Уровень 0 · материалов: 2
В кластер входят документы о бизнес-стратегиях привлечения и удержания клиентов, но не входят документы об эксплуатации игровых механик в виртуальных экономиках.
Общие признаки: построение базы лояльных клиентов, использование данных о потребителях, механизмы вовлечения пользователей
Группа выше: Клиентский сервис и лояльность
Смысл: The main idea is that providing immense perceived value and using gamification can rapidly build a massive, loyal customer database, which becomes the most valuable asset for a business.
MacHeist uses gamified 'heists' and collective goals to acquire hundreds of thousands of customers quickly by offering high-value software in exchange for registrations.
Смысл: The main idea is that big data and predictive analytics allow companies to uncover intimate personal details about consumers' lives—even those unknown to their families—to strategically manipulate shopping habits and ensure long-term customer loyalty.
Target uses predictive analytics to identify pregnant customers based on purchasing patterns to target them with specific coupons before they've even announced their pregnancy to family.