Applying Gamification to Enhance e-Commerce Sales
retailciooutlook

Applying Gamification to Enhance e-Commerce Sales

By: Retail CIO Outlook | Wednesday, November 13, 2019

The days when you physically go to the store and pick a dress and walk out, are long gone. Now people can sit at their homes and use their devices to shop for any products. The customer can now avail of any brand with just a click

Fremont, CA: The retail motivation world revolves around sales, and if you do not sell your products, then you are not going to be in business for long. Traditional retailers have tried and tested various methods to attract customers, get them to spend time in the store, and even purchase from their store. While some were successful, some were significant failures. Using promotions and sales offers is one of the oldest ways to attract customers into the store.

This was applicable until the advent of online shopping. The days when you physically go to the store and pick a dress and walk out, are long gone. Now people can sit at their homes and use their devices to shop for any products. The customer can now avail of any brand with just a click. Nowadays, omnichannel consumers compare the price of different products online before entering a real brick and mortar stores. Even those who walk into the store carry devices with themselves that helps them compare and contrast the prices in real-time. Gamification is one of the solutions to tackle these uber-connected customers and interest them to stay longer and make purchases at your online store. Gamification is nothing but the use of a gaming interface to better explain concepts to a particular person. It is the use of game mechanics and game design techniques in non-game contexts.

Motivation

For a marketer to be successful, they need to be able to understand what motivates the customer. Every consumer has a driving factor that makes them spend time looking at options and purchase from the store. It is this drive that the retailer needs to target at. Once the marketer is aware of the motivating factor, the marketer should understand customer behavior and adapt accordingly. Once this has been done, the marketer should be able to validate the customer and offer a solution to the problem. Generally, motivation is driven by six characteristics, namely, trait, behaviorist learning, cognitive, self-determination, interest, and emotion.

Instructional strategies influence cognitive and motivational processes. Through gamification, one can decrease negative feelings like fear, envy, and anger and increase positive feelings like sympathy and pleasure, thereby motivating the individual. These traits are more or less applicable to everyone. However, the personality of each person may differ, and that can be a significant contribution. Personalities are like opinions; each one is bound to have their own.

Buyer Personas

By identifying a consumer's personality and motivation, you can understand what the persona of the person will be like. By using market research and real customer data, hypothetical personality types can be created. These personas are used by marketing and sales teams to plan activities based on the perceived motivational factors that influence the persona. However, personas can be a tricky business. Sometimes, the customer may have premeditated thoughts, and the personality of the consumer may not allow them to deter from their choice. If the wrong kind of product is marketed to such people, they will simply ignore it and look for the appropriate product to fulfill his needs.

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