18
Leveraging gaming principals to create a pathway from digital to physical migration Digital Marketing London - Gamification Presented by Ben Salmon

Pbbi gamificationlondon 2011_v1

Embed Size (px)

DESCRIPTION

Ben Salmon, presentation to Digital Marketing London on the

Citation preview

Page 1: Pbbi gamificationlondon 2011_v1

Leveraging gaming principals to create a pathway from digital to physical migration

Digital Marketing London - Gamification

Presented by Ben Salmon

Page 2: Pbbi gamificationlondon 2011_v1

April 18, 2011

AgendaAgenda

Market PrincipalsSolutions

& Ideas

Page 3: Pbbi gamificationlondon 2011_v1

April 18, 2011

Why now?

Amazon (live in 1995) is America's largest online retailer, with nearly three times the Internet sales revenue of the runner up, Staples, Inc.

SOURCE: Wiki

Page 4: Pbbi gamificationlondon 2011_v1

April 18, 2011

Consistency is key . . .

Page 5: Pbbi gamificationlondon 2011_v1

April 18, 2011

. . . but, not forgetting mobile!

“More users will likely connect to the Internet via mobile devices than desktop PCs

within 5 years”

SOURCE: MORGAN STANLEY

Page 6: Pbbi gamificationlondon 2011_v1

April 18, 2011

A need to leverage consumers . . .

SOURCE: Forrester

EarnedMedia

Ownedmedia

Page 7: Pbbi gamificationlondon 2011_v1

April 18, 2011

. . . and consumer experience is fundamental

SOURCE: Razorfish (Digital Customer Experience)

Page 8: Pbbi gamificationlondon 2011_v1

April 18, 2011

Consumers lack loyalty

Nearly 50% of new sign ups are lost within 1st month.

Just over 75% would have become

inactive after six months

And only

17% would be active after 12 months..

SOURCE: Partygaming

Page 9: Pbbi gamificationlondon 2011_v1

April 18, 2011

AgendaAgenda

Market PrincipalsSolutions

& Ideas

Page 10: Pbbi gamificationlondon 2011_v1

April 18, 2011

Measuring effectiveness to maintain engagement and growth

• Recency – How long ago did they visit?

• Frequency – How often did they come back?

• Duration – How long did they stay?

• Virality – How many people have they told about you?

• Rating – What did they explicitly say when asked about you?

SOURCE: E-score Gabe Zickerman & Econsultancy

Page 11: Pbbi gamificationlondon 2011_v1

April 18, 2011

What other elements are important?

• Engaging – it must be appealing and interesting

• Rewarding – gamers must feel they can obtain value or be recognised

• Interactive and social – gamers must have a say, have the ability to interact with others and see overall status/achievements

• Community – gamers must be able recruitment/refer to create awareness and a competitive environment

This should not be used as single silo’d approach to consumer engagement, it should compliment as part of the marketing channel mix

Page 12: Pbbi gamificationlondon 2011_v1

April 18, 2011

Vehicle for offline success

• Capture data to improve consumer experience, personalise offers and monitor E-score

• Set a goal which the game is focused on – loyalty redemption, education, exploration

• Have an offline theme, what is the core idea?

• Use Loyalty Redemption or Voucher system for personalised incentives and measurement of success

Page 13: Pbbi gamificationlondon 2011_v1

April 18, 2011

Underpinned by a robust customer strategy

Page 14: Pbbi gamificationlondon 2011_v1

April 18, 2011

AgendaAgenda

Market PrincipalsSolutions

& Ideas

Page 15: Pbbi gamificationlondon 2011_v1

April 18, 2011

Bookshop – Education

• Idea - Create a series of fun educational content. Each chapter is released based on research. Success is rewarded with a complete eBook.

• Goal – Engage the audience to understand popular content to drive consumers in-store for purchases

• Offline theme – A game based application using educational content. Levelling and awards are delivered based on successful answers, speed to complete and chapters are released based on votes.

• Measurement – Creation of unique codes to provide personalised, contextual recommendations for in-store discounts based on speed of completion and taxonomy derived subjects

Page 16: Pbbi gamificationlondon 2011_v1

April 18, 2011

Photography retailer - Hobbies

• Idea – Extend existing phone camera or photo editing capabilities to provide information on photography, success is rewarded with tips and additional “features and functions”.

• Goal – Educate the audience on photography and spark their interest in photography to go in store to find out more

• Offline theme – A paparazzi location based game, whereby the best photos are ranked, achievements and levels are unlocked by missions and location specific photographs and tasks.

• Measurement – Provision of discounts for specific photography courses or camera accessories/equipment in store. Use of “in app” functionality dictates recommendation (nearest store and product) and discount/incentive.

Page 17: Pbbi gamificationlondon 2011_v1

April 18, 2011

Location for offline convenience

• Idea – Use existing online gaming environment to reward players based on loyalty not churn (i.e. bonus models). Gamers are rewarded through a loyalty card which can be redeemed offline.

• Goal – Create a unique selling point of online to retail migration by allowing online gamers to redeem cash in store

• Offline theme – Using existing online games, continuous play (high E-score) is rewarded through a loyalty card. Loyalty bonuses could be applied at off peak periods or to incentivise re-engagement.

• Measurement – Loyalty card provides individual behavioural data, this can be used to identify potential effective redemption offer and influence playing behaviour

Page 18: Pbbi gamificationlondon 2011_v1

April 18, 2011

Every connection is a new opportunity™