When saying "I don't need a brand. I need a product." the speaker was saying she doesn’t need McDonalds, she just needs fries—any fries for that matter. She doesn’t need HP, she just needs a computer or printer—any computer or printer will do. She's assuming her consumers will behave this way. I think they will not.
How can museums use motivation more effectively to engage visitors and other constituents? What are the dangers and opportunities of the "gamification" trend, and what can museums do with insights obtainable from the motivational factors within games?
Tronvig Group developed the brand strategy, the new brand, as well as brand applications such as menus, signage, and a new website for this local Brooklyn farm-to-table restaurant and event space. ICI French Country Kitchen, Est. Brooklyn 2004 is located between the Ft. Greene and Clinton Hill neighborhoods in Brooklyn and is within walking distance from our new office.
"Virtually every type of expected tangible reward made contingent on task performance does, in fact, undermines intrinsic motivation. Furthermore, not only tangible rewards, but also threats, deadlines, directives, and competition pressure diminish intrinsic motivation because, according to cognitive evaluation theory, people experience them as controllers of their behavior."
—Richard M. Ryan and Edward L. Deci
"Tell them the truth. First, because it is the right thing to do, and second, they'll find out anyway."
Ahh the truth. That thing to be finessed if you want to succeed in marketing ... NOT.
Singles, age 18-35, are a very large and growing population, particularly in metropolitan areas, even relatively small ones. This makes them a very desirable consumer target. They are also important because the habits formed during one's single life are tenacious and strong.
When thinking of games for museums it's hard not to let your mind think of hits like “Angry Birds” which had 200-million downloads by May 2011. Players worldwide spend 200 million minutes (=380 years) on the game each day. This demonstrates that people do love to play well-crafted snack food style games that have optimized game play mechanics (easy to learn, hard to master) that are addictive and fun. Should museums try to replicate or imitate this? Probably not.
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