\"\"
<\/span><\/figcaption><\/figure>New Delhi: A 25-year-old IT professional from Bengaluru won 500 reward points<\/a> recently when a pop-up enticed her to spin a wheel three times while she randomly tried on apparel online. Soon, another pop-up showed a list of dresses she could purchase by redeeming those points.

This
gamification strategy<\/a> — where hyper-casual, tap-and-play games are used to engage customers, speed up sales and enhance revenue — has found increasing traction with a host of companies.

Ecommerce leaders
Amazon<\/a> and Flipkart<\/a> use it to cross-sell products, Google Pay<\/a> attracts customer transactions through scratch cards, and many banks make use of gamefication for customer acquisition and loyalty.

Dushyant Saraswat, founder, Hunter Games, said, “Gamification is based on the intrinsic human need for social interaction, fun reward and competition. When properly designed and implemented, it builds habit-loops with customers in fun ways to engage, retain and monetise.”

Studies have shown that gamification leads to at least 70% greater predilection for transactions after playing the game, Saraswat added. “Gamification as a customer traction tool can lead to a six-times increase in clicks and two times more purchases,” he said.

The use cases of gamification vary across sectors, from ecommerce, elearning, food delivery and grocery shopping to video
OTT<\/a> and ride-hailing. It is penetrating almost every sector in India.

Banks, financial institutions, insurance companies and payments companies — including SBI Life, Future Pay,
Kotak Mahindra Bank<\/a>, Home Credit and Google Pay — are adopting this strategy to net customers.

Gamification Explosion<\/strong>

Shopping platforms such as Amazon, Flipkart, Delhivery, Ajio, pharmaceutical firms GSK Consumer Healthcare, Dr Reddy’s Laboratories, Sanofi and CavinKare, along with fashion and retail players like Raymond’s, House of Anita Dongre and Tata Croma have also taken the help of gamification strategies.

It is larger than any other form of online gaming and is growing faster than video games and esports globally, experts say. According to Thailand-based Playbasis, the global esports industry, currently valued at $1.5 billion, is expected to grow at an annual rate of 20% to reach $3 billion by 2024.

Gamification, however, is already a much larger space. It is valued at $12 billion currently and predicted to grow 30% annually to hit $31 billion by 2024.

Gamification is an application of game principles in non-game concepts to enhance effectiveness through competition and collaboration, says Aswani K Kota, founder of XLPro, a gamification company specialising in e-learning.

“It has the potential to boost retention, recall and application of learning interventions for employee onboarding, email security and compliance, when implemented in a strategic and thoughtful manner,” Kota said.

Gamification startup Mobcast is driving voluntary upskilling among employees by gamifying training needs across sectors. “A fun-learning concept like point system, badges, peer challenge and leader board has driven employee consumption on our platform from 34% to 96% today,” said Ashwin Roy Choudhary, chief executive of Mobcast Innovations.

About one million employees are using Mobcast apps across 16 countries, he added. The pandemic has brought about a 400% growth in business, largely due to adoption of digitisation and the work-from-home model.

Leveraging & Enhancing<\/strong>

“Retail and insurance clients, for instance, are extending gamification concepts to semi blue-collared workforce and partners as well,” said Kota. “Product launches are virtually enabled to store staff, third-party retail partners, insurance agents, wholesale dealers, so company-certified courses help them in upskilling and enhancing sales.”

Pune-based startup, The Gamification Company (TGC), is leveraging behavioural, neural and data sciences to solve core business problems for its clients. “I believe casual gaming in the workspace is a distraction, a temporary engagement,” said Rajib Chowdhury, founder, TGC. “Using the neuro-science of play in workday helps take the fatigued, disengaged brain to conscious engagement, delivering sustained business outcomes.”

Read also<\/h4>
\"India&#39;s<\/a><\/figure>
India&#39;s online casual gaming segment to grow at 29% CAGR<\/a><\/h5><\/div>
\"ESC<\/a><\/figure>
ESC hopes to proceed on plans for &#39;plug and play&#39; infra in US, UK to aid smaller cos in 2021<\/a><\/h5><\/div><\/div><\/div>
For instance, a multinational company created a league based on the cricket world’s well-known Indian
Premier League<\/a> using TGC’s Coroebus platform, where key performance indicators of business are aligned to game metrics such as scoring runs, taking wickets, et al.

Over 24 product teams participated in the league, which is now in its third season and has been extended to teams operating in Mauritius.

Since the industry is at a nascent stage and India is a price-sensitive market, high-end innovative gamification solutions will be driven by international markets in the near term, Chowdhury added.
<\/body>","next_sibling":[{"msid":83682435,"title":"Huge changes for internet and Big Tech under US antitrust proposal","entity_type":"ARTICLE","link":"\/news\/huge-changes-for-internet-and-big-tech-under-us-antitrust-proposal\/83682435","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[],"seoschemas":false,"msid":83683830,"entity_type":"ARTICLE","title":"Indian companies play it right with a game they can\u2019t lose","synopsis":"Ecommerce leaders Amazon and Flipkart use it to cross-sell products, Google Pay attracts customer transactions through scratch cards, and many banks make use of gamefication for customer acquisition and loyalty.","titleseo":"telecomnews\/indian-cos-play-it-right-with-a-game-they-cant-lose","status":"ACTIVE","authors":[{"author_name":"Himanshi Lohchab","author_link":"\/author\/479253129\/himanshi-lohchab","author_image":"https:\/\/etimg.etb2bimg.com\/authorthumb\/479253129.cms?width=250&height=250","author_additional":{"thumbsize":false,"msid":479253129,"author_name":"Himanshi Lohchab","author_seo_name":"himanshi-lohchab","designation":"Journalist","agency":false}}],"analytics":{"comments":0,"views":951,"shares":0,"engagementtimems":3731000},"Alttitle":{"minfo":""},"artag":"ETTelecom","artdate":"2021-06-20 12:12:04","lastupd":"2021-06-20 12:26:14","breadcrumbTags":["Indian cos","Amazon","reward points","Google Pay","Flipkart","Kotak Mahindra Bank","Gamification strategy","Internet","OTT","Premier League"],"secinfo":{"seolocation":"telecomnews\/indian-cos-play-it-right-with-a-game-they-cant-lose"}}" data-authors="[" himanshi lohchab"]" data-category-name="" data-category_id="" data-date="2021-06-20" data-index="article_1">

印度公司与游戏玩的好,他们不能输

Flipkart公司电子商务领袖亚马逊和用它来交叉销售产品,谷歌支付吸引客户事务通过刮刮卡,和许多银行利用gamefication获取客户和忠诚。

Himanshi Lohchab
  • 更新在2021年6月20日12:26点坚持
阅读: 100年行业专业人士
读者的形象读到100年行业专业人士
新德里:一个从班加罗尔赢得500年25岁的IT专业人员奖励积分最近在一个弹出怂恿她旋转轮子三次当她在线随机试穿服装。不久,另一个弹出显示列表的裙子她可以购买赎回这些点。

游戏化策略——hyper-casual tap-and-play游戏是用来吸引客户,加快销售,提高收入,发现增加牵引主机的公司。

电子商务的领导者亚马逊Flipkart公司用它来交叉销售产品,谷歌支付通过刮刮卡吸引客户交易,许多银行利用gamefication获得顾客和忠诚。

广告
创始人Dushyant萨拉斯瓦特,猎人游戏,说,“游戏化是基于内在人类社会交往的需要,有趣的奖励和竞争。当正确地设计和实现,它与客户构建habit-loops以有趣的方式进行,保留和货币化”。

研究表明,游戏化导致至少70%更偏爱交易玩这个游戏后,萨拉斯瓦特说。“作为客户的游戏化牵引工具可能导致增加6点击和购买的两倍,”他说。

游戏化的用例因行业而异,从电子商务、网络学习、食品交付和杂货店购物视频奥特和ride-hailing。它是渗透在印度几乎每一个部门。

银行、金融机构、保险公司和支付公司——包括印度国家银行的生活,未来的支付,科塔克马辛德拉银行,国内信贷和谷歌支付——净客户采用这种战略。

游戏化爆炸

购物平台如亚马逊,Flipkart公司Delhivery, Ajio,制药公司葛兰素史克消费者保健,Reddy博士的实验室、赛诺菲和CavinKare,时尚和零售球员像雷蒙德,安妮塔家Dongre和塔塔八分音符的帮助也采取了游戏化策略。

它比其他任何形式的在线游戏和增长速度快于视频游戏和全球的电子竞技,专家说。根据泰国Playbasis,全球电子竞技产业,目前价值15亿美元,预计将以每年20%的速度增长,到2024年达到30亿美元。

广告
然而,游戏化,已经是一个更大的空间。目前价值120亿美元,预计每年将增长30%,到2024年,达到310亿美元。

游戏化是一个应用程序的游戏原则处理概念通过竞争与合作提高效率,说Aswani K哥打,XLPro的创始人游戏化公司专门从事电子学习。

“它有可能提高保留,记得学习和应用干预员工新员工培训,电子邮件安全与合规,实现战略和深思熟虑的方式时,“哥打说。

游戏化启动Mobcast推动员工自愿upskilling游戏化跨部门培训需求。“伯概念像点系统,徽章,同行的挑战和排行榜带动员工消费在我们的平台上今天从34%到96%,”Ashwin罗伊。乔杜里说,首席执行官Mobcast创新。

大约一百万名员工正在使用Mobcast应用在16个国家,他补充说。大流行带来了业务增长400%,主要由于采用数字化和在家工作的模型。

利用与加强

“零售和保险客户,例如,游戏化的概念扩展到半蓝领员工和合作伙伴,“哥打说。“产品发布几乎使商店员工,第三方零售合作伙伴,保险代理、批发经销商,所以company-certified upskilling和提高销售课程帮助他们。”

浦启动,游戏化公司(TGC),利用行为、神经和数据科学为客户解决核心业务问题。“我相信在工作区中休闲游戏是一个分心,一个临时订婚,”拉杰卜·Chowdhury说创始人TGC。“使用在工作日的neuro-science有助于疲劳,脱离大脑有意识的参与,提供持续的商业结果。”

读也


例如,一个跨国公司创建了一个基于印度板球世界著名的联盟英超联赛使用TGC的平台,名叫Coroebus游戏业务是一致的关键性能指标的得分等指标,wicket, et al。

24产品团队参加了联赛,目前在其第三季和一直延伸到团队操作在毛里求斯。

由于行业处于起步阶段和印度是一个对价格敏感的市场,高端创新的游戏化解决方案将由国际市场在短期内,Chowdhury说。
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\"\"
<\/span><\/figcaption><\/figure>New Delhi: A 25-year-old IT professional from Bengaluru won 500 reward points<\/a> recently when a pop-up enticed her to spin a wheel three times while she randomly tried on apparel online. Soon, another pop-up showed a list of dresses she could purchase by redeeming those points.

This
gamification strategy<\/a> — where hyper-casual, tap-and-play games are used to engage customers, speed up sales and enhance revenue — has found increasing traction with a host of companies.

Ecommerce leaders
Amazon<\/a> and Flipkart<\/a> use it to cross-sell products, Google Pay<\/a> attracts customer transactions through scratch cards, and many banks make use of gamefication for customer acquisition and loyalty.

Dushyant Saraswat, founder, Hunter Games, said, “Gamification is based on the intrinsic human need for social interaction, fun reward and competition. When properly designed and implemented, it builds habit-loops with customers in fun ways to engage, retain and monetise.”

Studies have shown that gamification leads to at least 70% greater predilection for transactions after playing the game, Saraswat added. “Gamification as a customer traction tool can lead to a six-times increase in clicks and two times more purchases,” he said.

The use cases of gamification vary across sectors, from ecommerce, elearning, food delivery and grocery shopping to video
OTT<\/a> and ride-hailing. It is penetrating almost every sector in India.

Banks, financial institutions, insurance companies and payments companies — including SBI Life, Future Pay,
Kotak Mahindra Bank<\/a>, Home Credit and Google Pay — are adopting this strategy to net customers.

Gamification Explosion<\/strong>

Shopping platforms such as Amazon, Flipkart, Delhivery, Ajio, pharmaceutical firms GSK Consumer Healthcare, Dr Reddy’s Laboratories, Sanofi and CavinKare, along with fashion and retail players like Raymond’s, House of Anita Dongre and Tata Croma have also taken the help of gamification strategies.

It is larger than any other form of online gaming and is growing faster than video games and esports globally, experts say. According to Thailand-based Playbasis, the global esports industry, currently valued at $1.5 billion, is expected to grow at an annual rate of 20% to reach $3 billion by 2024.

Gamification, however, is already a much larger space. It is valued at $12 billion currently and predicted to grow 30% annually to hit $31 billion by 2024.

Gamification is an application of game principles in non-game concepts to enhance effectiveness through competition and collaboration, says Aswani K Kota, founder of XLPro, a gamification company specialising in e-learning.

“It has the potential to boost retention, recall and application of learning interventions for employee onboarding, email security and compliance, when implemented in a strategic and thoughtful manner,” Kota said.

Gamification startup Mobcast is driving voluntary upskilling among employees by gamifying training needs across sectors. “A fun-learning concept like point system, badges, peer challenge and leader board has driven employee consumption on our platform from 34% to 96% today,” said Ashwin Roy Choudhary, chief executive of Mobcast Innovations.

About one million employees are using Mobcast apps across 16 countries, he added. The pandemic has brought about a 400% growth in business, largely due to adoption of digitisation and the work-from-home model.

Leveraging & Enhancing<\/strong>

“Retail and insurance clients, for instance, are extending gamification concepts to semi blue-collared workforce and partners as well,” said Kota. “Product launches are virtually enabled to store staff, third-party retail partners, insurance agents, wholesale dealers, so company-certified courses help them in upskilling and enhancing sales.”

Pune-based startup, The Gamification Company (TGC), is leveraging behavioural, neural and data sciences to solve core business problems for its clients. “I believe casual gaming in the workspace is a distraction, a temporary engagement,” said Rajib Chowdhury, founder, TGC. “Using the neuro-science of play in workday helps take the fatigued, disengaged brain to conscious engagement, delivering sustained business outcomes.”

Read also<\/h4>
\"India&#39;s<\/a><\/figure>
India&#39;s online casual gaming segment to grow at 29% CAGR<\/a><\/h5><\/div>
\"ESC<\/a><\/figure>
ESC hopes to proceed on plans for &#39;plug and play&#39; infra in US, UK to aid smaller cos in 2021<\/a><\/h5><\/div><\/div><\/div>
For instance, a multinational company created a league based on the cricket world’s well-known Indian
Premier League<\/a> using TGC’s Coroebus platform, where key performance indicators of business are aligned to game metrics such as scoring runs, taking wickets, et al.

Over 24 product teams participated in the league, which is now in its third season and has been extended to teams operating in Mauritius.

Since the industry is at a nascent stage and India is a price-sensitive market, high-end innovative gamification solutions will be driven by international markets in the near term, Chowdhury added.
<\/body>","next_sibling":[{"msid":83682435,"title":"Huge changes for internet and Big Tech under US antitrust proposal","entity_type":"ARTICLE","link":"\/news\/huge-changes-for-internet-and-big-tech-under-us-antitrust-proposal\/83682435","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[],"seoschemas":false,"msid":83683830,"entity_type":"ARTICLE","title":"Indian companies play it right with a game they can\u2019t lose","synopsis":"Ecommerce leaders Amazon and Flipkart use it to cross-sell products, Google Pay attracts customer transactions through scratch cards, and many banks make use of gamefication for customer acquisition and loyalty.","titleseo":"telecomnews\/indian-cos-play-it-right-with-a-game-they-cant-lose","status":"ACTIVE","authors":[{"author_name":"Himanshi Lohchab","author_link":"\/author\/479253129\/himanshi-lohchab","author_image":"https:\/\/etimg.etb2bimg.com\/authorthumb\/479253129.cms?width=250&height=250","author_additional":{"thumbsize":false,"msid":479253129,"author_name":"Himanshi Lohchab","author_seo_name":"himanshi-lohchab","designation":"Journalist","agency":false}}],"analytics":{"comments":0,"views":951,"shares":0,"engagementtimems":3731000},"Alttitle":{"minfo":""},"artag":"ETTelecom","artdate":"2021-06-20 12:12:04","lastupd":"2021-06-20 12:26:14","breadcrumbTags":["Indian cos","Amazon","reward points","Google Pay","Flipkart","Kotak Mahindra Bank","Gamification strategy","Internet","OTT","Premier League"],"secinfo":{"seolocation":"telecomnews\/indian-cos-play-it-right-with-a-game-they-cant-lose"}}" data-news_link="//www.iser-br.com/news/indian-cos-play-it-right-with-a-game-they-cant-lose/83683830">