APPLYING BEHAVIORAL ECONOMICS AND COGNITIVE SCIENCE TO THE BUSINESS OF UNDERSTANDING CONSUMER BEHAVIOR The popularity of vintage video arcade games like Pac-Man, Donkey Kong, Q*bert, Defender is coming back. Video gaming arcades started to lose popularity around 15 years ago. Young people moved onto a completely new generation of much more sophisticated, challenging, and diverse set of smart-phone and console games. So beginning around 2003, arcade owners got the idea to combine nightclubbing with video games. There is a nostalgia trend, about people growing into the phase of life that includes more pressing responsibilities and yearning for the simpler days of having time to play video games. There is another aspect of this trend towards combining video arcade games with drinking establishments. Venues like drinking establishments appeal to the consumer desire to meet and socialize. But the activity of meeting and socializing is greatly enhanced by adding activities like games. “A lot of people appreciate having another stimulus at a bar besides drinking as much as they can,” explains the owner of one of these bar-cumarcade establishments. The future, though, will likely involve games that encourage more social interaction than video-monitor games. Putting lottery gaming machines into age-restricted entertainment establishments would seem to be a good first step. Creating game-styles that promote social interaction would be a good second step. How do we do that? Academia is beginning with re-assessing some of our basic assumptions about human behavior. The tenor of the academic research is aptly captured by the title articles in the May issue of Harvard Business Review From Economic Man to Behavioral Economics and Fooled by Experience. Traditionally, the premise of classical economists was that people base decisions on rational assessments and self-interest. Since irrational behavior is harder to measure and model, it was treated as an aberration and 50 // PUBLIC GAMING INTERNATIONAL // July/August 2015 there was little attempt to understand and analyze the drivers of irrational behavior. It was only in the last decade or so that it came to be recognized that the irrational component to our thought process was not aberrational but in fact integral. Books like Daniel Ariely’s Predictably Irrational: The Hidden Forces that Shape Our Decisions (and precursor to Ariely, Nassim Nicholas Taleb’s Fooled by Randomness and Black Swan) dig into the way humans actually think, how we process information, base decisions on that information, and ultimately behave. The literature now recognizes that “cognitive bias” is not aberrational but quite fundamental to how we behave. Dan Ariely delivered a great keynote speech at the EL Congress in Oslo. And he has a great website www.danariely.com. Investment flowing into research in Cognitive Science and Behavioral Economics From Hudson Alley to Silicon Valley, investors are captivated by startups leveraging research in cognitive science to apply to the business of understanding consumer behavior. The timing of the success of these new behavioral science ventures is coinciding with recent investments from academia into the expansion of cognitive science programs. Gaining insight into the underlying reasons why consumers behave the way they do is expected to impact not just the nature of advertising and promotion, but also product design. Some key take-aways of the book The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win Gamification is the science of using game design elements and techniques to motivate and engage people. It involves understanding psychology, design principles, and how data is leveraged to constantly improve the process. We’re engaged by games. We respond to some of these game elements not because it’s some cool new idea that someone came up with, but because it relates to our basic human drives—our motivation for mastery, our desire to be connected to something broader than ourselves, our desire to connect with others, our desire for achievement, etc. The idea is not difficult to grasp, but it is not so easy to implement. The techniques are powerful indeed, but how they are used and applied can be complicated. Clarifying the profiles of the population that you want to engage, defining the objectives, designing a systematic process and approach, integrating feedback loops to drive process enhancements, isolating and deploying the specific game elements … all this requires a serious understanding of the science and management of the project. The biggest pitfall in using gamification is thinking that all you have to do is drop in some gamifying elements. The adoption of gamification tools seems to comply with the cycles associated with the adoption of technological innovations. Lots of hype in the beginning (which was about four years ago for gamification). Consultants and practitioners apply the ideas and they fall short of expectations. Then a lull during which pundits pronounce the new innovation to be dead or at least over-hyped. Then the innovation is refined and improved and it starts to gain traction again as its benefits become more apparent. As more research is done, as more data becomes available, as “best practices” are identified and implemented, the results become more predictable and the innovation becomes more actionable. Academia has struggled to find a place for this topic because it falls in between the borders of different fields (Marketing, computer science, organizational behavior, management, etc.). The “Gamification Toolkit” at least keeps this powerful idea on our radar where, I would submit, it certainly deserves to be. “Lean retailing” describes the method of using store venues as idea labs, a vehicle enabling the observation of consumer response to new products and promotions. Physical stores provide the ideal testing ground for new ideas, enabling retailers to isolate tests to specific markets, provide controls for comparison, and gain an empirical perspective that is not so easily acquired in the online world. Walmart and Amazon are migrating from opposite sides of the distribution channel mix towards the brick-and-click model. ■
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