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Gamification for Marketing in 2019

Fri 1 February 2019
8:00 AM - 9:00 AM
Ended


In 2019, GAMIFICATION WILL CONTINUE BE A HOT TOPIC OF CONVERSATION AND HUGE POTENTIAL FOR BUSINESSES OF ALL TYPES. Whether your company needs sales uplift, customer (or staff) education, new customer acquisition, database enrichment or sponsorship activation, Gamifying your MARKETING OBJECTIVES DELIVERS AN ENGAGING EXPERIENCE FOR YOUR CUSTOMERS, and delivers uniquely measurable results. Rubin8 invite you to attend our morning seminar where we will deliver key insights into trends and application for Gamification in 2019. Key topics covered include: * What is Gamification; * The neuroscience behind why games work; * How Gamification can apply in a successful brand marketing execution; * Trends in Gamification across business function;  * Examples of successful use globally; * Case study results of local campaigns. What is Gamification? Gamification is the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity such as marketing, sponsorship and activation to encourage engagement with a brand, product or service.  Typically delivered with an associated competition or promotion, Gamification is a solution where brands can through "data exchange for reward" collect valuable, precise and tangible information points. Data captured can be used to make predictions, change or improve products, target new/old markets and increase knowledge in certain areas of the business previously unknown. Game based marketing is not only limited to data collection, it also has the power to change a consumer’s behaviour, and that can only be the beginning of something great.
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02/02/2019 Last update

51 Holdsworth Street
Unit 1 - Upstairs, Coorparoo, 4151, QLD, Australia

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  1. Rubin8
  2. Gamification for Marketing in 2019