Marketing Magazine: Pres. Shelby Walsh on Gamified Decisions

Shelby Walsh in Marketing Magazine

In addition to helping countless couples connect, Tinder's addictive interface has become a source of inspiration for brands that want to reach consumers in inventive ways. President Shelby Walsh's latest column for Marketing Magazine reveals a pattern Trend Hunter's researchers have identified as 'Matchmaking Adulthood,' which explores the influence of Tinder beyond romance and how services of similar styles are gamifying a consumer's decision-making process.

Matchmaking Adulthood is a culmination of gamification, user-friendly tools and a reliance on mobile devices. A few great examples of where this pattern can be seen include Jobr, an app that matches job seekers with prospective employers, Kwoller's use of Tinder's swiping model and TMATCH, an online tool from Toyota that helps Millennials pick a vehicle to suit their needs.

The Gamification of Decisions

Looking past the stigma of Tinder, it’s easy to see that people want an easier, faster and fun way to make decisions big and small. This doesn’t just go for finding Mr. or Mrs. Right, but has now extended into the fashion, employment, marketing and auto industries with various start-ups ripe to take over market share.

Get more insights from Shelby from the full article on Marketing Magazine here.

Gamification of Decisions
The trend of gamifying decision-making processes offers disruptive innovation opportunities for brands in various industries.
Matchmaking Adulthood
The concept of matchmaking adulthood, inspired by Tinder, presents opportunities for disruptive innovation in the fashion, employment, marketing, and auto industries.
Mobile Decision-making
The reliance on mobile devices for decision-making opens up avenues for disruptive innovation in industries such as fashion, employment, marketing, and auto.

Sectors Adopting This

Fashion Industry
The fashion industry can leverage the trend of gamifying decisions to create innovative shopping experiences for consumers.
Employment Industry
In the employment industry, gamified decision-making processes can revolutionize the job search experience and enhance employer-employee matching.
Marketing Industry
The marketing industry can embrace gamification to capture consumer attention and enable interactive decision-making experiences.
Auto Industry
The auto industry can utilize gamified decision-making tools to engage with millennial customers and streamline the vehicle selection process.
SCORE
0.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 1%
Activity 1%
Freshness 8%