jill braff - women, shopping and gamification: the hsn case study

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Post on 13-Nov-2014

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HSN continues to reinvent and re-energize the retail industry by being more than a retail brand and has established itself as a source for entertainment and information. HSN has pioneered the concept of boundary-less retail – an environment devoid of artificial barriers, driven by innovation and collaboration that leverages the power of technology to create a friction-less experience for consumers. HSN provides customers with compelling and engaging shopping experiences that incorporate entertainment, inspiration, personalities and industry experts. In June 2011, HSN developed and launched the retail industry’s first casual gaming and digital entertainment portal called HSN Arcade to tremendous success. HSN became the first retailer to combine three of the most powerful web activities—shopping, gaming and sharing—all on one screen. Learn how HSN has driven over 200K daily interactions online using gamification - what worked and what didn't, and how you can tap into this emerging trend for your community.

TRANSCRIPT

  • 1. Part of HSN, Inc., a $3.3 billioninteractive mutichannel retailer Unique shopping experience Broadcast live to 96 million homes 24/7 Digital sales of 38%; Mobile sales $167M HSN apps for iPad, iPhone and Android

2. Slide 5: WOMEN AND CASUAL GAMESSlide Content: Charts showing U.S. Social Gamers Audience,average players, etc. 3. Over 116M game plays Over 650K Arcade members Spend 2x time on site Visit 2x as often Those who shop & play,more likely to convert 4. Over 116M game plays Over 600K Arcade members Avg. 225K game plays/day Spend 2x time on site Visit 2x as often Those who shop & play, morelikely to convert 5. Dress Shop Quiz 100K customers purchasedfrom Dress Shop 6. Dress Shop Quiz 100K customerspurchased fromDress Shop 7. Dress Shop Quiz 100K customers purchasedfrom Dress Shop