heineken responsible drinking
TRANSCRIPT
“At the moment it is difficult for people to know when they are at their limit, but wouldn't it be better if you did? ”
Heineken Frontier Brief
• Captive Media is developer of specialist technology for engaging Consumers inside
licensed retail venues
• We apply this technology for drinks, consumer product and entertainment brands, as
well as for public service and public health messaging
• Our Better Beer Experience submission describes how Captive Media’s system can
bring Heineken to top-of-mind for consumers in the venue, through its fun, talkability,
captive audience and integration with mobile
• This submission outlines how we can harness these factors to the specific goal of
encouraging responsible drinking
This is a companion application to our ‘Better Beer Experience’ Submission to Heineken Frontiers
Note 1) Source: Media Matters
• Our starting point: the consumer’s
relationship to media has changed! Traditional media are less effective for Gen Y consumers
• Our focus: achieving “cut through” through a uniquely novel and talkableexperience in the bar
• The battleground: Leisure venues: bars, clubs, restaurants, initially in the UK – but with global ambition
• Our philosophy: do something different!
At Captive Media we think deeply about ‘nudging’ consumer behaviour at the point of sale
Our Influences:Engagement
• The new path to purchase: McKinsey estimate that 40% of all purchase decisions are make at the point of sale. For drinks brands this can be as high as 70%
• Thaler and Sunstein: Nudge. Influencing consumer behaviourrequires different a different approach. Gamification is a powerful tool
• Ogilvy Labs: a test bed for new customer engagement technologies. We are an Ogilvy lab partner
• Our thinking on encouraging responsible drinking is informed by collaboration and discussion over a number of years with these organisations (left)
Responsible Drinking
“Tell”Educating you
“Tally”Help you keep track of how
many you’ve had
“Warn”Giving feedback on your
state
Delivering facts and
messages in as engaging a
way as possible, ideally
close to the point of need
Counting drinks or units,
somehow, and displaying a tally
Measuring something in real
time. Taking some kind of
reading from the INDIVIDUAL
and presenting back data
ExamplesAdvertising: posters, in
venue media, apps and
Apps like Orderella,
Wristband displays
Digital Cup holders
Push notification apps
Personal breathalisers
Other biometric devices, all
“sobriety/impairment tests”
Pros and Cons
Ineffective unless it can be
brought to top of mind at
the point of need – ie IN THE
VENUE
Require active participation of
the user during the night. Lack
the power to ‘interrupt’
Most powerful strategy to
change behaviour. BUT – risk
that it encourages ‘drinking up
to the limit’
Part of this proposal
Yes No Yes
To promote drinking in moderation there are three strategies: “tell”, “tally” and “warn”
Making Drinking in Moderation Cool
Source: Captive Media, IAS, other collaborators
25%
35%
41%
20%
45%
48%
30%
17%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Never Seen Units Seen Units
Unprompted Prompted Neither
Total awareness of Drinkaware
% of all respondents
25%35%
41%
20%
Note. This is one of a number of case studies of Captive Media’s effectiveness. For full details of this and other case studies
see www.captive-media.co.uk/case-studies
We created an interactive quiz game, where alternate
questions concerned the facts about alcohol
Our system is proven in promoting responsible drinking. For Drinkaware, we raised awareness by 41%
Our system works by engaging every male consumer in the bar, and extending that engagement onto their mobile
• Captive Media Engages EVERY male consumer in the bar – not just those with a particular app. And it often does so several times during the evening
• The captive audience, and interactive nature of the tech mean recall rates are exceptionally high – typically over 80%
• Each venue generates 3-4000 such engagements each month, that’s over 150,000 each month across the current installed base. We served almost 2 million games last year
• In selected venues we also install screens in the ladies washrooms, beside mirrors and handdryers
1 Flip to Mobile
• With a user’s full attention, Captive Media delivers a call to action just as the user zips up to go
• Examples: Try brand x, enter the leaderboard, claim your prize, have a water etc.
• The call to action parlays all further interaction to the user’s mobile device.
• We integrate with Twitter and Facebook• We are examining NFC, BLE and other
‘handshake’ technologies to smooth the process further
• We already offer global leaderboards for any game, allowing competition between friends, cities, states (as in one current US example) or even countries (!) as we did during the London Olympics
• We can also offer vouchers for prizes• We can work to integrate with apps, a
required
2 Call to ActEngage 3
Game Idea 2: Know your UnitsGame Idea 1: Drinking Myth-buster
A Tetris-style game where as different drinks ‘fall’ down screen you need sort them onto the right tray.
As the drinks appear and then move down the screen you must move them left or right so that they land on the tray that represents the alcoholic units they contain.
Once players have ‘run out of stream’, the game will end and they will be presented with a screen detailing the number of units contained in some popular drinks.
Players will leave with a better understanding of how many units drinks contain, encouraging them to be more responsible about how much they drink.
In our Myth-busting quiz, players are presented with popularly held ‘facts’ about drinking and need to determine by ‘aiming’ left or right whether they are true or false.
Short, quick-to-read ‘Facts’ appear on-screen along with 2 buttons, ‘true’ or ‘false’. Players have 2-3 seconds to ‘aim’ left or right to select their answer.
While fun to play, ultimately this quiz is about educating people on the facts around alcohol consumption, arming them with the truth instead of popular ‘myths’ and thus enabling them make the right decisions towards drinking responsibly.
For Heineken, we propose three alternative ideas: Ideas 1 and 2 build awareness of the facts
An indicator of impairment: Reaction Time Game
1 2
3 4
Reaction time is known to slow
when under the influence of
alcohol.
This game provides players the
opportunity to see how quick
their reactions are.
As a Heineken bottle appears
on the bar, you must replace
it with a bottle of water as
quickly as you can.
A timer tells you how quickly
you react with an average
time also appearing.
When you have run out of
steam, a leaderboard
appears with a prompt to
drink some water to improve
your score next time.
Idea 3 is a “warn” strategy: Reaction Time Test
Process: we’ll work with your team to develop a bespoke game that meshes with your current campaign
Stage 1: Game / Experience Development
We begin by taking a proper creative brief from your marketeers, then follow a four step process: 1) Creative brief
development, 2) Brainstorming / game concept design, 3) Artwork, including sign off, 4) Game coding and testing.
The process end to end can take as little as 6 weeks, and culminates with a light hearted demonstration and testing
event with your team
Stage 2: Deployment / Execution
Where do you want to achieve most impact? In which locations do you most want to trial the technology? Our units
can be installed in a morning. We can agree with you to invest a portion of the prize budget in installing the
technology in venues that best support Heineken’s Marketing themes:
• In or near Champion’s league venues – even stadia
• In selected top music venues – or venues featured in Open London
• In key influencer /style bar venues where Heineken would like to raise awareness while driving the responsible
drinking agenda
Stage 3: Measurement and Feedback
With the game deployed we can measure its impact in three ways
1. We can measure sales impact directly by gathering EPOS data from the venues at which the game is playing
2. We interview customers in the bar (alongside a control group) to measure things like brand recall, brand association
and even purchase intention. You can see examples at www.captive-media.co.uk/case-studies/.
3. We can also film footage of customer’s emotional reaction to the activation. It is the strength of this reaction – and
the conversations it starts – which constitute the greatest value. See an example here or at
https://www.youtube.com/watch?v=2a6gKCIida0
Summary: Six advantages of Captive Media
Well timed – 90 secs in washroom; 55 seconds
at screen … just before next purchase decision
Captive – Truly captive audience. No distractions and impossible to avoid.
Interruptive and engaging
Targeted Reach – Perfect gender targeting: up to 10,000 impacts per month per venue. (Non-
interactive) screens in Ladies
Talkable – Creates Zealots. Lots of them. 90% of men tell friends
Flexible. Each screen networked; ad copy can change by day / time of day / weather!
Accountable –logs every game played, reporting by timeslot vs. EPOS data