InCrowd welcomes Alexandra Kyrke-Smith and Abigail Cockayne to the team
Arriving at InCrowd from sports marketing agency Goodform, Alexandra joins as Audience Strategy Director and Abigail joins as Commercial Account Director.
This author has yet to write their bio.
Meanwhile lets just say that we are proud Helen Nicholls contributed a whooping 65 entries.
Arriving at InCrowd from sports marketing agency Goodform, Alexandra joins as Audience Strategy Director and Abigail joins as Commercial Account Director.
Michael joins InCrowd with over 20 years experience working across data, CRM, strategy and marketing with major sports organisations.
Drive frequent daily usage of your digital product or platform through gamification techniques. Achieve daily usage among your user-base, keeping users engaged at all times to help reach the frequency of use and traffic which you desire. Part 3 in a series of articles covering the benefits and usages of gamification to help build a successful digital product.
In the previous blog we reviewed how gamification techniques could be applied to our digital products. From now on, we’re going to look at specific example case studies of techniques used across a variety of industries in the digital space and delve into the reasonings and outcomes of using them. We’ll also look at applying these techniques to users of apps and websites in a sports contexts to create great digital experiences for fans. In this blog, #2 in the series, we will be taking a closer look at a gamification technique which will enhance fans’ digital experiences whilst delivering on targeted business objectives.
Gamification is something of a buzzword at the moment; Occasionally I hear the phrase being dropped into a conversation but rarely is the meaning behind it fully understood or appreciated. It’s one of those things that most people operating in the digital space can’t quite put their finger on, and as such, it can be perceived as a “nice-to-have”.
However, as we’ll be exploring over the next few weeks, it is very rare to see a highly successful digital product or service which does not, in some way, rely on the principles and benefits delivered by well-founded gamification strategy. In fact, by the time you have reached the end of this blog series, I challenge you to take a look at some of the digital products you use most frequently and consider “does this product make use of gamification elements?” – I think that for the majority of cases the answer will be “Yes”.
The RFL and InCrowd have worked together with Rewards4 to expand the highly successful Rewards4Rugby League loyalty programme, utilising fan data-driven push notifications to increase engagement. Overview Over the last 3 years, InCrowd has worked closely with The RFL and their partners to produce Our League, a world-class membership platform that boasts over 145,000 active […]
The attraction of a sports property’s social media offering is becoming an increasingly important element in partnerships with brands – but maximising this relationship in editorial terms to the satisfaction of both parties requires a delicate balance, with engagement at its heart.
In this weeks blog, Aidan looks into how clubs can optimise the star power of their players, creating new commercial opportunities and driving value across their own digital channels…
Front Row gives rights holders the opportunity to create a brand new digital fan experience and bring stadiums back to life.
how can technology be used to drive positive change? By using technology to develop relationships with fanbases, sports organisations can hold themselves to higher standards of inclusivity and try to effect positive behavioural change amongst their devoted supporters. Technology could also help surface and deter the problems by making the process of reporting incidents far easier and perhaps more significantly, enable the ability to pinpoint and deal with the problem more efficiently and effectively.
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