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How SCVNGR's First National Brand Partnership Scored Big During March Madness BY LAUREN DRELL JUN 01, 2011 SCVNGR is a locationbased gaming platform – there are challenges at every venue, and businesses can also “script” their own challenges. Customers can do challenges (take a photo, eat a certain dish) to earn points, which are redeemable for realworld rewards, such as a free drink or 10% off. The Cambridgebased company launched in 2008, and was founded by a 22year old Princeton dropout who wanted to add a game layer to the world. And that he did. In January 2011, SCVNGR partnered with Buffalo Wild Wings (BWW) — at all 730 of its locations — for a 12week campaign leading up to March Madness. The competitive game layer of SCVNGR worked well with the BWW patrons, who thrive on competition, community and games. SCVNGR's SVP of Marketing Chris Mahl says that what differentiates SCVNGR from other locationbased services is that it's "not a checkinbased service, [but something] that goes further into brand goals [and] consumer goals." The success of the campaign indicates that that may be true. BWW was the first national SCVNGR promotion, and in the first three weeks, the game accrued nearly 30,000 players. By the end, the campaign had 184,000 players at 730 BWW locations. The Concept 1.3k Share on Facebook Share Tweet on Twitter Share Share

How SCVNGR's First National Brand Partnership Scored Big During March Madness

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How SCVNGR's First National Brand Partnership ScoredBig During March Madness

BY LAUREN DRELLJUN 01, 2011

SCVNGR is a location­based gaming platform –­ there are challenges at everyvenue, and businesses can also “script” their own challenges. Customers can dochallenges (take a photo, eat a certain dish) to earn points, which are redeemablefor real­world rewards, such as a free drink or 10% off. The Cambridge­basedcompany launched in 2008, and was founded by a 22­year old Princeton dropoutwho wanted to add a game layer to the world. And that he did.

In January 2011, SCVNGR partnered with Buffalo Wild Wings (BWW) — at all730 of its locations — for a 12­week campaign leading up to March Madness.The competitive game layer of SCVNGR worked well with the BWW patrons,who thrive on competition, community and games. SCVNGR's SVP ofMarketing Chris Mahl says that what differentiates SCVNGR from otherlocation­based services is that it's "not a checkin­based service, [but something]that goes further into brand goals [and] consumer goals." The success of thecampaign indicates that that may be true. BWW was the first national SCVNGRpromotion, and in the first three weeks, the game accrued nearly 30,000 players.By the end, the campaign had 184,000 players at 730 BWW locations.

The Concept

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Interactive agency BFG drove the campaign and helped spread awareness of itvia several avenues. BWW had several goals, including generating earned mediaand consumer engagement, improving customer return rates and, of course,driving revenue. By turning the act of watching games into a game in and ofitself, these brand goals were accomplished in a fun, meaningful way.

Mahl attributes the success of the BWW promotion to a few things that created asort of perfect storm for the campaign:

Good timing. It revolved around March Madness, when there is aheightened interest in sports and school spirit, even for those who mightotherwise not be interested.

Excellent staff training. BWW staff played around with SCVNGR for aweek before it launched to consumers, so they were invested and well­versed in the game once it launched. They could answer any questionsabout the app and encourage people to get in the game.

Prominent marketing. The BWW campaign was well promoted viaFacebook, Twitter, a tab on the BWW Facebook Page, web embeds on theBWW website, in­store television spots, menu inserts, table tents andSCVNGR window clings.

These guerilla marketing tactics made it so that when you walked in the door atBWW, there was no way you didn't know what was happening. Plus, the MarchMadness­obsessed fans are a captive audience, and they were targeted in acomfortable, laid­back environment where they were already hanging out anddrinking with friends, so it didn't take much to get them involved.

The Campaign

BWW set up three custom challenges and offered restaurant rewards for thosewho completed. Rewards for completed challenges included $5 off (3 points), afree Coca­Cola (20 points) and free wings (30 points). Serving staff, having beentrained with the app, were prepared to redeem rewards immediately, so thechallenges and redemptions were happening in real time. If someone was hungryand wanted more wings, they could figure out a challenge that would earn themsuch wings and be much more fun than shelling over some green.

BWW's challenges asked people to take pictures of their friends, the sauciestwing in the basket, fans of rival teams and the crowd going wild, to name a few.These photos were shared on the SCVNGR network, and many chose to sharethem on Facebook and Twitter, too.

The custom challenges allowed people to go from being players and participantto becoming "authors" — they weren't just playing SCVNGR, they were"engaging with us" and creating their own adventures, Mahl says. SCVNGR gavethem ownership to do what they wanted in order to earn points to unlock badgesand rewards. Further, one could find the reward he or she wanted and figure outexactly what challenges needed to be done to get it. This kept people engaged inthe game and the app, and spurred people to bring friends into the game, too.

Once a player completed the custom challenges scripted by BWW, he became asort of power user who could create his own challenges. The user­generatedchallenges that were most popular floated to the top of the list, acting as a sort ofcrowdsourced filter. As with any crowdsourcing, there's a risk of inappropriate orbizarre material, and though many of the BWW patrons are what Mahl describesas "edgy, passionate and strong personalities," the user­generated challenges wentslightly awry. But SCVNGR acted quickly and built a curation system to "keep itclean" and sift through the challenges twice a day to pull out any subparchallenges.

The campaign went well beyond the walls of each BWW location, too. A web­based leaderboard showed the point total for users on a national scale, spurringeven more competition amongst players vying for the grand prize — a trip to theNBA finals with former Chicago Bulls player and Hall of Famer Scottie Pippen.

The ResultsHere are some statistics from the three­month campaign:

Players generated 20,000+ challenges, 15,000 of which were approved(remember the curation filter?).

There were 184,000 unique players at 730 nationwide BWW locations.

1 in 3 players returned to play again.

On average, users completed 7 challenges, meaning they did all the onesprovided by BWW and a few user­generated ones.

The campaign generated more than 100 million social impressions viaFacebook and Twitter.

On average, a player spent 90 seconds per challenge, meaning that BWWsaw the equivalent of 3.6 years of brand engagement in its locations duringthe campaign.

"This kind of engagement just doesn't exist," says Mahl, referring to the statsfrom the BWW campaign. He adds that the campaign went off without a hitch —people were badged, recognized and unlocked their rewards. "Everythingworked," he says.

To boot, the successful campaign came at a "surprisingly low cost" to BWW,though Mahl would not disclose the exact figure. So what made it click?

"[The] BWW [campaign] was well­advertised," says Mahl. "Sometimes you justdon’t know there's a game. BWW understood that and took the time to properlypromote it and invited employees to play first." Further, BWW is what Mahl callsa "socially progressive, community­based place," which lends itself to theSCVNGR model. People come ready to play, with their game faces on.

Three months have passed, and BWW is refreshing its campaign as the "FlavorFanatic Challenge." Since BWW already has a player database of 184,000people, BWW used the in­app invitation to get the March Madness players backin the game and back in their seats at BWW.