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Stealing From Video Game Developers

Video games can teach e-commerce merchants many lessons. Video game developers can teach even more valuable lessons. This Curagami post shares five tips online merchants should steal today including:

  • Create Great Products
  • Develop Community and then Listen, Learn, and Change
  • Give customers chances to collaborate
  • Forge badges, banners, and other rewards
  • Define how rewards are earned but don’t forget serendipity and surprise

 

With such great marketing is there any wonder why Blizzard Entertainment has more than thirty million Overwatch players? Doomfist is a new brilliantly named Overwatch character and gamers are talking about little else this summer. Doomfist is more important than Game of Thrones to gamers. 

Stealing the community, gamification, and engagement tips from video game developers will help any online merchant move from "website" to "platform" and from "us" and "them" to we: http://www.curagami.com/e-commerce-lessons-doomfist/ 

 

Martin (Marty) Smith:

This Curagami post continues a conversation about appropriating video game developer's brilliant marketing ideas, strategies, and tactics to online commerce. 

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Does your website have game? It is going to because gamification and games are how you win hearts, minds and loyalty over time online.
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Why Etsy.com Is Crowdfunded Gamification

Martin (Marty) Smith

Why Etsy.com Is Crowdfunded Gamification
When I saw the staggering difference between Etsy.com's pagespread (pages in Google) vs. Red Envelope, one of my favorite gift sites from back in the day, something very DIFFERENT was going on. 

Etsy.com 19,000,000 pages in Google. 
RedEnvelope 31,000 pages in Google. 

At first I thought the power of Etsty.com was in its User Generated Platform approach. Some of the power is in the framework, but another key driver is the soft gamification they employ to focus spotlights on some artists and product categories. 

Etsy.com requires email marketing since 19,000,000 pages means finding anything without curation is nearly impossible. Instead of straight curation based on a known competitive rule set Etsy.com gamifies much like a Vegas slot machine. 

Vegas slot machines use serendipitous condition. We pattern creating humans believe we create a pattern when we pull the single arm of these "bandits", but there is not Stimulus-Reward response. 

Randomizing "winning" means addiction is easy, quick and complete. Etsy.com randomizes their curation so each artist is sure their moment in the sun is around the next corner. One more pull of the single arm will surely produce a winning response. 

The risk of this gamification is the algorithm doesn't find content fast enough to put off an artist's desire to stop game play. The good news is Etsy.com's engine is the ONLY reinforcement. 

When an artist creates an Etsy.com site they drive social traffic to it and some of that traffic, since it is highly segmented and qualified, will convert creating the first round of reinforcement with no cost to Etsy.com other than the quickly depreciating community code. 

The gap between initial acceptance, use of an artist's social net to create their first conversions and the point when an artist stops game play is when Etsy.com's algorithm must rescue the content. With so much game play (19M pages), Etsy.com knows an artist's lifecycle probably within minutes of the change from phase to phase. 

So YES Etsy is gamified crowdfunding since the platform makes a tremendous return on the first conversions, those that come from the artist's push to their social net, and cost of new artist acquisition is reduced by scale and existing artist advocacy (something that is also mathematically predictable). 

  

 

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Put 6 thought leaders in the gamification category in one room, and you'll hear quotes like these.
Martin (Marty) Smith:

Wish I could have been at this one.

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Meshing A V8 SLAP
Had a V8 Slap today when I realized that the way Google has set up this new chess board doesn't favor the creation of new anything. When we started working on CureCancerStarter.org the chess board seemed to favor a User Generated Content (UGC) platform.

We wanted to create Kickstarter.com for cancer research. Great idea, but too late. Post Google's algorithm changes where social signals rule and trusted sources have all the high ground thinking in ways to fit YOURS into THEIRS is more productive and a better bet.

Important for ecommerce merchants to think in these terms:

* Appify.
* Widgetize.

* Gamify.

Ecommerce merchants may be the most impacted by these changes. Commerce can happen anywhere so why isn't it? Our merchant minds, I ran a sizable ecom website for 7 years, still focus on CASTLE building when we should be thinking about crowd converting.

Find ways to EMBED and MESH your ideas into already scaled systems and your idea, startup or site might just survive long enough to matter. One you matter you can think about castle building.

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Thomas Faltin's comment, October 25, 2013 12:33 AM
Martin, you're welcome ... great content!
Martin (Marty) Smith's comment, October 25, 2013 12:36 AM
Thanks Thomas. Love that guy on your page. From a video game? Great art! M
Thomas Faltin's comment, October 25, 2013 12:58 AM
Martin, i'm the guy:-) no, i found it on the internet and yes, very great art!
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.
Martin (Marty) Smith:

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.  

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