Speaking of social games, most people may think of Pinduoduo . It is undeniable that in the atmosphere of social e-commerce, the rise of Pinduoduo can be described as a dark horse! With its magical fission gameplay and super cost-effective products, Pinduoduo's market position once reached the same level as Alibaba and JD.com. Looking back at the essence of social games, the combined structure of social games is composed of two parts: "social" + "game play". "Social" is easy to understand. It originates from users and develops users , relying on the existing seed user group to scale up the traffic pool. "Gameplay" is a formal process . Its core purpose is to allow users to complete a task within a set format and get a reward. The tasks can be complex or shallow, and the formats vary greatly, depending on where we start from. Due to the essential attributes of social e-commerce, it is also more focused on the application areas of e-commerce. Usually focuses on acquiring new customers/user activity/sales conversion and retention. While ensuring that the user shopping experience is not disturbed by too many factors, appropriately adding some gameplay activities can still be of great help in improving relevant indicators. one. The fit between social games and new retail The essence of new retail is O2O, which distinguishes between online and offline application scenarios. As an online traffic operator/activity planner for mini program e-commerce, it is natural to reasonably design targeted gameplay. For example, the promotion and issuance of coupons for private domain traffic, retention and return visits of platform users, and issuance of coupons and conversions at activity nodes. Secondly, offline scenarios are the core position that distinguishes new retail from traditional e-commerce, and are also the moat of offline user/store resources as a natural advantage. Offline users' customer acquisition/social behavior/store shopping path behavior and traffic digitization are the pain points of stores and points where social games can enter. Examples include offline store coupon issuance, community support for group buying, store customer acquisition, and store users’ in-store entertainment experience. two. Active/retention and conversion of online traffic The new retail online operation and traditional e-commerce operation strategies are exactly the same, extending from the main line of attracting new customers - promotion - conversion and repeat purchase. The main line is the same, so the strategies and approaches are naturally similar. On the basis of the main operation line, we grasp several core pain points of new retail and then design the gameplay in a targeted manner. For example, it is difficult and costly to acquire customers for new retail, the retention rate of mini program e-commerce is low, there are too many silent users in WeChat group traffic, etc. 1. The nearby people relationship chain helps attract new customers The biggest difference between new retail and traditional e-commerce when attracting new customers lies in the audience range. Traditional e-commerce is not restricted by geography, while new retail is usually only within 1-3 kilometers of the forward warehouse. Therefore, it is necessary to acquire customers within a certain range. In addition to a large part of offline fixed-point customer acquisition, some online gameplay can also be designed to help attract new customers.
2. Collect fragments to exchange for physical prizes As a community under private domain traffic has always been the entry point for new retail traffic, it is necessary to add active gameplay within the community. Several prerequisites need to be noted: New retail communities are usually divided into communities within a 3-kilometer radius, so most of the communities have acquaintance relationship chains and have certain online shopping consumption power and brand awareness.
3. Check-in/development gameplay/daily free treasure hunt and other retention gameplay As a new retail business model based on mini programs, it often encounters the bottleneck of low retention. On the one hand, the reason is related to Tencent itself. In order to avoid user harassment, the user notification and wake-up capabilities of mini programs have been greatly suppressed by the official, so that our mini program service notification function has been repeatedly restricted. Therefore, some very light retention and interactive gameplay can be added to the platform.
three. Acquisition and digitization of offline traffic Offline users are abundant and multi-dimensional. As our main battlefield for acquiring customers, we naturally cannot do without various tools and means. Of course, gamified social gameplay can also be considered. Secondly, offline stores have a sufficient variety of merchandise and venues, and users can also consider implanting light gameplay to enhance the in-store experience during shopping interactions. 1. Let’s catch monsters together. All stores are open to catch monsters. "Let's Catch Monsters" is an AR exploration mobile game launched by Tencent in 2019. Players use the AR function to capture monsters around them, cultivate them, and complete PVE/PVP battles, displays, transactions and other functions in the game. The interesting point is that based on AR virtual reality, it can cooperate well with offline stores, and you can catch exclusive monsters in designated stores.
2. Face-to-face bargaining and digital customer acquisition tools As the name suggests, face-to-face bargaining is based on high-density crowd areas in residential areas/CBDs/schools. Users initiate face-to-face bargaining through online shopping and invite new users nearby to scan the code and bargain face-to-face. Game logic: User places an order → → Jumps to face-to-face bargaining on the payment settlement page → → Generates a QR code for bargaining → → Nearby friends enter the mini program and scan the code face-to-face to start bargaining → → The main user enjoys the preferential price and the platform acquires a new user 3. Offline face-to-face group buying and social promotion When offline users go into stores to shop, I believe that most of them are hoping for a discount. In addition, offline users have a strong herd mentality. The combination of these two psychological characteristics just matches the attributes of social promotions. Game logic: Offline stores set up exclusive group-buying promotion counters or displays →→ Select 5-10 high-frequency categories, focusing on livelihood products →→ User A enters the page to start a group →→ User A generates an exclusive QR code →→ User B scans A's QR code to start a group →→ A and B successfully start a group and generate a group password →→ Enter the password at the checkout counter and the price changes from the original price to the group price 4. Get commissions through fission distribution of friend relationship chain Distribution to acquire customers, using commission benefits as a stimulus to guide users to actively share and invite new users to place orders. At the same time, under the fission of the secondary relationship chain, it brings a large amount of commission income to the first batch of users. Game logic: User A enters the platform and obtains an exclusive QR code →→ guides new user B to scan and successfully place an order →→ User A obtains a commission for the first order →→ After B successfully places an order, an exclusive QR code is generated and C is guided to scan and successfully place an order →→ B obtains a commission for the first order and A obtains a commission for the second order 5. Smart screen entertainment applications to enhance the shopping experience There is no shortage of family groups when shopping offline. Data shows that 20%-25% of users who shop in stores every day are family groups. This group of family group users is one of the core groups that we can interact with in conjunction with smart screens in stores. Usually, smart screens in stores are used more for displaying promotional advertisements/product information, and are very inefficient in user perception and information transmission. Through content updates, we replace traditional information advertisements with interactive experiences, such as online photography, scanning codes to grab coupons, online scanning codes to trace sources, online light interactive game experiences, etc. It not only improves users' shopping experience in traditional offline stores, but also provides a source of users for user digitalization. New retail e-commerce and traditional retail service concepts are consistent, and everything is done to enhance the user shopping experience. The combination of social gamification is innovative and diverse in form, closely following user pain points and shopping needs. Rationalized social gameplay implantation will make shopping more interesting and more humane. Author: Leon New Retail Notes Source: Leon New Retail Notes (Leonnote123) |
<<: Holiday brand marketing promotion skills and strategies!
>>: Xu Wenjie, the practical methodology of the champion short-term trader
I recently spent two weeks traveling around the c...
Zeng Shen's exquisite ni product performance ...
The National Day is coming soon. This article wil...
A live streaming course that can be understood by...
Baidu Aicai ’s display model brings brand benefit...
At the beginning of the new year, every January, ...
This article shares with you the super practical ...
This article will tell you about the process of b...
Recently, Qianjinteng suddenly became popular bec...
The mobile QQ browser relies on Tencent's soc...
Recently, Pinduoduo has been caught up in a count...
Teacher introduction Dark Night The main teacher ...
Today I want to share with you an article about h...
For the online education industry, low-cost custo...
Video account batch diversion, screen domination ...