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If you’ve been on social media recently, you’ve probably come across the name “Nara” through viral clips that you didn’t even realize were ads at first. This article introduces you to Nara’s marketing gamification, a strategy that leverages psychology and participation techniques — making viewers feel like they’re playing a game rather than watching a product promotion. Nara is an influencer who doesn’t just sell skincare — she uses gamification to engage with the entire social media audience. |
Why did Nara’s videos go viral and spark so much discussion, even though they’re basically just straightforward product promotions?
Nara’s videos don’t start with product shots or promotions.
Instead, they begin with seemingly unrelated real-life events — like a thunderstorm, a food delivery rider falling off their bike, or a fight with a friend. In some clips, it seems like a couple is getting married and cutting cake, when suddenly — Nara appears to promote her product, out of nowhere.
As viewers get “tricked” repeatedly, they start to anticipate it — and that’s when Nara becomes the game master.
“Will the cream show up this time?”
“Where will the product pop up in this clip?”
Suddenly, the audience becomes willing participants in Nara’s psychological game.
| This is the power of Gamification — not via apps, points, or actual games, but through timing and engagement that makes viewers participate without realizing it. |
Analyzing the Gamification Elements in Nara’s Marketing Strategy
| Game Element (Gamification) | How Nara Applies It |
|---|---|
| Curiosity Loop | Starts with unrelated events like rain or arguments — viewers get hooked and want to know what happens |
| Variable Reward | Some videos include a product, some don’t — it keeps people guessing |
| Prediction Challenge | Viewers guess “Will it be an ad this time?” → feel a micro-win when correct |
| Social Proof & Meme Layer | Commenters joke “Got me again!” → encourages group play and sharing |
| Progressive Engagement | Viewers watch more clips to spot the pattern → leads to consistent following |
** This turns video-watching from consuming content into playing a psychological game.
Who Does This Work For — and Who Doesn't?
Not all brands or products can use Nara’s style effectively. It works best for specific target audiences as shown below:
| Audience Group | Behavior | Why It Works |
|---|---|---|
| Gen Z – Y (Ages 18–35) | Enjoy viral content, drama, meme sharing | Familiar with soft-sell advertising → Willingly play along because it’s fun |
| Mobile-first video users | Watch vertical, short-form drama content regularly | Short “guess the ending” clips fit well with their media habits |
| Beauty-curious buyers | Interested in skincare but dislike direct product reviews | Story-driven product reveals increase credibility and trust |
May Not Work For:
| Audience Group | Why It Doesn’t Work |
|---|---|
| Functional-only consumers | Prefer clear, direct information or need high trust to make purchasing decisions |
| Older audiences (Age 40+) | Prefer straightforward storytelling or may not understand indirect content |
| Non-social media users | Don’t engage with memes or social trends, or aren’t active online |
Why Gamification in Marketing Can Drive Better Engagement
Encouraging to ‘play with’ the audience — and that is a deeper level of engagement.
| Traditional Content | Gamified Content |
|---|---|
| Customers | Customers with “missions” in the form of quizzes/polls |
| Product launches with basic promotions | Products “help” and “play” with interactive play models |
| Sales = Click points | Sales = Click points + Rewards |
| Engagement ends | Recurring engagement (e.g., through challenges) |
Learn from Gamification in Marketing to Boost Engagement:
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Add elements from marketing activities such as games, quests, and rewards.
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Make tasks more challenging to engage customers.
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Use rewards that are valuable, but not easy to earn, e.g., fun rewards like “You’ve earned it!”
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Include storytelling with gamification: if customers don’t feel the excitement, make them enjoy the experience.
In ConclusionNara isn’t just cleverly selling skincare — She’s building a game. |
JoyGaan powered by PRIMO is a platform that empowers engagement through gamification
helping brands spark “play,” “curiosity,” and “competition” without needing an actual game, but still triggering the same brain responses.
When people start “playing” with your brand, the relationship deepens.
Engagement isn’t just a metric — it’s the momentum that drives customer loyalty.
Gamification is something every modern brand should understand — especially in an era where attention is the most valuable asset.
Those who get people to play — win the marketing game.