Last week, two things happened that will have long-lasting impact on American society and the global economy. First, the yield on the 10-year Treasury fell to a record low of 1.366 percent. Second, Nintendo released Pokémon Go, a mobile game that in a matter of days has become a viral sensation. -source
How can Chiropractors gain new patients from Pokémon Go?
The first thing to do is get in the conversation. Honestly, we just started this article because this is such a trending topic we knew it could grab some eyeballs. Do the same. Talk about Pokémon Go on your networks. If you don’t know what it is then start that conversation. If you are playing yourself jump in. Heck, maybe you and your staff started a team?
The bottom line is this give you and your brand an opportunity for relevancy.
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We’ve all read and shared articles to our networks about “Text Neck”. This gives “text neck” a fresh new take. Plus text neck might have been played out as ou can see how many shares of articles related to the topic over the last year below:
Using ‘Pokémon GO’ To Catch More Patients
Take a cue from this local indie clothing store, which got into the spirit of the game by saying “come get your PokéBalls and previously rocked threads. Gotta catch ‘em all in style!” That’s bound to leave a positive impression, get people talking, and, with the overwhelming media attention this game is getting, potentially get your local business some exposure in the press.
Or you can learn from the Crystal Bridges Museum of American Art in Bentonville, Arkansas. When they discovered that Pokémon and PokeStops were scattered across their grounds, they got creative and photographed them next to various displays and pieces of art, then blogged about it on their site. – Source
But let’s really go down the Pikachu hole
What you are really seeing with this phenomenon is the ultimate gamification of life.
Back in 2009 at my startup DoctorBase we ran into a dilemma. We had software that was very useful for healthcare practices but it did not integrate with most practice management software. Based on my previous background of working in a front office setting for Chiropractors I was tasked with trying to convert “Linda” (our code name for the front desk) to use our software alongside their current systems.
It wasn’t until someone smarter than myself came up with the idea to turn this problem into a game.
We started awarded points for usage that “Linda” could redeem for rewards. The funny thing about incentives is that they work! Our adoption rate increased by over 200% in 90 days.
Think about how you could incorporate Gamification into your practice
One great example and study would be FourSquare.
When Foursquare started out in 2009, gamification was a big part of its success. Users could get points for checking in some location, earn badges, and even achieve mayor status if they checked into a certain venue on more days than anyone else in the past 60 days. With time, social networks caught up with location based check-ins and Foursquare’s popularity began to decline.
At a certain point Foursqaure even stopped using its famous points and badges system, which made it so popular in the first place. Foursquare explained this by saying that the game mechanics that worked when they had 50,000 users a day were not effective anymore once they grew to their current 50,000,000 users a day. People don’t want to compete against a mass of other people, and everyone that isn’t at the top of the leaderboard gets de-motivated quickly. As I mentioned in my previous post, what we can learn about gamification from Foursquare’s story is that gamification mechanics are powerful and can drive user behavior; yet they can’t work in a void. The gamified behavior has to contain an intrinsic value that is not tied to the game mechanics. Otherwise, the novelty will wear off. In other words, gamification isn’t an end in itself, but a design choice intended to drive real value for the user. The fact that Swarm has now decided to bring back gamification features, gives us the opportunity to reflect on what works and why: the modifications they made are telling and applicable to enterprise gamification. – Gal Rimon- source