Game thinking from Adam Clare

Tag: mobilePage 8 of 9

Mobile Stats from 2011 Show 2012 Will be Nifty

PocketGamer has a great wrap-up of key mobile industry statistics that will have an impact in the year to come:

7. RIM could lose its entire US user base by the end of 2012

What a year for RIM; at least 2012 can’t get any worse … or can it?

According to figures from comScore and analysis from asymco, if it continues losing US subscribers at the current rate of between 500,000 to 1.2 million per a month, it “could lose its entire US user base” by the end of the year.

6. Rise of iOS and Android halves Nintendo DS game revenue

Many of the headlines raised by app analytics company Flurry concerned the growth of mobile gaming versus the ‘relative decline’ of portable gaming.

Its key finding was that “…as smartphone game revenue has climbed aggressively, Nintendo DS and Sony PSP revenue has dropped precipitously”.

Of course, causality between these two trends wasn’t specifically proven in terms of user surveys etc., and the release of the PS Vita and Nintendo’s future strategy with respect to the 3DS means there’s likely to be much more to say on this subject in the coming year.

Places to Explore for Brands in the Mobile Space

The Microsoft tag blog has posted seven areas that brands should explore in the mobile space. Most of the points are the standard area that people working in mobile look at (augmented reality and location-specific stuff) but one point brought up is one I don’t normally think about.

Compliance/CRM Gaming

A major concern in the pharma/health industry is compliance of product usage. A common reaction from marketers is to set up voluntary email or text reminders. But what tends to happen over time is the consumer becomes annoyed by standard messaging that merely reminds them they’re deficient. Not a mood any brand wants to be associated with. What if the industry could move consumers from a feeling of “I’m different” to “I’m special” using games?

Bayer introduced the Didget blood glucose meter that plugs into a Nintendo DS and rewards kids with games for consistent testing. So, when a 14-year-old boy who’s recently discovered he’s diabetic experiences feelings of inadequacy and even daily compliance refusal sets in, a brand stepped in to make him feel exclusive. Think how your brand can use gaming to keep your loyal customers over-time.

Consumer response: “I’ll stay loyal knowing that with repeat usage or purchases of products I’m getting more than just the product.”

Using mobile devices to keep in contact with your consumers isn’t new itself, but attaching it to a larger experience beyond the traditional brand is. The gamification process will likely be problematic for most brands, but anything is possible right?

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