Gamification in Marketing to Increase Customer Retention

Gamification has emerged as a powerful marketing tool over the past decade, with its ability to boost user engagement, retention, and brand loyalty. This thesis examines the application of gamification in marketing through the lens of game development frameworks and the 4Ps of marketing. By analyzin...

Full description

Bibliographic Details
Main Author: Chen, Yu Tai (Tony)
Other Authors: Zhang, Juanjuan
Format: Thesis
Published: Massachusetts Institute of Technology 2023
Online Access:https://hdl.handle.net/1721.1/151418
_version_ 1826208943324528640
author Chen, Yu Tai (Tony)
author2 Zhang, Juanjuan
author_facet Zhang, Juanjuan
Chen, Yu Tai (Tony)
author_sort Chen, Yu Tai (Tony)
collection MIT
description Gamification has emerged as a powerful marketing tool over the past decade, with its ability to boost user engagement, retention, and brand loyalty. This thesis examines the application of gamification in marketing through the lens of game development frameworks and the 4Ps of marketing. By analyzing case studies of Nike SNKRS and Duolingo, this thesis sheds light on best practices, such as the incorporation of gaming mechanics into non-gaming scenarios, adapting to gaming trends, and aligning gamification strategies with company goals. Although both cases demonstrate the potential benefits of gamification, they also reveal challenges, such as consumer desensitization, ethical concerns, and the risk of detracting from a brand's core message. The future of gamification in marketing is promising, with the integration of cutting-edge technologies such as AR, VR, and AI, alongside the increased adoption of gamified strategies on social media platforms and mobile devices. However, marketers must remain mindful of potential challenges and strive to balance innovative gamified experiences with responsible marketing practices, ensuring user privacy, ethical design, and preventing customer fatigue. By striking this balance, the future of gamification in marketing is set to revolutionize the way businesses engage with their audiences and build lasting relationships.
first_indexed 2024-09-23T14:15:12Z
format Thesis
id mit-1721.1/151418
institution Massachusetts Institute of Technology
last_indexed 2024-09-23T14:15:12Z
publishDate 2023
publisher Massachusetts Institute of Technology
record_format dspace
spelling mit-1721.1/1514182023-08-01T03:25:15Z Gamification in Marketing to Increase Customer Retention Chen, Yu Tai (Tony) Zhang, Juanjuan Sloan School of Management Gamification has emerged as a powerful marketing tool over the past decade, with its ability to boost user engagement, retention, and brand loyalty. This thesis examines the application of gamification in marketing through the lens of game development frameworks and the 4Ps of marketing. By analyzing case studies of Nike SNKRS and Duolingo, this thesis sheds light on best practices, such as the incorporation of gaming mechanics into non-gaming scenarios, adapting to gaming trends, and aligning gamification strategies with company goals. Although both cases demonstrate the potential benefits of gamification, they also reveal challenges, such as consumer desensitization, ethical concerns, and the risk of detracting from a brand's core message. The future of gamification in marketing is promising, with the integration of cutting-edge technologies such as AR, VR, and AI, alongside the increased adoption of gamified strategies on social media platforms and mobile devices. However, marketers must remain mindful of potential challenges and strive to balance innovative gamified experiences with responsible marketing practices, ensuring user privacy, ethical design, and preventing customer fatigue. By striking this balance, the future of gamification in marketing is set to revolutionize the way businesses engage with their audiences and build lasting relationships. S.M. 2023-07-31T19:38:14Z 2023-07-31T19:38:14Z 2023-06 2023-07-14T19:55:28.343Z Thesis https://hdl.handle.net/1721.1/151418 In Copyright - Educational Use Permitted Copyright retained by author(s) https://rightsstatements.org/page/InC-EDU/1.0/ application/pdf Massachusetts Institute of Technology
spellingShingle Chen, Yu Tai (Tony)
Gamification in Marketing to Increase Customer Retention
title Gamification in Marketing to Increase Customer Retention
title_full Gamification in Marketing to Increase Customer Retention
title_fullStr Gamification in Marketing to Increase Customer Retention
title_full_unstemmed Gamification in Marketing to Increase Customer Retention
title_short Gamification in Marketing to Increase Customer Retention
title_sort gamification in marketing to increase customer retention
url https://hdl.handle.net/1721.1/151418
work_keys_str_mv AT chenyutaitony gamificationinmarketingtoincreasecustomerretention