Price (from): €2,700 / dayShare Share
Pete is in his 11th year as an Entrepreneur in Residence at the University of Brighton. He lectures on gamification and entrepreneurship at undergraduate and post-graduate levels. He also guests lectures on Gamification at King’s College London and at ESCP Europe.
Pete is Practice Director, Gamification at Intelestream Inc. in Chicago, USA. A strategic advisory company in the CRM space. Intelestream Inc. created Splash, a gamified onboarding and goal setting app for SugarCRM.
Over the past 19 years, Pete has built and sold two businesses. One was in security software and the more recent one was a telecoms and internet connectivity business. He is also an Ambassador for Brighton & Hove Chamber of Commerce and an Export Champion for the Department of International Trade.
About the training
#use gamification as your USP #earn customer attention #build brand experiences that lead to increased sales #cost effective approach to marketing #experience gamification as you learn #highly engaging trainer
Gamification is the application of game-like experiences in contexts outside of games. Gamification uses game elements such as narrative, challenges, puzzles and collaborative play to inject fun and excitement into business activities. In marketing, the approach is finding acceptance as a method of engaging customers. It is changing the average into the exciting. For instance, ensuring completion of market surveys and building engaging brand experiences. Brands from McDonald's to Dell and Coca-Cola have seen the jump in effectiveness from gamification. 68% of digital natives own a game console and 76% own smartphones. Gamification is now a key tool in gaining customer attention. Led by the world-leading gamification expert from the UK, Pete Jenkins. This two-day course will show you how to apply gamification. It will provide you with a holistic framework to design and manage a gamification project for your marketing purposes.
This gamification training focusses on applying techniques and theory to the real world
You will develop the knowledge of how to use gamification to engage customers and increase loyalty
You’ll understand how to profile & segment customers into different player types to choose the right game elements to use
You will develop the understanding and skills to create effective gamified marketing strategies
You will also gain an understanding of the role gamification can play in modern marketing. Its strengths and weaknesses, as well as how to avoid common pitfalls
Your business objectives
The science of gamification
Analyzing how gamification can be used for marketing
Gamification: creativity and marketing
Advanced gamification: loyalty programs and customer advocacy
Gamification design framework
Improving playability, engagement and user adoption