asia luxury gamification 2012 nov

31
Gamification 2.0 An Advertising Boost

Post on 18-Oct-2014

882 views

Category:

Documents


5 download

DESCRIPTION

Presentation given during Gamification World 2012 conference in Singapore

TRANSCRIPT

Page 1: Asia luxury gamification 2012 nov

Gamification 2.0 An Advertising Boost

Page 2: Asia luxury gamification 2012 nov

WHY LISTENING TO US?

Page 3: Asia luxury gamification 2012 nov

EXPERTS FROM 3 COMPANIES

FRANCE Serious Gaming

Gamification More than 100 customers 12 employees in France

Best Serious E-Virtuoses 2012 Own Social Game Engine

SINGAPORE

FRANCE Digital & Video

Advertising since 2008 Clients: Cartier, Lancôme,

The Hour Glass, The Economist, CMC Market,

Coca-Cola, DELL

SINGAPORE Games & Gamification

since 2011 Clients/Partners:

Nespresso, Ubisoft, MDA, NYP, XiLabs, Raymond

Weil

Page 4: Asia luxury gamification 2012 nov

GAME DESIGN, ILLUSTRATION & ANIMATIONS

GAME LOGIC CODING & MONETIZATION (FREEMIUM)

DAUs/MAUs REPORTS & CONVERSION ANALYSIS

COMMUNITY MANAGEMENT

Mobile Social Gaming WWW.WHAKAN.COM

Page 5: Asia luxury gamification 2012 nov

GAMIFICATION 2.0

Page 6: Asia luxury gamification 2012 nov

A MARKETING SOLUTION

FUSION OF KPIs

83% of Internet users think advertising

alters their navigation experience

BRANDING

USER RETENTION

BUZZ TRAFFIC GENERATION

COMMUNITY BUILDING

USER EXPERIENCE

Social Gamification is the use of social game design and mechanics to engage

people in changing their behaviour and brand conversation.

PR & INNOVATION

Business spending on Gamification

will increase from an estimated

$242M this year to $2.8B in 2016.

Page 7: Asia luxury gamification 2012 nov

Of Gamers validate opt-in

Of Gamers of FB App become Fans

User retention

Numbers of Pages visited

Monthly visits

Time spent on the site (min)

Total products sold

Total products sold

RESULTS

Locita, 2012

Page 8: Asia luxury gamification 2012 nov

METRICS

ENGAGEMENT

Page Views

Unique Visits

Time on Site

LOYALTY

Repeat Visits

Refer a Friend

VIRALITY

Sharing

Vote & Comments

MONETIZATION

Conversion Rates

Virtual Goods

Registration

Page 9: Asia luxury gamification 2012 nov

TYPES OF GAMIFICATION FOR BRANDS

Page 10: Asia luxury gamification 2012 nov

BRAND-CENTRIC

MINDBLOOM

« Life Game » that improves the user’s quality of

life in a simple and effective way.

NIKE+

A band tracks users progress throughout the day,

providing real-time feedback visually.

VEEV

Veev University: make your own cocktails and

discover about the brand

Page 11: Asia luxury gamification 2012 nov

REWARDS-ORIENTED/ACTION IS KEY

SALESFORCE

Gamified App platform for Salesforce.com

(badges, points, achievements)

SAVEUP

Web platform gamifying the ability to track,

consume and promote discounted products

(actions trigger rewards, brand education)

Page 12: Asia luxury gamification 2012 nov

FUN-DRIVEN/GAME SETTINGS

MELVITA Facebook game HONEY FARM

Strategy game to manage your own honey

production.

eDRF (National Energy agency in France)

Raise awareness with in-game problems-solving

and quests.

Page 13: Asia luxury gamification 2012 nov

CREATE EXPERTS & AMBASSADORS

STARBUCKS IDEA

Web UGC platform

Feedbacks, points, leaderboards, forum

SAMSUNG NATION

Social loyalty experience: reviews on products, view

new products, share links to content, and more.

Page 14: Asia luxury gamification 2012 nov

USER-GENERATED VOTING

6,550 Total Votes

268 Total Comments

Page 15: Asia luxury gamification 2012 nov

APPLICATIONS

Page 16: Asia luxury gamification 2012 nov

E-COMMERCE BOOST

SNEAKPEEQ

Social shopping/clothing & gourmet food

• Action-based purchasing advantages

• Time-limited Badges (Peeqs) for more rewards

• Consumer actions get pushed to Facebook

• 3,000% surge in ‘Buy’ clicks

ASIAVINO

Social platform selling Premium wines.

Gamification: select users who will become part of a VVIP

section with special access to exclusive wines privileges.

Page 17: Asia luxury gamification 2012 nov

JIMMY CHOO “Catch a Choo”

Foursquare Scavenger hunt around London.

1) sneakers “check in” somewhere in the city

2) anyone quick enough to arrive picks a pair.

Simple concept, in-line with the products.

LUXURY

MARC JACOBS "Bang You're It,“

“Bang” your friends by giving their profile photos the

crumpled look of the perfume bottle to win prizes

Real social elements in-line with the brand.

Page 18: Asia luxury gamification 2012 nov

FINANCE

BBVA

Game for bank users

(challenges, badges, points to get real rewards)

37,000 users in 2 months

CREDIT AGRICOLE

Crowdfunding banking microsite. Different

tone. Replicate succesful models

(Kickstarter) to keep control/get closer.

IND GAMIFICATION

• Social Points (for sharing)

• Payment Points (for making bill payments, direct debits,…)

• Saver Points (for saving, reaching savings goals)

Page 19: Asia luxury gamification 2012 nov

IT

ADOBE

Photoshop initiative to allow exchange of

knowledge and leaderboard competition

between designers, companies, photographers

PLAY NICE-LY

Platform for collaboration (knowledge base, tips)

and competition (coding goals, points, status)

Page 20: Asia luxury gamification 2012 nov

B2B

Gamification at Dell World

Push conference attendees to participate and interact.

Users received points and badges for checking in,

downloading content, sharing on social media.

UBM TechWeb – Great IT challenge

Trivia contest campaign to test IT execs'

knowledge of tech topics.

Page 21: Asia luxury gamification 2012 nov

B2B CASE 1: HITACHI

Results

The “Quiz Campaign” generated 8,000 visitors, 604

leads, 43% uplift in Facebook user engagement. At the

end of its life in October of last year, the “Globe

Campaign” had yielded 14,580 visitors, 369 leads, 494

engagements, and 9,000 clicks on collateral.

Quiz Treasure Hunt

Users navigate through Hitachi’s YouTube &

Facebook answering product questions.

Globe Campaign

Testimonials and studies are spread over this

virtual world, compelling users to play with it.

Page 22: Asia luxury gamification 2012 nov

B2B CASE 2: REDCRITTER

Results

Increased user engagement with project management

activities, better productivity (50%) and improved

project tracking & reporting.

Agile project management

Objective: Engage, drive behaviours.

Solution: Project management support;

visibility into employee skill sets; complete

projects to earn rewards; badges.

Page 23: Asia luxury gamification 2012 nov

INTERNAL/HR

BLUEWOLF CONSULTING

Challenge: getting employees to share knowledge.

Solution: social resources center, social profile page,

actions rewarded, challenges to solve, status and

team leaderboards.

MARRIOTT INTERNATIONAL

Challenge: extra 50,000 staff in 2012.

Discover top potential talent via ‘My

Marriott Hotel’ on Facebook, gamers

manage a ‘virtual’ hotel.

Page 24: Asia luxury gamification 2012 nov

ENGAGE VIA GAMIFICATION

Page 25: Asia luxury gamification 2012 nov

4 Key User Engagement Factors

CONTENT USERS

INTERACT

Compete

Collaborate Explore

Express

ACT

Page 26: Asia luxury gamification 2012 nov

Key User Engagement Actions

Give Help

Comment Like

Share Greet

Collect

Rate

View

Review

Vote

Curate

Win Challenge

Showoff

Compare Taunt

Create

Design

Customize Choose

Purchase

Decorate

Build

CONTENT PLAY

INTERACT

ACT

Page 27: Asia luxury gamification 2012 nov

Examples

CONTENT PLAY

INTERACT

ACT

Send a Trend “My Style” is a profile page where users can upload pictures, choose words that capture style tendencies, and select pieces from the site to showcase on the page. Chance to win a 500$ reward. Results: 200,000 fans

Page 28: Asia luxury gamification 2012 nov

IMPLEMENTATION FOR LUXURY BRANDS

SOME ADVICES

• Respect brand DNA

• Users are not after free content or products

• Users want exclusive status and privileged

access to the brand

• Create Ambassadors rather than Consumers

• Customer behaviour is key: go for Social CRM

(surveys, relationship capital) and metrics

• Not Free stuff, but more Time to spend more

Page 29: Asia luxury gamification 2012 nov

Key requirements to implement VALUE Your product must have intrinsic value and the Gamification plan only builds around it. PLATFORM You must decide which platform will support it: 1. Conduct survey? 2. Main site? Microsite? Social Network? Mobile-only? Real-world? A mix? PART OF MARKETING PLAN Gamification requires specific mechanics and expertise over time, but it needs to be supported by other marketing techniques. PRODUCTION Gamification involves community management, stats & tracking, multiple iterations and regular updates sometimes over a 6 to 12 months period. EXPERTISE Accept value of a Gamification marketer, who knows how to: 1. Bring fun & relieve stress 2. Create compelling narratives 3. Generate conversion & Monetize based on Metrics

Page 30: Asia luxury gamification 2012 nov

Gamification 2.0

Social Gamification

• Customization/Profile

• Real-time feedbacks

• Badges 2.0: Branded collectibles

• Multi-Social integration

• Collaboration

• International: Localization

• Technology: QR codes, NFC-enabled

products, Augmented-Reality, Geoloc

• Design: Create a brand gaming identity

• Real-world Gamification

• Crowdsourcing

Classic Gamification

• Rewards & Achievements

• Badges

• Ranking & Leaderboards

• Competition

Page 31: Asia luxury gamification 2012 nov

ALBAN VILLANI

Director – FOREVER YOUNG

[email protected]

+65 9780 6444