Dakota Robertson
Dakota Robertson

@WrongsToWrite

13 Tweets 13 reads Jun 07, 2022
3 ways to use psychology in your marketing to go viral and make $$$:
The world revolves around 1 thing:
Status.
• The car you drive
• The clothes you wear
• The conversations you have
We’re always signalling our status and place in the world.
Which means we can use this to our advantage…
People are incentivized to share your ideas or product if it elevates their status.
There are 3 ways to do this:
1. Exclusivity
2. Gamification
3. Remarkability
Here’s how to do all 3:
1. Exclusivity.
If you have access to something others don’t, you’re more likely to talk about it.
Why?
Exclusivity makes customers seem "special" because they've accessed something others cant.
Exclusivity = Status.
An example of exclusivity?
NFTs.
People aren’t paying for a JPEG.
They’re paying for the status of being part of a club others aren’t in.
It’s why some Bored Apes are sold for $100,000+
You can make your product exclusive by:
* Creating a limited supply
* Selling it for a limited time
* Only sell to qualified customers
Less supply = More demand.
More demand = More $$$.
2. Gamification.
Make people feel like they “win points” or achieve a “high-score.”
This incentives them to brag about your product and talk about it with others.
Gamification example:
Tweet Hunter created a competition around their Tweet scheduling service.
The more you grew your account, the more points you won.
This incentivized people to brag about their scores and increased word-of-mouth marketing.
I placed 4th in the Tweet Hunter challenge but I would never brag about that ;)
3. Remarkability
This plays on the Halo Effect.
Talking about remarkable things makes you seem remarkable, thus increasing your status.
Example of remarkability:
Alex Hormozi wrote a book on offer creation.
He spent $0 on marketing but still became a #1 bestseller.
How?
The book was so good, people couldn’t help but tell their friends.
3 ways to use psychology in your marketing to go viral and make $$$:
1. Exclusivity
2. Gamification
3. Remarkability
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