Post by account_disabled on Feb 25, 2024 1:14:42 GMT -3
Have you ever had a job interview on the computer? Of course, what questions! Maybe even with more than one person and associated aptitude or psychological tests. But what if they told you that the interview is not conducted by a person, but by a series of ironic and well-curated interactive videos? This is what Heineken did with its site dedicated to staff selection (and to the enjoyment of those who end up there by mistake): a virtuous example of user engagement with a dual purpose, to screen candidates and stimulate the sharing of branded content . At the end of the quiz you get the result with the description of your profile (traditionalist, investigator, ambitious, etc.) and from here on you can decide whether to continue with the online interview, send your application via LinkedIn or simply post the result on social networks.
A great way to ease the pressure of the first India Part Time Job Seekers Phone Number List interview! gamification-marketing-heineken The second example comes from the banking sector , where at least two companies stand out for having developed real "prize operations", as they say in the jargon. This is CheBanca! and its app “YourClub” and Intesa Sanpaolo with its counterpart “Reward”. In the first case, the dynamic is that of a real collection of points, through actions and "missions" within the app itself. Upon reaching certain thresholds, some products divided into different categories can be redeemed. The "VIP Status" and the recognition of merit stars leverage the user's sense of belonging and valorization, also making the app experience a moment of gratification. A similar mechanism is the one followed by the Intesa Sanpaolo "Reward" app which offers prizes, objects and gifts of various kinds for those who manage to complete the challenges proposed by the system within the set time.
The missions also include simple operations such as "Invite a friend" or "Share on social media"... and the most attentive of us will certainly not have missed the high level of brand awareness potential of these innocent actions, right? Also in this case, ease of use, clarity and promise of rewards are the (con)winning formula to bring account holders to the gaming screen. The third and final case study goes beyond the confines of the internet to arrive... on the street. This is the “ Speed Camera Lottery ” initiative, created in 2010 and subsequently adopted in Sweden. A lottery for attentive motorists, which rewards - through a random draw - those who respect the speed limits. As? Just send a photo of the vehicle and the speed detected by the speed camera and, in case of luck, you will receive the money taken from the pockets of motorists fined for a violation. A nice way to encourage compliance with the rules! Does this sound familiar? After all, even the very Italian " Receipt Lottery " is an example of gamification applied to public administration : it remains to be seen that soon we will find ourselves living in an episode of Black Mirror without even realizing it.
A great way to ease the pressure of the first India Part Time Job Seekers Phone Number List interview! gamification-marketing-heineken The second example comes from the banking sector , where at least two companies stand out for having developed real "prize operations", as they say in the jargon. This is CheBanca! and its app “YourClub” and Intesa Sanpaolo with its counterpart “Reward”. In the first case, the dynamic is that of a real collection of points, through actions and "missions" within the app itself. Upon reaching certain thresholds, some products divided into different categories can be redeemed. The "VIP Status" and the recognition of merit stars leverage the user's sense of belonging and valorization, also making the app experience a moment of gratification. A similar mechanism is the one followed by the Intesa Sanpaolo "Reward" app which offers prizes, objects and gifts of various kinds for those who manage to complete the challenges proposed by the system within the set time.
The missions also include simple operations such as "Invite a friend" or "Share on social media"... and the most attentive of us will certainly not have missed the high level of brand awareness potential of these innocent actions, right? Also in this case, ease of use, clarity and promise of rewards are the (con)winning formula to bring account holders to the gaming screen. The third and final case study goes beyond the confines of the internet to arrive... on the street. This is the “ Speed Camera Lottery ” initiative, created in 2010 and subsequently adopted in Sweden. A lottery for attentive motorists, which rewards - through a random draw - those who respect the speed limits. As? Just send a photo of the vehicle and the speed detected by the speed camera and, in case of luck, you will receive the money taken from the pockets of motorists fined for a violation. A nice way to encourage compliance with the rules! Does this sound familiar? After all, even the very Italian " Receipt Lottery " is an example of gamification applied to public administration : it remains to be seen that soon we will find ourselves living in an episode of Black Mirror without even realizing it.