
Through careful curation some game-based brands are managing to sustain and grow play. One hears a lot about Nike +. And how they've managed to continually reinvent the mechanics of competititon and notification.
In theory, there are 4 basic tactics to sustain affection for your brand-based game mechanic 1) Challenge 2) Conflict/Choices 3) A feedback loop and 4) Rewards and Goals.
CHALLENGE. Think about coupons as a marketing device. Synonymous with hot rollers and fuzzy slippers. But Old Navy found an interesting new wrinkle in the game layer. Their idea was to hide coupons on their site. Some, remarkably good. ($60 or $100 off!). The trick was that you really had to scour the site to find them. Additionally, the highly valuable coupons were limited in number. They go live at about 2 a.m. meaning people really had to camp out to capture the top notch coupons. Another company game-layered their sign-up form by recording the shortest time it had been accomplished in (16 seconds) then challenged users to beat that record. There's also a set completion phenomena. Basically an impulse baked into our DNA salad that compels us to finish a task with a set completion element.
CONFLICT/CHOICES.
Dribbble is a show and tell website for creatives. The concept is spartanly simple: Take a screenshot of whatever you are working on right now and send it in. Everyone starts as a spectator. This is sort of like being a "read only" member. Spectators can upload screen shots to their profile. And if other players find them interesting enough, they may get drafted as a "player". Players can contribute. But have a maximum of 24 uploads per month that do NOT roll over. The rankings are crowdsourced. So it is to every player's advantage to be very cautious about what they choose to upload. Here limited choice compels the player to be parsimonious about how often to upload. Upload too often, and you burn all your chances to climb the rankings for a month.
FEEDBACK LOOP
Fitbit is a clip-on digital pedometer that automatically updates whenever you pass within 15 feet of a wifi station in your home. It can track your physical activity, health objectives, even how well you're sleeping. Scroll through it's statistical record keeping and get all the up-to-the minute playback on your progress you'd expect. But then there's something you wouldn't expect. A LED digital flower that lengthens in stem and leaf as you exercise more. Almost dumbly sweet yet very addictive, the flower is something you nurture through your own exercise. Your activity linked in a tight feedback loop to a symbol of thriving and growing.
REWARDS & GOALS
Rewards are the most expected game reinforcement strategy. When consumers play our brand game, we give them stuff as bribery for involvement. But stuff is only one layer. Interestingly, it is also the least motivating. Status, access and power all tend to rank higher in motivating engagement than the "complimentary tote bag". They also cost far less. The price of entry here tends to be in crafting an experience that feels and plays like a game.