🎯 Games not only as entertainment… but a way of marketing? 🎯
Games are usually associated with youthful years. Then children play in various board games. 🎲 In the years of technological development also mobile and computer games became very popular. In addition, they play not only the youngest but also the older ones. Why? The main reason is stress relief, enjoying the game, contact with other players, the desire to compete and the desire to get badges, next levels. As far as multi-player games are concerned, they are a frequent group choice because they satisfy the need to belong to a group, feel important to their environment and that their actions have a direct impact on the development of the games.
Games evoke very positive emotions when we think about them. They are associated with good qualities. Let’s focus on mobile games. Their popularity is confirmed by the numbers:
🔸 The number of active mobile players is still growing dynamically – it increased to 2,221.9 billion in May 2019.
🔸 56% of them use mobile games more than 10 times a week
🔸 Games represent 21% of downloaded Android apps and 25% of downloaded iOS apps.
🔸 62% of people install the game on their phone within a week of purchasing it
Positive emotions generated by the games and their huge popularity… is a combination that is worth using. That’s why the gaming market is growing rapidly. And where in all this is the place for marketing? 📢 Well, it seems that together these areas are very distant. However, in reality it is a golden mean between companies and players. Users have fun interacting with brands. Some people get pleasure, interesting entertainment and others get involvement of customers. Thanks to the elements of gamification, the user will experience numerous and strong emotions (willingness to compete, victory, happiness, pride, joy). This series of feelings will be associated with the game, and thus the brand. This form of advertising is a novelty on the market. In addition, once tested, the entertainment will continue to tempt you, and yet a dedicated audience is a priceless value. Thanks to the use of gamification elements, the company becomes simply close to the recipient. After all, they spend with it their time spent on fun and pleasure. Emotional involvement allows to build a network of committed enthusiasts of a given product. It is the driving force behind the company’s development.