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Hooptap boosting loyalty_programs_goals_en

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Hooptap boosting loyalty_programs_goals_en

  3. 3. 1. OVERVIEW © 2014 Hooptap, SL. All rights reserved
  4. 4. © 2014 Hooptap, SL. All rights reserved 1. OVERVIEW Hooptap’s platform is able to reach the loyalty programs’ goals of both a single company or multi-partner by implementing strategic gamification techniques. Gamification helps to attract and retain customers, achieving a wide community really involved in meeting planned objectives. All of this is possible thanks to the entertaining experiences that the platform offers. Below you will find some of the goals achieved with our customers, such as: registrations, web traffic, among others.
  5. 5. © 2014 Hooptap, SL. All rights reserved 1. OVERVIEW All our metrics are based on the results obtained with our customers, such as:
  6. 6. 2. GOALS © 2014 Hooptap, SL. All rights reserved
  7. 7. © 2014 Hooptap, SL. All rights reserved A. CTR
  8. 8. © 2014 Hooptap, SL. All rights reserved 2. GOALS - CTR Normally loyalty programs’ subscribers don’t show special interest on advertising campaigns but the ratio of clicks to impressions could be notoriously increased with the use of gamification. Hooptap’s platform has achieved a CTR of 23% on loyalty projects for its customers. This is an extremely high figure in comparison with other digital marketing media, which demonstrates campaigns have been really effective. How have we achieved it? The brand/s within the loyalty program were not cofined to make appearances in interruptive formats such as banners but they managed to have their users totally involved through games that encouraged them to accomplish actions such as: watch a video, read an article etc. All of this along with a strong reward system, made clicks skyrocket.
  9. 9. © 2014 Hooptap, SL. All rights reserved B. WEB TRAFFIC
  10. 10. © 2014 Hooptap, SL. All rights reserved 2. GOALS – WEB TRAFFIC Generally, driving traffic to the website is a costly work which carries big SEO efforts in order to make search engines position you on the long term on the first positions. Hooptap managed to increase by 50% their customers’ web traffic on the short term thanks to gamified campaigns. How have we managed it? On the one hand, by means of constant rewards and guiding users to discover the website’s content, users visited the loyalty program’s website more often and during a longer period of time, discovering promotions and relevant information more assiduously. On the other hand, we boosted new users’ visits making subscribers share the products or URL of specific campaigns in exchange for receiving discounts if they managed to make other users visit their website. The more products they shared, the more users visited the website, henceforth, more accumulated discounts. This created a strong competition to acquire the sale products, at the same time as it generated an immediate return of the investment.
  11. 11. © 2014 Hooptap, SL. All rights reserved C. EMAIL OPENING RATE
  12. 12. © 2014 Hooptap, SL. All rights reserved 2. GOALS – EMAIL OPENING RATE The email opening rate can be considerably increased, avoiding subscribers to reject them as spam or place them in the Trash folder. Hooptap managed to increase by 20% their subscribers’ email opening rate. How have we managed it? First of all, we rewarded the opening and clicks of corporate emails that the loyalty program sent, encouraging the reading of promotions and call to actions. Another technique was to preset emails with information concerning the rewards that a subscriber was achieving. The subscriber, who was interested in this type of information, was more inclined towards reading these emails, which included promotional communications and call to actions which again rewarded him.
  13. 13. © 2014 Hooptap, SL. All rights reserved D. FACEBOOK FANS
  14. 14. © 2014 Hooptap, SL. All rights reserved 2. GOALS – FACEBOOK FANS Inviting users manually to follow you on Facebook isn’t the only way to get followers. In fact, it’s a gruff approach that won’t probably generate leads. Thanks to gamification, users will follow the loyalty programs in social media themselves, avoiding loyalty programs to search them. In this way, Hooptap has managed to increase their customers’ Facebook fans by 10%. How have we managed it? Users won points for following the loyalty program on Facebook and performing special actions. For example, users were asked to share pictures related to the loyalty program on its fan page and achieve the maximum number of votes possible. The requirement for voting was being fans. Later on, they could redeem those points on a marketplace of prizes and decide upon their preferred choice. By doing this, fans were transformed into strong opinion leaders by generating social noise.
  15. 15. © 2014 Hooptap, SL. All rights reserved E. VIDEO DISPLAYS
  16. 16. © 2014 Hooptap, SL. All rights reserved 2. GOALS – VIDEO DISPLAYS Generating real interest on Youtube video displays is complicated due to the fact that it relies heavily on factors such as: video duration, subjet matter etc. Thanks to Hooptap’s platform, our customers’ video publications on Youtube increased their displays by 35% How have we managed it? We created a teaser campaign that gave little brush-strokes of subscribers’ mission. They were informed about what they had to perform at the same time as they received points for watching the videos. Another technique was introducing game mechanics were they had to watch specific videos in order to answer questions related to them.
  17. 17. © 2014 Hooptap, SL. All rights reserved F. TRAFFIC TO THE POINT OF SALE
  18. 18. © 2014 Hooptap, SL. All rights reserved 2. GOALS – TRAFFIC TO THE POINT OF SALE The point of sale continues to be the favorite users’ purchase system. Henceforth, we have to generate a need for subscribers to attend the physical stores of the brands within the loyalty programs. Hooptap managed to end on purchase 75% of the points that were given out on the platforms. How have we managed it? We directed traffic to the point of sale through game mechanics that they had to conclude on the stores. For example, they had to get informed about a product in order to answer some questions correctly, check-in on the point of sale, scan a QR code... This way, subscribers benefited from an endless stream of points, special discounts and promotions.
  19. 19. © 2014 Hooptap, SL. All rights reserved G. REGISTRATIONS
  20. 20. © 2014 Hooptap, SL. All rights reserved 2. GOALS – REGISTRATIONS As a general rule, users are not proactive to register, either for the fear of spreading their personal data or being bombarded with emails. But the truth is that it is a necessary information for loyalty programs. Registrations are a key factor to generate leads. It also helps sending information of interest to the different target groups, increasing the likelihood of purchasing. Hooptap managed to increase on-site registration visits by 10% thanks to gamification. How have we managed it? Users had to register themselves on the loyalty programs’ websites to be part of the gamification system and be able to achieve badges, points, prizes etc. Moreover, website visits were rewarded with a direct prize in the shape of a discount cupon that they could only redeem if they registered.
  21. 21. We’ll tell you how to achieve it. info@hooptap.com (+34) 96 383 327 17 www.hooptap.com
  22. 22. gracias