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Within qualitative marketing research, an innovation game is a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service. The research is primary because the data collected is gathered directly from customers or prospects and is intended to answer a specific research question. (Secondary research is data collected previously by others, usually through primary research, that may or may not address a specific research question.) “Customers” who play innovation games are commonly direct recipients or consumers of a specific product or service. In some cases, though, game players may be any person or system who is or would be affected by a product or service.
Innovation games are directed by a facilitator whose responsibilities include:
The successful operation of an innovation game relies on collaborative play among the participants and a set of observers drawn from disparate functional groups within an organization. For example, a typical game setting for a word processing software might include participants drawn from two or three corporate customers along with observers comprising the product's quality assurance manager, technical architect, product manager, developer, sales executive, or any one else on the product team. Arguably, the most important observer is the product manager because that person is responsible for acting on the data generated by the game. However, a single observer cannot possible capture all of the nonverbal and nuanced communication that players exhibit, so all observers play a significant and irreplaceable role in the effective utility of the game.
There are at least 12 unique innovation games (and any number of new games derived by combining elements of these 12 games). [1]
While any number or variety of innovation games may be invented, combined, or adapted from other game environments, all such games have strengths and weaknesses that constrain their applicability to specific kinds of problems. These strengths and weaknesses are expressed as six separate dimensions:
A loyalty program is a marketing strategy designed to encourage customers to continue to shop at or use the services of a business associated with the program. Today, such programs cover most types of commerce, each having varying features and rewards schemes, including in banking, entertainment, hospitality, retailing and travel. The market approach has shifted from product-centric to a customer-centric one due to a highly competitive market and a wide array of services offered to customers, therefore, it's important that marketing strategies prioritize growing a sustainable business and increasing customer satisfaction.
Magic: The Gathering is a tabletop and digital collectable card game created by Richard Garfield. Released in 1993 by Wizards of the Coast, Magic was the first trading card game and had approximately thirty-five million players as of December 2018, and over twenty billion Magic cards were produced in the period from 2008 to 2016, during which time it grew in popularity.
In the United States, bingo is a game of chance in which each player matches the numbers printed in different arrangements on cards. The game host draws at random, marking the selected numbers with tiles. When a player finds the selected numbers are arranged on their card in a row, they call out "Bingo!" to alert all participants to a winning card, which prompts the game host to examine the card for verification of the win. Players compete against one another to be the first to have a winning arrangement for the prize or jackpot. After a winner is declared, the players clear their number cards of the tiles and the game host begins a new round of play.
Qualitative marketing research involves a natural or observational examination of the philosophies that govern consumer behavior. The direction and framework of the research is often revised as new information is gained, allowing the researcher to evaluate issues and subjects in an in-depth manner. The quality of the research produced is heavily dependent on the skills of the researcher and is influenced by researcher bias.
A usability lab is a place where usability testing is done. It is an environment where users are studied interacting with a system for the sake of evaluating the system's usability.
A technology demonstration, also known as demonstrator model, is a prototype, rough example or an otherwise incomplete version of a conceivable product or future system, put together as proof of concept with the primary purpose of showcasing the possible applications, feasibility, performance and method of an idea for a new technology. They can be used as demonstrations to the investors, partners, journalists or even to potential customers in order to convince them of the viability of the chosen approach, or to test them on ordinary users.
Online shopping is a form of electronic commerce which allows consumers to directly buy goods or services from a seller over the Internet using a web browser or a mobile app. Consumers find a product of interest by visiting the website of the retailer directly or by searching among alternative vendors using a shopping search engine, which displays the same product's availability and pricing at different e-retailers. As of 2020, customers can shop online using a range of different computers and devices, including desktop computers, laptops, tablet computers and smartphones.
A personal computer game, also known as computer game or abbreviated PC game, is a electronic game played on a personal computer (PC) and form of video game. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output.
Online bingo is the game of bingo played on the Internet and its estimated launch was in 1996. It is estimated that the global gross gaming yield of bingo was US$500 million in 2006, and it is forecasted to grow to $1 billion by 2010.
Dark Millennium is an out-of-print collectible card game. It's the successor to the Horus Heresy and set in the fictional Warhammer 40,000 universe. The base card set was launched in October 2005 by Sabertooth Games.
There were various games and applications available in Windows Live Messenger that could be accessed via the conversation window by clicking the games icon and challenging a "buddy".
The HyperScan is a home video game console from the toy company Mattel. It is unique in that it includes a 13.56 MHz radio-frequency identification (RFID) scanner that reads and writes to the "cards" which, in turn, activate features in and save data from the game. Players are able to enhance the abilities of their characters by scanning cards.
User experience design is the process of defining the experience a user would go through when interacting with a company, its services, and its products. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), which encompasses all aspects and stages of a customer's experience and interaction with a company.
Loyalty marketing is a marketing strategy in which a company focuses on growing and retaining existing customers through incentives. Branding, product marketing, and loyalty marketing all form part of the customer proposition – the subjective assessment by the customer of whether to purchase a brand or not based on the integrated combination of the value they receive from each of these marketing disciplines.
In marketing, a company’s value proposition is the full mix of benefits or economic value which it promises to deliver to the current and future customers who will buy their products and/or services. It is part of a company's overall marketing strategy which differentiates its brand and fully positions it in the market. A value proposition can apply to an entire organization, or parts thereof, or customer accounts, or products or services.
Eye-Fi was a company based in Mountain View, California, that produced SD memory cards with Wi-Fi capabilities. Using an Eye-Fi card inside a digital camera, one could wirelessly and automatically upload digital photos to a local computer or a mobile device such as a smartphone or tablet computer. The company ceased business in 2016.
A credit card is a payment card issued to users (cardholders) to enable the cardholder to pay a merchant for goods and services based on the cardholder's accrued debt. The card issuer creates a revolving account and grants a line of credit to the cardholder, from which the cardholder can borrow money for payment to a merchant or as a cash advance. There are two credit card groups: consumer credit cards and business credit cards. Most cards are plastic, but some are metal cards, and a few gemstone-encrusted metal cards.
Freedom: The Underground Railroad is a 2013 co-operative board game designed by Brian Mayer and published by Academy Games, their first game in the Freedom Series. The game has drawn positive attention for its approach and handling of the topic.
A digital collectible card game (DCCG) or online collectible card game (OCCG) is a computer or video game that emulates collectible card games (CCG) and is typically played online or occasionally as a standalone video game. Many DCCGs are types of digital tabletop games and follow traditional card game-style rules, while some DCCGs use alternatives for cards and gameboards, such as icons, dice and avatars. Originally, DCCGs started out as replications of a CCG's physical counterpart, but many DCCGs have foregone a physical version and exclusively release as a video game, such as with Hearthstone.
Magic: The Gathering finance or MtG finance is the financial management and investment as it pertains to the collectibility and playability of the Magic: The Gathering collectible card game. Investments are typically made in single cards whose value are expected to rise over time such as from a shifting metagame or low quantities of cards that may or may not increase in value due to a growing playerbase and their demand. Like the stock market, cards are generally bought at a low price and/or are sold at a higher price during peak demand at a later date. Speculation is common as investors seek to predict which of 20,000+ unique cards will avoid a reprint thereby creating more demand. Speculation also occurs in the selling of card assets when a reprint is expected in an effort to maximize financial gain and minimize loss. Most financing is done through the buying and selling of cards, though some investors have traded their way to cards of higher value, or expected to gain value in the future. Additionally, some speculators have gone as far as manipulating the market by buying up large quantities of a single card in order to artificially inflate a card's price.