One higher education marketing app, ChatterHigh, in Canada added gamification in an attempt to get high school students to engage with colleges even more. The app asks potential college students a series of 10 questions, that are about facts about a specific university, and the answers to the questions are available on college websites designed with potential students in mind. The campaign has been a success with 200,000 student engagements overall since October. That might not seem like a lot, but the app is only for institutions within the Canadian provinces of British Columbia and Alberta.
There are some apps that use gamification to keep people engaged, but not neccesarily for branding. Take Fitocracy for example. It turns working out into a game with unlimited levels, ever changing quests and even duels for paying members.
You may have also seen gamification in ads on Hulu, where brands can sometimes have users interact with a quiz instead of passively viewing a video ad. How can you incorporate gamification to get users more engaged in your brand through ads?
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