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Post by account_disabled on Mar 9, 2024 2:25:47 GMT -6
The game is divided into different levels, to challenge each other in order to accumulate points and obtain rewards, which range from a free cup of coffee to a birthday present. Here too the results were satisfactory, around 4.5 million users took part and the cards represented around 3 million in turnover . Case Study 3: SeatPG Connection Game.
Youtube video thumbnail Seat Pagine Gialle is Japan WhatsApp Number Data an Italian company that distributes telephone directories, and has chosen gamification practices to introduce its application to the market, which allows you to find the best restaurants, discover events scheduled nearby or consult the weather. The idea is to create a treasure hunt , where the players, grouped into teams, battle to overcome 50 tests,
Consisting of requests for help from a phantom Cousin in difficulty. The results? After the launch of the contest, the site received around 15,000 visits , more than 400 teams were created, 50 Italian cities were involved, creating considerable online buzz. Why invest in Gamification? Talking about gaming you might think that this is a practice aimed only at the enjoyment of users, but in reality this is not the case.
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