Vocalize: Lead Acquisition and User Engagement through Gamified Voice Competitions
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arXiv
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| Autores principales: | , , , , , , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| Materias: | |
| Acceso en línea: | |
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| _version_ | 1866911079720812544 |
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| author | Teskeredzic, Edvin Paric, Muamer Sestic, Adna Fribert, Petra Lukac, Anamarija Hadzic, Hadzem Altwlkany, Kemal Lacic, Emanuel |
| author_facet | Teskeredzic, Edvin Paric, Muamer Sestic, Adna Fribert, Petra Lukac, Anamarija Hadzic, Hadzem Altwlkany, Kemal Lacic, Emanuel |
| contents | This paper explores the prospect of creating engaging user experiences and collecting leads through an interactive and gamified platform. We introduce Vocalize, an end-to-end system for increasing user engagement and lead acquisition through gamified voice competitions. Using audio processing techniques and LLMs, we create engaging and interactive experiences that have the potential to reach a wide audience, foster brand recognition, and increase customer loyalty. We describe the system from a technical standpoint and report results from launching Vocalize at 4 different live events. Our user study shows that Vocalize is capable of generating significant user engagement, which shows potential for gamified audio campaigns in marketing and similar verticals. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2507_20730 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Vocalize: Lead Acquisition and User Engagement through Gamified Voice Competitions Teskeredzic, Edvin Paric, Muamer Sestic, Adna Fribert, Petra Lukac, Anamarija Hadzic, Hadzem Altwlkany, Kemal Lacic, Emanuel Human-Computer Interaction Multimedia This paper explores the prospect of creating engaging user experiences and collecting leads through an interactive and gamified platform. We introduce Vocalize, an end-to-end system for increasing user engagement and lead acquisition through gamified voice competitions. Using audio processing techniques and LLMs, we create engaging and interactive experiences that have the potential to reach a wide audience, foster brand recognition, and increase customer loyalty. We describe the system from a technical standpoint and report results from launching Vocalize at 4 different live events. Our user study shows that Vocalize is capable of generating significant user engagement, which shows potential for gamified audio campaigns in marketing and similar verticals. |
| title | Vocalize: Lead Acquisition and User Engagement through Gamified Voice Competitions |
| topic | Human-Computer Interaction Multimedia |
| url | https://arxiv.org/abs/2507.20730 |