Consumable CSR: The Confluence of Cause Marketing & Gaming


From Sarah Coles, CSRwire


I recently had a conversation with a friend about how gaming is essentially entering into every aspect of our lives.


I am by no means a big gamer, but even I have a Words With Friends addiction. The concept of gamification – essentially using gaming elements to enable a behavior in the non-game environment, is creeping up all over the place in areas such as marketing and sales campaigns, internal employee engagement and health and fitness motivators.

An Open Field For Gaming For Causes

This got me thinking – if gaming can motivate people to buy a product, better connect with colleagues and lose weight, why isn’t gaming used more often to motivate people around a cause?

Gaming is a billion dollar industry, and according to Newzoo’s Trend Report on Mobile Games, “the total number of Americans that play games on their smartphone, tablet or iPod Touchhas now surpassed the 100 million mark, a year-on-year increase of 35 percent.” With so many people spending so much time playing games – why haven’t we seen an uptake in using gaming for CSR?

I am certainly not a gaming expert, but I do know a lot about creating a movement around CSR.

Read the rest of this article at CSRwire.