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Braid Video Game Rocks TIME In A Very COOL Way, Could ECOM?

Braid Video Game Rocks TIME In A Very COOL Way, Could ECOM? | Must Play | Scoop.it

If you don't know Braid check out this great movie on Netflix:
http://amzn.to/166MWcD (link is to Amazon since it is impossible to link in Netflix) Great documentary about the fierce creativity of independent video game creators. 

Braid played with TIME providing a rewind tool. Very cool idea and one I can't help but wonder if it could help ecommerce. It is easy to get lost in ecom these days. What if we could rewind by levels.

So a short rewind might be equal to a single back link, where a moderate might be back three clicks. As long as we are in there manipulating time could we create a "rewind with benefits" feature where our algorithms rewind a customer to where they seem to want to really be going or to find what they seem to be trying to find.

Cool idea and cool game.  

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Use FUN Theory To Increase Ecommerce Conversions [Videos]

Use FUN Theory To Increase Ecommerce Conversions [Videos] | Must Play | Scoop.it
There is a way to encourage customers to participate or what is the same to encourage him to buy. It's called The Fun Theory, a phenomenon that uses game techniques to influence and motivate people.
Martin (Marty) Smith's insight:

Small Moves In Big Numbers

When I was a Director of Ecommerce a .5% increase in our conversion rate was worth a half a million bucks. You know we were testing and tweaking, tweaking and testing. 

If I only knew THEN what I know now about gamification we could have achieved more than a .5% gain. I make this claim with caution. Ecommerce websites are tuned to do a single thing - move visitors to buyers. 

If your conversion rate is over 10% I wouldn't touch a thing until it begins to lag. If your conversion rate is in the more typical 4% range TEST a little gamification as described here to see if you can find that elusive conversion rate increase that lives out there near Mach 2. 

Good luck. Report any gamification to conversion breakthroughs and I will curate in.  

Yu Ji's curator insight, April 24, 2013 5:52 AM

During CRM, high customer pariticipating rate is a very important requirement. Fun Theoey can be used to figure out how to motivate customers most effectively.

Luigina Sgarro's curator insight, April 28, 2013 6:44 PM

Fun can be also key to discover our passion. What do we have more fun at?
Il divertimento può aiutarci a scoprire la nostra passione. Che cosa ci diverte di più fare? 

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Gamification Finds Retail Fans - EYVoice

Gamification Finds Retail Fans - EYVoice | Must Play | Scoop.it
source: iStock Guest Contributor: Daniel Valerio, EY Americas Director, Retail & Wholesale Sector The concept of gaming has certainly evolved. Just a decade ago, this word may have conjured up images of a game of solitaire against the computer.
Martin (Marty) Smith's insight:

As well it should since there are few tactics retailer create that offer as much engagement and conversion benefits. Here is my favorite quote from the piece:

And that reach is profound. In the past decade, gaming has become increasingly social, with users bringing families, friends and even strangers into their online experiences (Words With Friends, anyone?). This speaks volumes to retailers seeking to create a connection between consumer engagement and sales. Add social networking sites like Facebook and Twitter and the door to retailers’ broader community engagement is blown wide open.

When I was a director of ecommere we knew that a tiny fraction of an improvement, say half a point, in our conversion rate was worth a million dollars toplne and several hundred bottom line. Gamify your ecom website to achieve a full point or better (is my bet though we never got to test that theory).

Shopping is a game. The more we treat it that way, reward our "players" and make online shopping FUN the more money we make.



Shopping is a game. The more we treat it that way, reward our "players" and make online shopping FUN the more money we make.

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Gamification Increases Engagement 29%

Gamification Increases Engagement 29% | Must Play | Scoop.it
In fact, gamification boosts commenting 13 percent, social sharing to Facebook, Twitter, and networks 22 percent, and content discovery by a massive 68 percent.

Via Stan Smith
Martin (Marty) Smith's insight:

Post Panda & Penguin Engagement Is Queen
If CONTENT is truly and finally KING post Google's Panda and Penguin updates then engagement, those things that visitors coming back to your website and viewing it for longer periods of time are queen.

In the land of engagement GAMIFICATION is a prince because here are just a few things gamification does:

* Increase time on site.
* Increase social shares.
* Increase commenting and User Generated Content (UGC).

I could go on but why. If those three don't convince you nothing will. The stat that I love from this post is the almost 30% engagement lift. Don't think of this magic as "engagement" think of it as MONEY. 30% engagement lift could translate into MILLIONS for many websites as great customers come back more often, share move often and BUY MORE OFTEN.

Couple of interesting support posts include

Gamification Backlash (on Scoopit)

http://sco.lt/7rqCIr

Storytelling is the New SEO (on Slideshare)
http://www.slideshare.net/martinmartysmith/storytelling-new-seo


Winning Hearts Minds and Loyalty Online (white paper)

http://www.atlanticbt.com/blog/gamification-white-paper-atlanticbt/

Martin (Marty) Smith's comment, March 28, 2013 7:59 AM
Great stats sure to help sell gamification to the C level.
Martin (Marty) Smith's comment, March 28, 2013 12:01 PM
Cool digital art and media Scoop.it Fausto. Marty