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Why Gamification Should Be Used for Marketing of Ready-To-Eat Breakfast Pastries

Autor:   •  June 2, 2018  •  Essay  •  279 Words (2 Pages)  •  692 Views

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Why Gamification Should Be Used for Marketing of Ready-to-eat Breakfast Pastries

Abstract

Gamification is a hot topic in recent years. This method can be used in many different fields. In this essay, I will talk about why it should be used for marketing of ready-to-eat breakfast pastries.

At first, gamification is a trusted strategy. Many large and reputable companies are starting to use gamification such as Nike, Deloitte and Cisco. Of course, gamification brings big success to those companies. For example, after implementing gamification, page views of the USA Network site increased 130%, the online merchandise sales increased 50%. It means gamification can be a good choice for marketing.

Secondly, gamification is suitable for ready-to-eat breakfast market. 58% of Americans play video games and 77% of gamers play at least one hour a week, which means there is a high likelihood for Americans to accept gamification. And the largest age group of video game players is between 18 and 35 years old, which is totally same to the bracket the breakfast pastries will be aimed at. What’s more,

Surveys show that members of this target group often skip breakfast because they don’t want to eat the typical cereals of their youth, and they are too active to cook their own breakfasts. This fact can be taken as a lack of external motivation and gamification is an appropriate solution for providing additional motivation by importing game elements such like badges, scores as well as game scenarios.

In conclusion, gamification is very useful for ready-to-eat breakfast marketing.


Data source:

  1. Age of U.S. video game players in 2015, © Statista 2015
  2. 2014 Global Gaming Stats: Who’s Playing What, and Why?, © Big Fish Games, Inc. 2015

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