Monday, February 06, 2012
Samsung Gaming for Engagment
In the NYT: Good general piece on gaming for brand engagement. Mentioning the example of Samsung in some detail. " ... Samsung is embracing a business trend called gamification, which takes elements from games and applies them to other settings. Companies like Recyclebank, for example, use game incentives, like points and rewards, to prompt consumers to perform eco-friendly activities. Other businesses offer awards like virtual badges to induce their employees to embrace corporate goals and increase productivity. Meanwhile, a number of well-known retailers and brands, including Samsung and Warner Brothers, are employing point reward systems as a way to engage customers more deeply. ... "
Labels:
CYC,
Gamification,
Samsung
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