Conrad plug in Buyapowa to power their referrals

Conrad

As one of Europe's leading multi-channel retailers of electronic gadgets and gizmos, Conrad know a thing or two about technology. That's why millions of customers visit their websites and stores each month, selecting from among half a million products from brands including Apple, Microsoft, Philips, Samsung and LG.

It's also why they've quickly spotted the potential in referral technology: the fast-growing marketing tool in mainland Europe. To get up and running quickly - but with unlimited room for growth - they've selected the Buyapowa referral platform, and the first of their programmes goes live across France today.

Phase one of the programme sees every successful referral rewarded with €15 credit, while friends are incentivised to make their first purchase at Conrad via a 20% saving plus free delivery. Further phases will roll out over the coming weeks and months, as Conrad experiment with Buyapowa's unique multiple-referral engine and omnichannel referral tools.

Stay tuned for more details and, if you'd like to learn more about our platform and the exciting work we're doing in the world of retail, just get in touch.

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Buyapowa Showreel October 2015

Covering five of the key sectors in which we work - retail & ecommerce, style & fashion, mobile networks, online gaming and premium & luxury - we take a look at how some of the world’s biggest brands and retailers are using the Buyapowa platform to drive and track word-of-mouth sales. Enjoy the video

If you'd like to see some case studies, or if you fancy a full demo of our platform, we'd love to hear from you. Just email us at hello@buyapowa.com.

Let's Talk Referral Marketing

Whether you are new to to referral marketing or are 'an expert' having already implemented or built your own scheme, then drop us a line as we would love to share what we have learned working with over 100 of the World's leading brands and retailers!


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What Brands and Retailers can learn from World of Warcraft

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What World of Warcraft Can Teach Brands and Retailers

Given that the term 'gamification', first coined by Nick Pelling in 2002, originated from online gaming, it is apt to consider what brands and retailers can learn from Massively Multiplayer Online Games (‘MMOGs’) like World of Warcraft. 

At first blush you might not see much in common between World of Warcraft and filling your supermarket trolley on the weekend, signing up for magazine subscriptions or even buying cosmetics online. But there is a lot to be learned from how MMOGs keep users engaged, build in ‘switching costs’ and prevent customers going to competitors.

In particular, for a brand or retailer looking to engage with potential purchasers to get them to buy and then refer friends and family, there are interesting parallels how MMOGs work with the psychological user profiles to incorporate elements appropriate for each personality type.

The MMOG Business Model 

 Firstly we need to consider that MMOGs' business models are either:

  • A low monthly fee topped up by in-game purchases; or
  • No fee but entirely financed by in-game purchases

In either case, the entire economic viability of MMOGs is based on engaging users to keep them coming back


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HOW TO: drive shoppers into physical stores using social

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Do you work in retail? Does the word 'multichannel' feature in your title or your job spec? Then you probably spend every working hour figuring out how to harmonise your online and offline offerings: developing strategies, finding synergies and delivering sales across channels.

But I bet you've ignored social - especially when it comes to using social to deliver sales instore.

Don't worry. It's not too late to start, and we're going to give you some fuss-free ideas any retailer can implement which are guaranteed to make a real difference. Sounds good? Then, let's go...

We’ve all seen how social can dramatically expand reach, decrease acquisition costs and drive sales (just flick through this blog for 1001 examples). And social is, essentially, a digital medium - so it makes a certain amount of sense that it should be used to guide potential customers to digital destinations. But only using social to power e-commerce is like only using your car to drive to streets beginning with vowels: a massive underuse of available resources.

Of course, if you do want to use social to help your physical offering, you need to focus on footfall. Footfall is everything in the world of


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Entertainment retail in 2015: as much fun as a Soviet potato queue

Entertainment retail: about as much fun as a Soviet potato queue

Why is it that one of the most creative industries on the planet chooses to sell their wares in such a boring unimaginative way? Entertainment retail has been ripe for reinvention for a long time, so thank goodness the studios are finally stepping up and having a go.

When it comes to selling online, the entertainment industry has always been more “Frankly, my dear, I don’t give a damn” than “I’m gonna make him an offer he can’t refuse.” You take your product - be it a movie, an album, a book, whatever - you chuck the packshot next to an ‘add to basket’ button and you wait for Joe Schmo to come along and purchase. From Joe’s point of view, he browses or searches, he clicks and fills in some forms, then he waits - either for a package to land on his doormat or a download to land on his hard drive. It’s an experience more akin to queuing in a Soviet potato queue than cascading into a world of fantasy and imagination.

Which is weird. Because this is the entertainment industry. It’s supposed to be about pushing boundaries and making dreams


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