How to build customer engagement [Loft Sessions] by Nikita K.

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Loft Sessions: How to build customer engagement Nikita Kakuev @Gamify_Me

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Scientific approach to customer engagement through gamification by Nikita K. from www.g-era.co

Transcript of How to build customer engagement [Loft Sessions] by Nikita K.

Page 1: How to build customer engagement [Loft Sessions] by Nikita K.

Loft Sessions: How to build customer engagementNikita Kakuev@Gamify_Me

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ME

• Master’s in International Marketing• Top 10 Most influential people in Gamification• Visiting Speaker at UCL• Associate for Yu-Kai Chou at Enterprise Gamification• Member of ESOMAR, IGDA and CIM• Next year: PhD in Psychology

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Overview

1. Defining Engagement2. The power of games3. Gamification4. Behavioural Gamification

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Defining Customer Engagement

“Consumer engagement is repeated interactions that strengthen a consumer’s emotional, psychological, or physical investment in a brand. Consumer engagement is not a nirvana that can be reached; it is a process of developing and nurturing relationships”

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Defining Customer Engagement

“Consumer engagement consists of both rational loyalty (includes overall satisfaction, intent to repurchase, and intent to recommend) and emotional attachment (including confidence in a brand, belief in its integrity, pride in the brand, and passion for it)”

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Defining Customer Engagement

“Customer engagement (CE) refers to the types of connections consumers make with other consumers, companies, and specific brands; CE is viewed as being conducive to enhancement of brand loyalty”

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Engagement Concepts

Involvement ParticipationFlowRapport[Cumulative] Customer

Satisfaction

CommitmentTrustSelf-brand connectionEmotional Brand

attachmentLoyalty

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Proposed Engagement Model

O’Brien & Toms (2008)

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Proposed Engagement Model

Flow TheoryAesthetic Theory

Play TheoryInformation Interaction

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Flow Theory

Csikszentmihalyi, 1988

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Aesthetic Theory

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Play Theory

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Information Interaction

Toms (2002)

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Attributes

Attributes from The theory

Flow theory

Aesthetic Theory

Play Theory

Information interaction

Attributes of Engagement

Aesthetics / / Yes

Effective Appeal / / / Yes

Attention / / Maybe

Challenge / / / / Yes

Feedback / / / Yes

Goal-directed / / Maybe

Meaningfulness / / Maybe

Motivation / / / Yes

Perceived Control / / Maybe

Sensory Appeal / / YesO’Brien & Toms (2008)

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CE Attributes = Games’ Attributes

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CE Attributes < Games’ Attributes

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Pac-Man

Clear GoalsImmediate feedback

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Mario Bros.

ChallengeFantasyCuriosity

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Games’ AttributesIncremental LearningLinearityAttention SpanScaffoldingTransfer of learnt skillsInteraction Learner

controlPractice and drill

Intermittent feedbackRewardAccommodating the

learner’s stylesSituated and authentic

learningImportance of choiceChallenge

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Why do we play?

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Motivations

Games address factors that either facilitate or undermine intrinsic motivation

Autonomy Competence Presence Intuitive controls

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Why Games are Effective?

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Games Effects

Maslow (1943)

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Game Elements + Consumer Engagement = Gamification

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Gamification

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Gamification ≠ Games

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Short Run vs. Long Run

https://www.youtube.com/watch?v=pEDsERv-rFA

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Understanding the Customer [Not Player]

Psychological StatePositive/NegativeFeelingsEmotionsFears, etc.

Effects (Kahneman)Environment, i.e. news,

economy, culture, society

TriggersAttention TriggersAction Triggers

Behavioural Analyses

RoutinesRoutes, etc.

Market/Company AnalysisCompetitors offeringsCompetitors actionsChurn reasoningCompany’s USPPositioningValuesCulturesResources + Capabilities

[=Core]

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Behavioural Gamification

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Behavioural Gamification

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>?

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http://youtu.be/Hqp6GnYqIjQ?t=54s

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https://www.youtube.com/watch?v=0eEG5LVXdKo

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Proposed Theories

Flow TheoryAesthetic TheoryPlay TheoryInformation Interaction Self-Determination TheoryHabits Studies

Consumer IrrationalityTheory of 2 systems4 keys 2 fun Good vs. Evil TheoryHumour Theory?

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Theory of 2 systems

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Theory of 2 systems

System 1 and System 2

Effortless thinking Jumping to

conclusions Thinking in

stereotypes

Effortful thinking Analysis

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Consumer Irrationality

Emotions and feelings win rational thinking

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Habits

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4 keys to fun

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Good vs. Evil Theory

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Humour Theory

April’s Fools Day Jokes

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Engagement Strategy Process

Point of

Engagemen

t

Engagement

Disengagement

Reengagement

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Game Design Process

Discovery

Onboarding

Scaffolding

End Game

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Metrics

FinancialRevenuesProfitsSalesEtc.

Non-financialMarketing MetricsPhysiological Measurements

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References

Brodie R. J., Hollebeek L. D., Juric B. and A. Ilic (2011): Customer Engagement: Conceptual Domain, Fundamental Propositions, and Implications for Research. Journal of Service Research: 14(3) 252-271O’Brien, H.L. & Toms, E.G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science & Technology, 59(6), 938-955. DOI: 10.1002/asi.20801Csikszentmihalyi, M. (1988): Optimal experience: psychological studies of flow in consciousness, Cambridge, UK: Cambridge University Press, pp. 15–35, ISBN 978-0-521-43809-4Yusoff A., Crowder R. and L. Gilbert (2010): Validation of Serious Games Attributes Using the Technology Acceptance Model. 978-0-7695-3986-7/10 $26.00 © 2010 IEEERyan R. M. and E. L. Deci (2000): Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychological Association 55, No. 1, 68-78 DOI: 10.1037110003-066X.55.1.68Maslow A. H. (1943): Theory of human motivation. Originally Published in Psychological Review, 50, 370-396Elliott J. (1985): A Class Divided (1985)Kahneman, D. (2011). Thinking Fast and Slow, Allen Lane 2011Eyal N. (2013): The hook model. http://www.nirandfar.com/ [Accessed on 11/04/2014]Lazzaro, N, 2004: Why we play games: Four keys to more Emotion without story. Oakland, USA: XeoDesign

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Thank You!