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According to a recent article, many Fortune 100 companies are “ripping up their advertising plans and rethinking how they communicate with consumers in a data driven, digital world.” Unilever, Adobe, Accenture, GSK, Uber and many others are emphasizing the need for more experiential and digital marketing, and their need for more data.
Game-based marketing ticks all these boxes.
As such, hundreds brands are already crossing the bridge from traditional marketing to game-based marketing en-masse.
Marketing teams globally are making fully-fledged games to cut through the noise and engage users, using gamification for entire marketing campaigns, and utilizing more playful experiences with quizzes to extend the brand experience.
The additional win for marketeers in using playful and game-based techniques is data. And lots of it.
This means that AdverGames, Promo Games, Brand Games, or whatever you might call them, are a triple threat; they’re sticky, they collect data, and allow two-way interaction between brand and consumer in a way no other advertising medium can.
Betty Adamou, expert in using games and gamification for research data collection, unpacks what’s going on in Game-based Marketing with several examples, and forecasts where this industry is growing next, and colliding with traditional market research.
This presentation was delivered by Betty Adamou, CEO & Founder at Research Through Gaming, as part of the 'Data Collection Update' NewMR webinar series. The recording can be found online via NewMR.org