OCR A-Level Business (H436) H436
Business Activity
Marketing
People
Operations
Finance
External Influences
Strategy, Risk and Managing Change
Marketing
Gamification, virtual reality and augmented reality
- 1 thing to know
- Component 01
Overview
Recall questions on gamification and how it improves customer retention and data, virtual reality and augmented reality in marketing, their costs and risks, and why a small business might choose augmented reality.
What you need to know
Answer each one before you reveal it.
Questions from this subtopic
Each one with the model answer underneath.
- 1
What is gamification in a marketing context?
Model answer
Gamification is the addition of game features such as points, levels, streaks and rewards to a non-game activity, to encourage customers to keep engaging with a brand.
- 2
Give two examples of gamification used by businesses.
Model answer
A coffee shop app that awards a free drink after a set number of purchases, and a fitness app that awards badges for reaching targets, both use gamification.
- 3
How does gamification increase customer retention?
Model answer
Progress towards a reward gives customers a reason to keep returning, because switching to a competitor means losing what they have built up.
- 4
How does gamification produce useful data for a business?
Model answer
Customers hand over information about their habits and preferences in exchange for rewards, and the business then uses it to target them more accurately.
- 5
State two limitations of gamification.
Model answer
Interest fades once the novelty has worn off, and it can attract reward-seekers who buy only when there is an incentive on offer.
- 6
What is virtual reality?
Model answer
Virtual reality is a wholly computer-generated environment that a user enters through a headset, replacing their view of the real world.
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