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The moment of purchase

Posted: Mon Dec 23, 2024 8:21 am
by Bappy12
Games, among which the raffle stands out today, are not designed with the intention of generating an immediate impulse to buy, but with the intention that the user retains the image of the brand, associating it with a playful moment and that this moment is in turn interesting, entertaining, fun, relaxing, etc.

The raffle as a gamification strategy applied to marketing
This article is divided into the 3 parts in which a gamification strategy through raffles should be carried out:

The draw

The survey




The draw
Let's imagine a raffle for a pair of sunglasses with a high-quality design kuwait whatsapp numbers and high-resolution lenses on the occasion of their upcoming launch. This raffle would include a game where first an image is chosen and then the type of lens that is believed to be associated with the image is chosen. Once the image is chosen, it will be possible to check if the choice was correct. In this way, the resolution of a certain type of lens is revealed, which in turn is incorporated into a certain model(s) of sunglasses. To increase the versions of the catalogue, we can create different options for sunglasses models that in turn incorporate different types of lenses.

From this first data record, we can perform several dissections based on the different choices and queries made, analyzing the versions of lenses and models of glasses that are most popular, etc., taking into account the information previously obtained from the registration data for the draw – game: Name, age, sex, profession, hobbies, sports, etc.

This game, which includes a draw, is also a valid test to determine the priority in the production of one or another model of lenses and sunglasses for their next launch on the market. The purpose of this type of test is not new and the Ford brand introduced them for the first time in the USA in the 50s and 60s of the 20th century to include the latest consumer tastes in the last part of its assembly line. Thus, through surveys of its dealers, they included in their models the "tastes of the moment" in color and design, introducing new solutions for rearview mirrors, bumpers, colors or seats and upholstery.

On the other hand, if the potential client wants to find out a little more at the time of the game, they will be able to do so, because once the glasses are shown, their characteristics will also be shown, always focusing on reaching the client in a non-intrusive way and first promoting the image, the quality, the design, the characteristics of the product and finally the price, in a gamified and very natural way.

The raffle as a gamification strategy in marketing

The survey
Subsequently, new surveys, assessments, tests, etc. can be carried out to facilitate a more precise classification of the records based on different criteria, for example, distinguishing those who know or do not know other brands, whether or not they have a prescription, etc.

If we carry out a new study of the occupations, hobbies, sports, or entertainments in our records, we will obtain a new, more precise classification and, therefore, each model can be assigned with greater certainty to one or another segment of the population, group, hobby, sport, hobbies, etc.

In short, depending on whether we want to launch, sell or boost the sales of a product, we must carry out a prior study and classification that will help us to segment the different registers and, therefore, to direct and reach more clearly our target audience, which is none other than to make an almost personalized sale.



The moment of "purchase"
Since the moment of "purchase" is later, it will logically be linked to the consumer when the need to buy a pair of sunglasses arises or he feels the need to buy them. The difference between buying "any pair of sunglasses" and "the sunglasses in the game" will be motivated by the ability of the game to retain the design and brand of the sunglasses in the mind of the potential customer. The ability to remember the game will, in turn, be more intense depending on whether much time has not passed between both moments: the moment of the game and the moment when the need to buy arises.



This is why marketing experts frequently advise introducing gamification into our strategy and generating games, contests, raffles, etc. that retain the design and image of the product in the consumer's mind and that in turn motivate and encourage proximity to the brand and, in addition, the purchase, attracting new records that can in turn be classified again, perfecting and increasing the database.