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Project

M.Video-Eldorado (IT Outsourcing Projects)

Customers: M.Video-Eldorado

Product: IT outsourcing projects
Second product: CourseLab

Project date: 2013/09  - 2020/11

2020: Multiplayer game on learning about technology and accessories for M.Video

Game "The Battle"

Each seller needs to know all the information they offer to their buyers.

For M.Video, we created a multiplayer game to develop knowledge about the techniques and accessories that are sold in stores.

The goal of the game is:

  • contribute to increasing the level of theoretical and practical knowledge about equipment and accessories that are sold in M.Video stores.

Target audience

The game is designed for all employees of M.Video stores who work in the field of sales.

Description of the game

When the game starts, the user opens an authorization window, where he is prompted to enter his login and password or register.

The user enters the main interface of the game.

According to the isometric location of the store, character users who are currently in the game move. Each of them can be called to battle.

After the called user receives the call, the battle window is loaded. In it, the user can see his avatar and opponent.

Each round consists of 6 questions. The answer for each question is 30 seconds, after which you can see the correct answer and the answer of your opponent.

According to the results of the battle, the user receives coins, which in the future he can spend on bonus tips: showing the correct answer and "50 for 50."

To increase the competitive spirit of users of the game, a rating system is used that allows you to identify employees who are professionals in the field of knowledge about technology.

If there are few users in the game online or the player wants to practice, you can call a bot to fight.

Mobile App

As part of the project, a mobile game application was developed, thanks to which users can play from mobile devices anywhere, for example, on the road.

In the application in offline mode, the user can play with the bot.

Results

As a result, a fascinating competitive game was obtained, with the help of which employees of M.Video stores can check the level of their knowledge of equipment and accessories.

2017: Series of videos "Emotional Sales" for M.Video

Client Task

Training employees in remote sales through the streaming service.

The background to the creation of VMM LLC launches a new functionality - a streaming service. The program allows the client to call the store via video link and ask the seller to show the product that interested him.

To increase the effectiveness of training in working with the service, it was decided to add videos to the electronic course.

Project Objectives

Improve employee training.

Realization

Videos were shot in the MVideo retail store.

After the theoretical part, the course includes insertions of videos.

Functionally, the video depicts two processes at the same time: in one part of the video, an employee is depicted from the side to show how to hold the phone during the stream, how to show the product, and in the other part - what the buyer sees on the screen.

Technical implementation

Plans and Perspectives

We plan to include videos in product streaming and unique courses.

2014: Gamification Implementation: M.Video Store Sales Technology

Goals and objectives of the game

The goal of the game is to form an idea among users that the sales process is exciting and interesting, and you can sell in almost any situation.

Game Tasks:

  • Demonstrate and work out the algorithm of sales technology when working with customers;
  • Demonstrate behaviors with customers according to sales technology.

Target audience

The game is designed for all employees of M.Video stores who participate in the sale of goods.

Description of the game

The goal of the game is for the player - the seller of the store M.Video made as many successful sales as possible during the working day.

Especially for the game, a character named Sylvester was developed - the "internal seller" of our hero, acting as a mentor and assistant.

After the introductory video, the user can select a training or game mode.

In training mode, Sylvester tells the user about the features of the game and the rules for communicating with customers. He also gives many clues and warns the player against danger. It is with the help of Sylvester that the user makes the first sale.

Once in free play mode, the user can select one of three store departments (game levels) in which his game character will work for one game. Here, the user is already acting independently, without additional prompts from Sylvester.

In the store department, the user selects a buyer (there are 40 of them in each department) and gets into a two-dimensional location. There is a dialogue between the player character and the buyer.

At the end of the dialogue, the player is given feedback from Sylvester about the success of the sale of the goods.

Also, feedback is displayed in an isometric location: a joyful or sad emoticon appears over the buyer.

The consumer flow, as in real life, can be small (depending on time). Therefore, when there are no customers in the store, the player can look for bonuses in the department.

Results

As a result, a training computer game aimed at creating a sales skill, a feature of which is the ability to interact with a distance learning system.

For the convenience of the customer, an administrative part has been developed for editing dialogs, where he can independently make the necessary editing.

Also, a rating system was set up to increase user motivation.