivity To Drive Purchase Urgency eBay is a notable “founding father” of gamification. By leveraging a digital auction format, which is a game inherently, shoppers compete for discounted goods and sought-after collectibles on a restricted deadline, providing the optimal incentive to keep pay attention to sales. The principles of limited assortment and time restrictions have carried over successfully to flash sale and daily deal sites, such as Gilt Groupe and Groupon. Through these platforms, shoppers are urged to complete impulse purchases and compete with one another to receive the best buys. During the 2011 Gamification Summit in New York, Gilt Groupe CMO and Co-Founder Alexandra Wilkis Wilson discussed how the Gilt Groupe site was developed through the concept of sample sales. By providing limited assortment and high discounts on luxury items, the company provides shoppers with the ultimate incentive to visit the site early and often. “First and foremost, we require customers to register,” Wilkis Wilson explained. “That’s one portal. Then, they need to check our site: if they want access to the best assortment of merchandise, they need to log in at 12 noon EST when the sale begins, since merchandise sells out very quickly.” Gilt members have established methods of grabbing their inventory of choice, including signing up for item wait lists and “hoarding” items in their digital shopping carts. Wilkis Wilson also explained that shoppers have a tendency to “browse from the bottom up” to grab last-minute merchandise before sales end. In an effort to increase loyalty, connectivity and purchases among its subscriber base, Gilt Groupe launched Gilt Noir, an elite loyalty group for the top 1% of its online shoppers. Zichermann shared in his book, Gamification By Design, that eligible members receive a “welcome package,” which includes a scented candle and welcome card. However, exclusive access to sales and the ability to enter events 15 minutes early makes the program most coveted. 9
  • 10. Interactive Games Help HSN Create A Memorable Brand Experience While Gilt Groupe drives immediate action by utilizing time limitations and a competitive purchasing model, HSN takes a more hands-on approach to gamification by offering interactive games via its e-Commerce site. Approximately four in 10 U.S. Internet users play social games, according to research from Information Solutions Group. Survey results revealed that overall interest and spending via these activities is on the upswing. Multichannel retailer HSN grabbed the attention of gamers by releasing an online arcade in May 2011. By adding videogames to its web site, HSN increased engagement and community among its target consumer base. The HSN Arcade publishes games, such as Sudoku, PegLand and Crossword, on approximately two-thirds of a computer screen, while a live stream of the company’s television channel accumulates the remaining space. Players receive tickets for each game, which are redeemable for digital badges that showcase their expertise and dedication to their activities of choice. During the 2012 National Retail Federation annual conference, HSN also spotlighted its foray into interactive digital signage. By leveraging Intel-based technologies, the retailer integrates touch screen technology with the in-store experience, and a touch of gamification. For example, shoppers can tap into the solution and walk through a virtual cooking class with chef Wolfgang Puck. During a series of cooking-related challenges, players can browse inventory, as well as save information and make purchases via their mobile devices. Consumers can compete against a high score, or battle their friends, creating a channel for shoppers to connect with the brand in a fun and memorable way. 10
  • 11. Tapping Gamification To Optimize Employee Engagement The benefits of utilizing incentives and rewards to encourage shopper activity are becoming more tangible. As a result, many organizations are tapping gamification strategies to increase motivation among employees. In fact, by 2015, more than 50% of organizations that manage innovation processes will gamify those processes, according to Gartner research. “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization,” said Burke of Gartner. This emerging trend, called “Enterprise Gamification,” allows business owners, store managers and retailers to keep pace with modern, tech-savvy workers, according to Zichermann. “This trend is gaining momentum both because of its successes and the unique challenges of managing a millennial workforce that has grown up on games,” he said. “It’s difficult to keep employees’ attention on work tasks when they’re used to ‘World of Warcraft’-level reinforcement.” Retailers can implement training and employee performance programs that include challenges, games and prizes for completion. By utilizing this method, organizations can increase engagement and ensure that all employees are educated on daily tasks and new rules, and are up-to-date on company developments. “Depending on your brand’s goals, there are many ways gamification can fit into your human resources strategy,” said DeMonte. “Gamification also can be considered a behavior data-based reputation program, which can create even more meaning behind who wins titles such as employee of the month.” Currently, Badgeville is working with organizations including Deloitte and eBay to gamify specific areas of human resources and employee training, DeMonte told Retail TouchPoints. Numerous retailers have shown interest in leveraging a similar strategy for store associates and corporate employees, she added. 11
  • 12. According to Gartner, there are four key benefits of driving enterprise engagement via gamification: 1. Accelerated feedback cycles. Employees look forward to annual feedback, such as performance appraisals. In the meantime, companies can keep employees engaged by utilizing game levels and milestones that make associates and team members feel like they’re succeeding on a daily basis, rather than once a year. 2. Well-defined tasks and rules. Although many organizations leverage training programs and employee manuals to make sure all goals and rules are known, gamification helps communicate well-defined tasks and rules, and ensures employees have the tools to succeed. 3. A compelling story that drives action. Gamification allows organizations to create a compelling story that drives participation and creates greater likelihood that goals will be achieved in a time efficient manner. 4. Achievable tasks and rewards. By providing short-term goals, companies can keep employees on their toes and prepared to complete challenges for rewards. “Where games traditionally model the real world, organizations now must take the opportunity for their real worlds to emulate games,” Burke explained. “Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year.” The Future Of Game Engagement Consumers are becoming hyper-connected via the web, smartphones and social media, presenting retailers with an opportunity to implement tools and strategies to drive action across these interactive touch points. Gamification presents an optimal way for retailers to engage with customers in-store, at home and in motion, and keep their brands top of mind. “As today’s consumers evolve from stationary models of entertainment and information gathering, to one where they experience our world by immersing themselves in it, they are going to seek ways to make encounters more meaningful and interesting,” said Forshay. “The power of connection and information allows consumers to demand greater degrees of intimacy with the brands they most admire.” 12
  • 13. Brand marketing is transforming into a two-way “It is best for retailers to conversation. As a result, it is imperative for retailers incorporate gamification to engage with consumers and encourage them to interact with brands across the channels they frequent. across their entire customer-facing “Industry research shows that 27 million web sites launched in December 2011; that’s 383 million experience. This includes more sites than there were in 2010,” said Paharia. their e-Commerce “Clearly the audience size is growing, so competition stores and shopping for consumer eyeballs is becoming more intense. carts, customer review Gamification can help retailers differentiate their message, engage more users and provide more communities, mobile compelling experiences.” apps, company blogs, and possibly even in-store Nadim Hossain, VP of Marketing for PowerReviews, a social commerce solution provider, also shopping experiences.” pinpoints the opportunity for retailers to implement - Adena DeMonte Director of Marketing gamification and create more memorable and Badgeville engaging brand experiences. “Retailers can now take advantage of tools designed to enhance the three components of social success — content, engagement and measurement — in order to generate sales and more traffic to their sites,” Hossain said. “Interactive marketing strategies such as gamification provide a way to get people engaged easily and keep them engaged for the long term. More than simply making a site more ‘entertaining,’ gamification techniques employ the engaged, productive and rewarding aspects of game play to motivate more consumers to take the actions that drive more business for retailers.” However, there is a clear differentiation between good and bad gamification, industry experts explain. This makes the entire planning and strategizing process crucial to the success or possible failure of gamification campaigns. “Simply adding badges to a digital campaign or web site won’t succeed in the long run,” Paharia explained. “Understanding and supporting the goals of the program, and the specific needs and interests of the tech-savvy target audience is critical.” Galen of shopkick also pinpointed the thin line between a successful and poor gamification strategy. “Gamification is a little like cooking: when you do it right, it’s a great thing. But when you do it wrong, it’s horrible,” he said. “If there’s too much gamification, it gets in the way, and it’s actually a turn-off for shoppers.” 13
  • 14. As the benefits of tapping incentives, rewards “Gamification is a little and challenges become more recognized and like cooking: when you substantial, retailers will see gamification as a viable business strategy, according to DeMonte. However, do it right, it’s a great to see true ROI results, merchants must be willing to thing. But when you do it gamify the enterprise across channels. wrong, it’s horrible.” - Doug Galen “It is best for retailers to incorporate gamification CRO across their entire customer-facing experience,” shopkick Inc. DeMonte said. “This includes their e-Commerce stores and shopping carts, customer review communities, mobile apps, company blogs, and possibly even in-store shopping experiences. The more they can immerse gamification into their overall brand strategy, and create a fully connected network, the more power they have to reward customers for their behavior, and the more impact they will have on their bottom line.” 14
  • 15. About Retail TouchPoints Retail TouchPoints is an online publishing network for retail executives, with content focused on optimizing 411 State Route 17 South, the customer experience across all channels. Tapping Suite 410 Hasbrouck Heights, NJ 07604 into the power of the Web 2.0 environment, the Retail TouchPoints network is made up of a weekly e-newsletter, P: 201.257.8528 category-specific blogs, twice-monthly Special Reports, F: 201.426.0181 info@retailtouchpoints.com Web seminars, benchmark research, virtual events, and a content-rich Web site at www.retailtouchpoints.com. 15