What does the experiential grid do?
It helps you design a great experiential marketing strategy using experience providers
What do we need to do to do to create a great experience?
We need to find the experience corresponding most to consumers though the experiential grid and build an interdisciplinary team to activate the Experience Activator
What are experience providers?
communication, people, co-branding, web site, exhibition and display area, visual and verbal identity, the presence of the product
What is "presenteism"?
It refers to "everything right now"
What is subvertising?
A spoof or parody of an ad, also know as brandalism or ad vandalism
What are the drivers of gamification?
They are 8 and were invented by Chou:
- E (epic meaning and calling - TW)
- D (development and accomplishment - LW)
- E (empowerment and feedback - RW)
- O (Ownership and possession - LM)
- S (Social influence - RM)
- S (Scarcity - LB)
- U (Unpredictability - RB)
- L (Loss and avoidance - BB)
____________ is an example of game designed for discovering proteins that can kill AIDS
Foldit
What is the standard of social interactions of the postmodern era?
It is focused on experiences which are shared with peers
What was the consumption like in the 70s and 80s?
Based on individualism
What is the objective body?
Our physical body with a longer life expectancy
The subjective body, mentioned in the 2nd trend (awakening senses), refers to tattoos and other things we can play with with our body
TRUE
What are the emrging trends in societing?
otherness (search for collective forms of consumption), awakening senses (hypermodernity, freer men but more axious), spect-actor (co-creator and interaction), audience enjoying themselves (edutainment, fun and emotional experience), everything right now (concerts and stuck in the present), mixed generes and paradoxical consumption (low and high cultural activities together), new technologies (libraries using tech, virtual libraries, virtual books)
Thackback museum
is a case of experiential marketing
A virtual good is a case of accomplishment in the octagon of gamification drivers?
FALSE
____________ is a state of deep concentration, action, and focus without any reflective self-consciousness, which also involves a distortion of time
The flow state, invented by Mihaly Csikszentmihlyi
What is the Self-Determination Theory?
Invented by Deci and Ryan, it states that humans need autonomy (ability to control their lives), competence (ability to interact with the environment), and relatedness (ability to create meaningful relationships and ties with other people)
_____________ is an experiment run to demonstrate the effects of game dynamics
The Candle Task
The Candle Task was proposed to "low drive" (adults who thought this was a test destined to kids) and "high drive" (adults who were promised a reward).
The second group proved that creativity was reduced, addiction was created
TRUE
The Self-Determination Theory states that there are 3 motivation states:
- amotivation (at the beginning)
- extrinsic motivation (making money to survive "because I have to")
- intrinsic motivation ("I have a deep passion for my job, I do it even though I don't make much money")
TRUE
Wha do you need to create the flow state?
A balance between the level of challenge, without causing anxiety, and the level of knowledge, without causing boredom
____________ are the skills that managers of tomorrow should have.
Multitasking, mid and long term view, motivational behaviors towards groupmates, extreme promptness in decision making
The fundamental elements of game design are ______________
Feedback, challenge, reward
______________ are examples of applied gamification
Happy hour (right place at the right time for a reward), frequent flyer programs (rewards and sense of completion for each level), Gold/platinum/titanium credit cards (give access to higher status and better services)
Game mechanics are ______________
A set of rules, design, tools intended to produce gameplay
A gameplay is ______________
specific way in which players interact with the game. If it is good, it generates good engagement
Gamification is not about using game mechanics, aesthetics, and game-thinking in a non-gaming context
FALSE