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The top 5 myths about gamification

The top 5 myths about gamification

The top 5 myths about gamification

By Rasmus Engelbrecht Sorensen

October 28, 2021

Originally Published Here

Summary

Younger people play games - they're not relevant for audiences 50 and older.

Branded games are more effective with the under 55s. What has consistently surprised us, when we see branded games in a marketing strategy, is which age group engages the most.

Our data shows that games are effective across all industries including ones like energy and utility, government and public sector, pharma and healthcare, and consumer brands.

While it's true that games do ultimately help marketers collect leads and data, just like popups and lead generation forms, it also helps brands learn more about their audiences' preferences and obtain zero-party data that couldn't have been collected otherwise.

While games do include registration forms and enable marketers to collect data, they also create real value, both for the consumer and for the brand.

Younger people play games - they're not for 50+. Games won't help me spend more time with a prospect.

Games in marketing work so well because they provide meaningful experiences.

Reference

Sorensen, R. E. (2021, October 28). The top 5 myths about gamification. The Drum. Retrieved December 9, 2021, from https://www.thedrum.com/profile/leadfamly/news/the-5-myths-we-hear-most-about-gamification.