SnapApp, an interactive content platform, defines interactive content material as “. content that requires the participants’ active engagement greater than simply reading or watching. In return for that engagement, individuals get hold of real time, hyper relevant effects they care about. ” In other words, it’s the kind of content material that rebels towards being created and not accessed or utilized. Its purpose is to be played with.
And it’s customary for good reason. According to Demand Gen Report’s 2015 Content Preferences survey, 91% of buyers prefer content that’s visual and has a factor of interactivity. 25% of members pronounced that they used interactive content material by some means, and the top reason for doing so was to instruct their audiences. 93% of the interactive group reported their content was just a little advantageous or very valuable in teaching buyers, versus 70% for the passive group. To give this remark more power, 45% of the retailers in the interactive group mentioned that their content was “very advantageous” at teaching buyers — in opposition t a mere 6% in the passive group.
They also reported increases in shares, with 38% of the interactive group declaring their content was shared frequently or very commonly, versus 17% for the passive group. See EmailMarketingROI. com for an example of a a success academic calculator.