This document discusses using games to track brand health and satisfaction. It notes that over 50% of Americans play games, including 75% of males aged 18-44. The document then discusses how gamification is perceived and how explicit game rules can focus on user experience and influence behavior. An example brand tracker game is presented that measures awareness, usage, perceptions and purchase intent for different brands. The benefits of games-based research are discussed, including increased user engagement, suitability for mobile devices, and lower costs and time compared to traditional surveys. The key elements of games like victory conditions, challenges/antagonists, and reward systems are also outlined.
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