do we need to gamify (digital) marketing?

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Do we need to gamify (digital) marketing? Gunter Blanckaert Twitter: @Guntbl 08/01/2013

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The influence and importance of gamification on digital marketing

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Do we need

to gamify (digital) marketing?Gunter Blanckaert

Twitter: @Guntbl

08/01/2013

A Typical Day at the Office

• >12y in the online business @ Microsoft Advertising

• Brand Strategy Lead for the European markets

• Digital enthusiast, 24/7 surrounded by technology

• Proud father of 3 Generation G kids

Gunter who?

Who are you & why are you here?

Why are you here?

What are your expectations?

• Setting the Scene

• Gaming for dummies

• Advergaming

• Play time

• Break

• Gamification Basics

• Examples/cases

Table of content

MediaSearch

Apps &

HTML 5

Social

Gaming Mobile

Tablets

Who knows Generation G?

“The average young person in a country with a strong

gaming culture will have spent 10.000 hours playing

online games by the age of 21”

Generation G: your future customers

1. Urgent optimism: gamers always believe an epic win is possible

2. Keeping a tight, social fabric > we’ll have a better connection after playing a game together, even if we loose – value the same goal > stronger social relationships

3. Blissful productivity: we’re happier working hard

4. Epic meaning: aspiring mission, human planetarian scale

Why is Gaming so important for Gen G

730 days

365 days

365 days

74 days

28 days

10 days

Time it took to get to 1M users

Introduction to

Gaming

Exercise: what’s your gaming history?

Who remembers Donkey Kong?

Who remembers Commodore 64?

Who remembers Sega Master?

Who remembers Nintendo

Gameboy?

Who remembers Messenger

Games?

Who remembers PSP?

Today

Who considers him/herself to be a

gamer?

Console UsageA

vg. ho

urs

gam

ing

per

Week

Males 15-34 yrs average 12

hours per week gaming &

increasing

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200

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2.000

4.000

6.000

8.000

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TV Usage

Game Console Usage

Console usage is similar

To TV usage

Males 18 – 34, not alone anymore

What type of games does a gamer

play?

Most people think of this…

Big Blockbuster Games

“Halo 4” Collects $220 Million In Global Sales In The First 24 Hours Over

Record Sales (…) The “Halo” saga eclipses the biggest movie launch in U.S.

box office history; on track to reach over $300 million in global sales in the

first week.”

Launch of Halo 4 - 2012

“GTA 5 made a

staggering $800m on its

first day, beating Call of

Duty: Black Ops 2, which

earned $500m upon its

debut.”

Launch of GTA - 2013

Launch of Call of Duty – Black Ops 2

But this is the new face of fun

Worldwide 30,000,000 mobile apps are

downloaded each day

Games are the #1 downloaded

category of apps, making up 26% of all

mobile app downloads

Sources: www.livingthebrand.com, www.interbrand.com, www.brandchannel.com

Games everywhere, for everyone

"Angry Birds Star Wars(…) Just 2,5 hours after its November 8 release, "Angry Birds Star Wars" rose to the No. 1 paid iPhone app“

Games everywhere, for everyone

“We invest 3 billion hours weekly

playing games online.”

Online Gaming

MMOG’s

“social games have become the modern “Calgon

Moment” for busy women who often feel life spiraling

out of control around them.”

Social Gaming

In-game advertising

“is the practice of using video games to advertise a

product, organization or viewpoint “

“it is not In-game advertising, it is not Gamification”

Advergaming

Advergaming - examples

Advergaming - examples

Advergaming - examples

Advergaming - examples

McDonalds cross media

• Who has a smartphone?

• Who has brought his tablet?

• Who has his laptop?

Take it out of your bag, give it to your neighbour and

show them your favourite game

Tell them why you like it

Exercise: Time to play

Intro to

Gamification

“Is the use of game mechanics and game design

techniques in non-game contexts.”

“The process of game-thinking and game mechanics

to engage users and solve problems”

What is Gamification?1.

“Particularly in the early days, as the term was gaining traction, it was a common misconception that simply making a branded game was ‘gamification’. This is NOT what gamification is about. There are some similarities that could be drawn but the main difference is that branded games are about exposure and CTR where as adding gamification to a product is more about increasing engagement and loyalty.”

What Gamification is not

“An estimated 70 percent of the top 2,000 public

companies in the world will have at least one gamified

application by 2014 (…) the worldwide market will grow

from $242 million in 2012 to $2.8 billion in 2016, with

enterprise gamification eclipsing consumer

gamification in 2013”

Gamification is hot

Gamification is hot

• Just want to have fun

• Loyalty evolved

• Status - Rewards

Gamification Basics2.

Just wanna have fun

Just wanna have fun

Loyalty, a well known tactic

Loyalty, a well known tactic

Loyalty, a well known tactic

The future of loyalty is social

SAPS = system of rewards

• Status: Badges | Levels & Leaderboard

• Access

• Power

• Stuff

Extrinsic vs Intrinsic rewards

• Extrinsic rewards (prizes, cash, discounts, offers)

should be aligned with intrinsic rewards

– Intrinsic Rewards (self-motivational)

– Extrinsic Rewards (carrot/stick principle)

Why do you/people play?

• Mastery

• Destress

• To have fun

• To socialize

3.

Destress

Destress & socialize

Get more people to use stairs? Make stairs for FUN!

FU AS A

SOCIAL

MOTIVATOR

Fun as a social motivator

FU AS A

SOCIAL

MOTIVATOR

Fun as a social motivator

Escape from reality, 007 style

Gamer/Player types

• Explorers

• Achievers

• Socializers

• Killers

4.

Excercise

• Who do you think makes up for the biggest portion

of the poulation? Why?

• What type are you?

• Can you give examples of games typical for the

different types?

4.

Gamer/Player types4.

Achievers Killers

Explorers Socializers

Excercise: what game mechanics do

you know or would you use for your

assets?

Game Mechanics: points5.1

Game Mechanics: points5.1

Game Mechanics: point system5.1

• Experience points

• Redeemable points

• Skill points

• Karma points

• Reputation points

Reputation point system5.1

Game Mechanics: Leaderboards5.3

Long term engagement

OBJECTIVE of these mechanics?

Examples to

remember

Nike: a sports or tech company?

Autodesk: Gamified Trial

• 54% increase in trial

usage,

• 15% increase in buy

clicks, and a

• 29% increase in channel

revenue per trial start

Autodesk case: learnings

1. Decide who your audience

2. Identify the type of behavior you want to drive from that target audience.

3. Look at the experience from the player’s perspective.

4. Pace your content by breaking into sections to keep gamers engaged and to easily keep track of goals or trophies earned throughout the trial.

5. Have some fun and outline any Easter egg achievements you’re going to give away

6. Find the right technology to fit your story

Branded Apps: Heineken

Branded Apps: Domino Pizza

STEP 2: increased engagement

STEP 2: increased engagement

• 135% Increase in referral traffic from Facebook

• 300% Increase in revenue from Facebook-referred visitors

• 600% Increase in images & videos upload to social content

Samsung Nation: Social Loyalty

Gamification & Social Media

• Make it fun & engaging

• Bring people back, possibly multiple times a day

• Gamified Social experience > Fans become brand

ambassadors

Moosejaw: real-time pricing

“In less than 15 minutes, they sold over

five hundred $10 Moosejaw gift cards.

Consumers then took those $10 gift cards

and, on average, made purchases of $66,

a 560% return on investment.”

Extraco Bank: boost conversions

Used gamification

technique to help ease

the pain of the news

that free checking was

going to go away for

certain customers.

Think about your digital assets? Where could you

apply a gamified experience?

split up in groups & come up with an idea

Excercise

• What is the reason for gamifying your product or service?

• How does it benefit users?

• Will they enjoy it?

• What are your business goals?

• How do you get users to fulfill those business goals?

• What actions do you want users to take?

Excercise

Integrated, gamified

marketing campaign

examples

Ford Escape 2013

BING – Jay-Z

Volkswagen Golf

“Life is a game,

don’t forget to play”

“Trying is knowing”

Do we need to gamify digital

marketing?Absolutely as it can

- Drive user engagement & satisfaction,

- Create loyalty

- Increases revenue

- Boost social sharing

“Gamers tend to be more motivated

than non-gamers to be connected to

others, and they display a higher than

average propensity to interact with

brands on social networks…”Adam Kleinberg for Mashable