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Play Best Online Store Game: Vote For Your Favorite Online Stores

Play Best Online Store Game: Vote For Your Favorite Online Stores | Contests and Games Revolution | Scoop.it

Best Online Store Game
Play the best online store game. Vote for your favorites and tell us why you love 'em. 

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Five Foundational Design Pillars Of Game Development (and Internet marketing)

Five Foundational Design Pillars Of Game Development (and Internet marketing) | Contests and Games Revolution | Scoop.it

Love this post and the 5 pillars have much to teach ecommerce and B2B Internet marketers:

1) Everything is story
First up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.

2) Take the world seriously
This leads us to the next point: that every detail in an environment is connected to the story somehow. Nothing should be written off as simply a requirement for gameplay or exposition. For instance, if you find an audio log you will be able to learn more about the story by pondering its placement alone. There should be no need to "double-think"; the game's world should be possible to evaluate on its own terms.


3) The player is in charge
When you invest this much in a setting, it's important to make sure that players feel connected to it. In order to this we need to put a bigger responsibility on the player. An environment quickly loses its sense of realism if it is extremely streamlined and does not allow you to make choices. The player must be the one that drives the narrative forward.


4) Trust the player
This brings us to the next point: that we trust players to act according to the story. We do not force players to notice events by use of cutscenes and similar, but assume they will properly explore the environment and act in a rational fashion. We simply set up situations and then let the player have full control over their actions.


5) Thematics emerge through play
Now for our last foundational design rule: that the game's thematics will emerge through play. SOMA is meant to explore deep subjects such as consciousness and the nature of existence. We could have done this with cutscenes and long conversations, but we chose not to. We want players to become immersed in these thematics, and the discussions to emerge from within themselves.

WOW, if I could get an ecommerce or content marketing website to live by those rules it would never have to worry about more converting traffic. Too good!


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Gamification Finds Retail Fans - EYVoice

Gamification Finds Retail Fans - EYVoice | Contests and Games Revolution | Scoop.it
source: iStock Guest Contributor: Daniel Valerio, EY Americas Director, Retail & Wholesale Sector The concept of gaming has certainly evolved. Just a decade ago, this word may have conjured up images of a game of solitaire against the computer.
Martin (Marty) Smith's insight:

As well it should since there are few tactics retailer create that offer as much engagement and conversion benefits. Here is my favorite quote from the piece:

And that reach is profound. In the past decade, gaming has become increasingly social, with users bringing families, friends and even strangers into their online experiences (Words With Friends, anyone?). This speaks volumes to retailers seeking to create a connection between consumer engagement and sales. Add social networking sites like Facebook and Twitter and the door to retailers’ broader community engagement is blown wide open.

When I was a director of ecommere we knew that a tiny fraction of an improvement, say half a point, in our conversion rate was worth a million dollars toplne and several hundred bottom line. Gamify your ecom website to achieve a full point or better (is my bet though we never got to test that theory).

Shopping is a game. The more we treat it that way, reward our "players" and make online shopping FUN the more money we make.



Shopping is a game. The more we treat it that way, reward our "players" and make online shopping FUN the more money we make.

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9 Amazing Things Unique to Video Games, All #StealThis For Ecom

9 Amazing Things Unique to Video Games, All #StealThis For Ecom | Contests and Games Revolution | Scoop.it
9 Amazing Things Unique to Video Games
IGN
If I asked you what's unique about video games, would you be able to name more than three things?
Martin (Marty) Smith's insight:

Unique To Video Games, But For Home Much Longer?
As a former Director of Ecommerce, stealing any 3 of these ideas currently unique to video games would be worth millions:

Immersion

Engagement

Sense of presence

Interactivity
Shaping The Experience
Customizability


Progress Blockers
Mastery
Replayability

You might think these last three would never apply to ecom, and you would be wrong. Sometimes ecommerce uses progress blockers to filer out the conversion lowering MOOKS (lol).


Mastery - a sense of understanding a "world" so well you are KING or QUEEN of it is always a good idea.

Replayability is the hardest of the three since ecommerce shouldn't suddenly change, but it can add things IN such as Easter Eggs or Amazon's famous gold box. Ecom can also use TIME as the reset button as Amazon does with their Gold Box.


I've yet to find an article about video games that is not spot on to my 7 years and over $30M in online sales as a Director of Ecommerce. The Internet marketing team that figures out how to use video game-like techniques, ideas and strategies makes the next $30M.



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Why TIME Is Money Online & Ecommerce Is Like Video Games

Why TIME Is Money Online & Ecommerce Is Like Video Games | Contests and Games Revolution | Scoop.it
Why TIME Is Money Online
I've wrestled with how to fit three concepts into online marketing for years:

* Narrative (storytelling).
* Video Games.
* Time.…


This post, thanks to a great game theory post by Jesper Juul, is as close as we've come to fitting these three important puzzle pieces into a "super symmetry". Time is money online and its important to understand how to create online environments that work with customer expectations and major trends such as:

* Mobile First.
* Ubiquitous and always on web.
* Social nets and increasing connections and connectivity.
* Design.
* Alignment with visitors needs, expectations and aspirations. 
* Super-Symmetry between once disparate technologies.  

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Braid Video Game Rocks TIME In A Very COOL Way, Could ECOM?

Braid Video Game Rocks TIME In A Very COOL Way, Could ECOM? | Contests and Games Revolution | Scoop.it

If you don't know Braid check out this great movie on Netflix:
http://amzn.to/166MWcD (link is to Amazon since it is impossible to link in Netflix) Great documentary about the fierce creativity of independent video game creators. 

Braid played with TIME providing a rewind tool. Very cool idea and one I can't help but wonder if it could help ecommerce. It is easy to get lost in ecom these days. What if we could rewind by levels.

So a short rewind might be equal to a single back link, where a moderate might be back three clicks. As long as we are in there manipulating time could we create a "rewind with benefits" feature where our algorithms rewind a customer to where they seem to want to really be going or to find what they seem to be trying to find.

Cool idea and cool game.  

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Use FUN Theory To Increase Ecommerce Conversions [Videos]

Use FUN Theory To Increase Ecommerce Conversions [Videos] | Contests and Games Revolution | Scoop.it
There is a way to encourage customers to participate or what is the same to encourage him to buy. It's called The Fun Theory, a phenomenon that uses game techniques to influence and motivate people.
Martin (Marty) Smith's insight:

Small Moves In Big Numbers

When I was a Director of Ecommerce a .5% increase in our conversion rate was worth a half a million bucks. You know we were testing and tweaking, tweaking and testing. 

If I only knew THEN what I know now about gamification we could have achieved more than a .5% gain. I make this claim with caution. Ecommerce websites are tuned to do a single thing - move visitors to buyers. 

If your conversion rate is over 10% I wouldn't touch a thing until it begins to lag. If your conversion rate is in the more typical 4% range TEST a little gamification as described here to see if you can find that elusive conversion rate increase that lives out there near Mach 2. 

Good luck. Report any gamification to conversion breakthroughs and I will curate in.  

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Yu Ji's curator insight, April 24, 2013 5:52 AM

During CRM, high customer pariticipating rate is a very important requirement. Fun Theoey can be used to figure out how to motivate customers most effectively.

Luigina Sgarro's curator insight, April 28, 2013 6:44 PM

Fun can be also key to discover our passion. What do we have more fun at?
Il divertimento può aiutarci a scoprire la nostra passione. Che cosa ci diverte di più fare? 

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Six Cool eCommerce Gamification Examples

Six Cool eCommerce Gamification Examples | Contests and Games Revolution | Scoop.it
The video game industry is worth more than $100bn worldwide, so it's no surprise that businesses are using gamification to try to boost sales.
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Martin (Marty) Smith's curator insight, January 21, 2013 10:54 AM

Great examples of gamification and ecommerce here ALL new to me. I continue to believe our websites are about to become more like video games and this excellent article is just another brick in that dam.  

Tamás Turcsán's curator insight, January 23, 2013 11:29 AM

Its really cool...