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Gamification of Customer Relationship for Local Shopping Centers

Reference number
Coordinator VISBY CENTRUM AB
Funding from Vinnova SEK 1 450 000
Project duration September 2013 - December 2014
Status Completed

Purpose and goal

The activities in the project work and the app provides Visby Centre with the ability to engage visitors before they arrive. The information in the app gives Visby Centre knowledge of customer behavior and needs, the information can then be used for special offers to the visitors. The app provides visitors with added value through a new experience of Visby Centre. It creates opportunities to achieve the goal of increasing numbers of visitors in Visby. The app provides some continuous measurable data on visitors´ consumer behavior while in Visby.

Results and expected effects

The result is that we have created the basis for the impact and work is now beginning to be able to monitor the effects. The expected effect of this is to give the visitors of Visby Centre a good overview of its range and the events and news that is relevant while visiting Visby. The game section provides a fun and engageing experience of Visby centers story to suit all age groups.

Approach and implementation

The results have been good but taken more calendar time and iterations than expected. However, it has provided a greater understanding and better features for the future. Remaining is to bring down the size of the app below 100 Mb so that it can be charged via 3G. It is currently 256MB. The technology behind Augumented reality is complex and untested, which claimed several newly developed components. It now works with an impressive and unique effect, but took more time than expected and continues to have a certain instability.

The project description has been provided by the project members themselves and the text has not been looked at by our editors.

Last updated 25 November 2019

Reference number 2013-02194

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