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Are you a small business in the market for some prime advertising real estate? If so, Intuit, the software company responsible for products such as QuickBooks, TurboTax and Mint.com, may have just what you're looking for. Intuit launched a new contest with a major grand prize: a 30-second ad during the 2014 Super Bowl.
Game-based motivation is the process of using game theory and game mechanics to motivate people, provide hyper-feedback, and change behavior. Whether your goal is to improve training compliance, increase sharing of best practices, lift website activity, or drive incremental sales, game-based motivation can effectively change behavior, drive your business objectives,and produce better long-term results. Below are three examples of how game-based motivation is being used by corporations today.
E3 has once again come and gone, but this year the stakes were even larger than usual. We're on the cusp of the next generation of gaming, and everyone is fighting to come out on top of the coming revolution.
With the "Star Wars" holiday of May 4th right behind us, it seems a fitting time for major news from a galaxy far, far away. Disney announced this week that it has struck a deal with EA for exclusive licensing of the "Star Wars" universe to the giant game publisher.
The idea of "gamification" has rumbled loud and long throughout the marketing and branding echo chamber over the last several years. Despite that attention, gamification in the real world of branding and marketing can seem illusory. Often the passionate gamification discussions of strategy and brainstorming sessions crumble under the day-to-day grind of product campaigns and ROI.
The competition for consumer attention is only intensifying, leaving marketers with some critical questions. How do you infuse fun into your promotion? How do you differentiate your campaign? How do you deliver against core objectives? The key to winning this marketing contest might just be... a contest.
At some point in your career, your brain probably experienced death by PowerPoint. I'm sure you know what I mean, but here is the official definition: a state of boredom and fatigue induced by information overload. It's a tragedy that strikes workforces every day, and this is its most common cause: an hour-plus monologue or presentation, often delivered by a poor speaker with little excitement and no opportunities for interactivity. Luckily, gamification has been eating away at the dullness of PowerPoint presentations.
If you're paying attention to digital marketing, by now you've heard that gamification can improve engagement in marketing, training, social causes and even personal health. An entire industry of designers and developers is emerging focused on creating gamified solutions for companies. When I talk about "gamification," I'm basically talking about applying game principles to non-gaming experience. In other words, taking the things that make Angry Birds, FarmVille and Minecraft so engaging -- earning points, leveling up, discovering, unlocking features, getting rewards -- and using them to focus people's time and attention on real-world issues.
With the global game industry expected to grow from $52 billion in 2011 to $70 billion in 2017, according to DFC Intelligence, and social and mobile games making up a larger and larger portion of that business, there are more opportunities than ever to develop games that not only entertain, but tap into this extraordinary cross-platform revenue potential.