mobile marketing case study

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World’s Worst War Campaign (Case) By MDMK2010 Team A: ANNE CAMILLE BIANCHI-MIRASOLE - LEONARDO BITTAN – GONZALO DE LA MATA – RAHUL NAMBIAR - ELENA IBAÑEZ – FILIPE ANDRE GOMES Prof. Alberto Benbunan Emerging Media Instituto de Empresas Business School, Madrid, Spain.

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  • 1. Worlds Worst War Campaign (Case)
    Prof. Alberto Benbunan
    Emerging Media
    Instituto de Empresas Business School, Madrid, Spain.
    By MDMK2010 Team A:
    ANNE CAMILLE BIANCHI-MIRASOLE - LEONARDO BITTAN GONZALO DE LA MATA RAHUL NAMBIAR - ELENA IBAEZ FILIPE ANDRE GOMES
  • 2. What was Worlds Worst War all about?
    The Worlds Worst War is a mobile campaign that ran in Japan to launch a line of spicy new snack foods. It engaged with its audience through very fun kinds of interactivity elements and viral features that translated into a well-rounded communication tactic
    Tohato is a Japanese maker of snack foods, they introduced two new spicy snacks.
    Their market is a youth audience
    The name of the snacks were
    Tyrant Habanero - Burning Hell Hot
    and his arch enemy
    Satan Jorquia - Bazooka Deadly Hot
    Worlds Worst War was a multi-player game that was played on both, on mobile devices and on the Internet
  • 3. How did it work?
    The player buys one of the two snacks to choose his masters
    With the access code on the package he/she joins the online army of his/her chosen masters
    The player chooses his/her battlefield from 31 spots
    Battles occur everyday at 4 am
    Users recruited friends in order to grow their network in a pyramid scheme model
    The more friends they found to play the game improved their grade and made them more powerful
    Players were informed via SMS about battles updates and different types of alters
  • 4. 1. Do you think that the phone was used as a tool of interaction or as a medium in this campaign?
  • 5. Both!
    Medium
    Tool of Interaction
    Tohato used mobile phone technology to promote its products with the game
    Its audience used mobile phones to spread the word among their friends
    Tohato used mobile phones to communicate with its audience (see next columns SMS point)
    Mobile phones were required to be able to participate through either QR codes or peer referrals
    Mobile phones were used to play the game
    Mobile phones were used to grow players networks (recruitment)
    SMS were used to keep users up to date with game events and alerts
  • 6. 2. Which factors affect this campaign?
    Based on Factors Affecting the use of Mobile Marketing by Ramin Vatanparast and Mahsa Asil
  • 7. Factors and The Use of Mobile Advertising
    Consumer
    Device
    Privacy
    Interface
    Purpose
    Interactivity
    Performance
    Intelligence
    Use of Mobile Advertising
    Message
    Media
    Content
    Price
    Credibility
    Process
    Customization
    Policy
  • 8. Consumer
    Performance
    In order to participate users did not have to buy the product
    Since users could recruit others through their phones, Tohato increased its reach beyond those exposed to advertisement or the need to access a QR code on their product
    Increment on response rate through peer influence
    Users met on social networks to develop strategies
    Privacy
    The audience were savvy on the topic of mobile usage, which allows them to understand privacy settings on their phones
    User did not find the initiative intrusive
    Purpose
    Users perceived the game as an opportunity to gratify needs of
    Information (about the product)
    Knowledge (about the game)
    Social acceptance (among other players)
  • 9. Message
    Customization
    SMS were relevant for each participant as it informed them about battles within their network
    Users could customize their avatars
    Control over selection of their spots of choice on the battlefield
    Content
    Relevant content is king on mobile advertising (information about their game and network via SMS)
    Communication messages and structure were adapted to mobile devices short and sweet!
    Entertainment was key for the selected audience
    Credibility
    Online presence helped to increase trust
    Peers recommendations allow other users to feel more secure about the initiative
    Users adoption to mobile technologies was not a trust barrier to enter the market
  • 10. Device
    Intelligence
    The game was designed to allow
    Communication among brand and others users
    Collaboration
    Strategies and recruitment
    Information sharing
    SMS alerts
    The use of SMS was crucial as it is massively standardized
    Recognition of users networks allowed alerts to be relevant for the players
    Interface
    Reliable and user friendly interface lead to ease of use and desire to keep playing and even promote the games among peers
    Online platforms expanded the game for further more rich experience
    SMS were concise
    Interactivity
    The game was designed to allow two-way communication (user-game)
    It also allowed users to recruit other members via their mobile (recruitment)
  • 11. Media
    Price
    User recognized benefits by playing the game that over-weighted the real cost of the interaction
    Users with good performance were rewarded with wallpapers and other mobile elements
    Viral effect decreases production/media cost while it increases reach and conversion rates
    No information about incentives or discount for acquiring the product were found
    Process
    The campaign had a
    Campaign strategy
    The design was based on the brand
    Data access and interaction management plan
    Found their target audience through a well-suited communication channel
    Policy
    Opt-in (QR and friends referral)
    Clear statements about security and trust
    Online properties supporting the initiative
  • 12. 3. Why do you think that the campaign was a success?
  • 13. Major elements of success
    Opt-in
    Pyramid scheme
    Social interaction allowed and highly promotedrecruitments and rewards for best performers
    Communication channel of choice to reach the audience
    SMS as a mean to keep users engaged
    Understanding of both, the device differences as well as users expectations of mobile advertisement
    Customization and selection power by users
    Game concept fit users preferences and habits
  • 14. Success Inside-out
  • 15. Thanks 11/23/2009
    LetsPlay Now!
    http://www.youtube.com/watch?v=q15UqFaezj4