3radical Introduction to Mobile Gamification

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3radical  –  Mobile  Gamifica1on  Emma  Axam  |  Will  Stuart-­‐Jones  

 

About  3radical  Why  mobile  gamifica;on?  How  does  mobile  gamifica;on  work?  PlaBorm  Overview/Elements  Dell  ‘Engage’  Case  Study      

Contents  

Gamification

Techniques

Points

Users

Social

Activities

Achievement

LoyaltyEngagement

WebsitesNetworking

Online App

Badges People

Reputation

Services

SitesEncourage

Applications

The  3radical  technology  plaBorm…    

“Helps  brands  interact  with  consumers  like  never  before  to  deliver  

unprecedented  levels  of  engagement”  

           

 

About  

FUN REWARDS

TOP

DISCOUNTS

We  achieve  this  through  mobile  gamifica1on…          

“The  use  of  game  thinking  and  game  mechanics  in  non-­‐game  contexts  to  

engage  people  and  to  impact  behaviour.”  

About  

About    

3radical  was  formed  by  founders  of  successful  tech  company  Alterian  

Why    

Direct  Mail   Email  

Web   Social  

Alterian  enabled  marketers  to  execute  data-­‐driven  marke;ng  across  mul;ple  channels  and  was  very  successful…    

Why    

Success*  =  3-­‐5%  

…by  deploying  Alterian  marketers  oTen  doubled  response  rates  -­‐  but  s;ll  overall  levels  of  engagement  were  low…  

…so  the  founders  began  to  think  about  how  they  could  engage  with  the  other  95%  of  consumers?  

Why    

Why    

Looking  around  they  realized  any  new  solu;on  needed  to  enable  a  ‘Mobile  First’  approach…  

Why    

…that  it  had  to  seamlessly  integrate  with  today’s  wide  array  of  social  media  networks…  

Why    

…that  it  must  enable  Brands  to  reward  consumers  for  their  engagement…  

Why    

…and  that  all  interac;ons  with  consumers  should  be  personalised  and  contextually  relevant.  

Why    

2.5%  

GamificationTechniques

Points

Users

Social

Activities

Achievement

LoyaltyEngagement

WebsitesNetworking

Online App

Badges People

Reputation

Services

SitesEncourage

Applications

+  

36.4%  

=  

And  so  the  3radical  mobile  engagement  plaBorm  was  born,  quickly  showing  it  could  deliver  unprecedented  

levels  of  engagement…  

How  does  mobile  gamifica;on  work?  

Gamifica;on  leverages    innate  human  mo1va1ons      

engaging  users  in  the  manner  that  they  want  and  using  a  three-­‐step  cycle  of  challenge,  achievement  and  

reward  

How  does  mobile  gamifica;on  work?  

Download  App  +50  Points  

‘Like  Us’  on  Facebook  +250  Points  

Enter  Quiz  Comple;on  Badge  

Using  the  plaBorm  brands  can  present  consumers  with  a  series  of  mutually  beneficial  challenges  and  rewards…  

How  does  mobile  gamifica;on  work?  

Time  

Complexity

 

Frustra;on  

Boredom  

…consumer  interest  in  maintained  by  steadily  increasing  challenge  complexity  over  ;me.  

How  does  mobile  gamifica;on  work?  

Individual  challenges  can  be  combined  and  unlocked  in  classic  

campaign  management  style…  

How  does  mobile  gamifica;on  work?  

…  or  configured  as  loosely  coupled  rules  that  combine  to  create    emergent  behaviour  

PlaBorm  Overview

Page  13  -­‐  Confiden;al  

1   Upload  Content   2   Define  Challenges   3   Track  &  Refine  

The  3radical  mobile  engagement  plaBorm  provides  an  intui;ve  drag  &  drop  environment  in  which  marketers  are  able  to:    

•  Upload  crea;ve  content  for  each  customer  interac;on  type  •  Promote  challenges  and  rewards  via  a  branded  iOS/Android  app  •  Analyse  responses  and  op;mise  future  interac;ons    

Challenges    

•  View  online  content  •  Visit  sponsor  stands  •  Scan  product  codes  •  Like  FB  pages  •  Share  content  to  FB  •  Refer  others  to  app/events  •  Complete  quizzes/games    •  Read  push  messages    

Outcomes  the  3radcial  plaLorm  can  deliver  include:    

•  Boos;ng  customer  acquisi1on  and  reten1on  •  Driving  discovery  of  products/services    •  Increasing  brand  awareness,  engagement  &  interac1on  frequency  

   

Specific  Challenge  and  Reward  types  available  in  the  plaBorm  include:    

Rewards    

•  Receive  status  badges  •  Unlock  offers  &  content  •  Collect  redeemable  points  •  Achieve  game  level  ups  •  Obtain  discount  vouchers  •  Enable  status  posts  •  Unlock  compe;;on  entries  •  Custom  rewards  

PlaBorm  Overview  

 PlaBorm  Elements  –  iOS/Android  App  •  Customized  to  Brand  

–  Look,  feel  and  func;onality  –  custom  branding  and  colour  schemes  

•  Social  Sign-­‐up  •  Triggered  Offers/Messages  

–  Push  based  on  segment  and  trigger  –  Triggered  by  ;me,  loca;on  (iBeacon,  GPS,  QR  code)  or  behaviour    

•  Built-­‐in  Offer  Redemp1on  –  Single  or  Mul;ple  Loca;on  Visit  –  Social  Sharing  –  including  Photo  Compe;;ons  etc  –  Branded  Mobile  Game  Play  –  Branded  Custom  Quizzes  –  Purchase    

•  Built-­‐in  Loyalty  Func1onality  –  Points,  Badges,  Customer  Status  etc.    

•  Games  Library  to  Support  Engagement  and  Specific  Promo1ons  –  Integrated  into  Marketers  Portal  –  Games  as  Tac;cs  

21  Page  15  -­‐  Confiden;al  

       

 PlaBorm  Elements  -­‐  Marketer’s  Portal    •  Create  Gamified  Offers  

–  16  different  ‘Tac;cs’  for  different  stages  of  the  Customer  Journey  

–  Examples  –  Store  Visit,  Facebook  Like,  Photo  Share,  Make  Purchase  

•  Create  Rewards  –  Many  reward  types    –  ‘Discount  Vouchers’  in  App  –  ‘Virtual  Currency’  that  can  be  redeem  in  app  without  

requiring  liability  –  ‘Compe;;on  Entries’  –  lucky  dip,  quiz,  skills  based  etc.  –  ‘Level  Ups’  in  branded  mobile  games  with  prizes    

•  Select  Audience  –  Based  on  social  graph,  past  behaviour  –  Plus  any  other  brand  data  available  

•  Select  Triggers  –  Loca;on  (iBeacon,  GPS,  QR  code)  –  Time  –  Behaviour  (i.e.  just  entered/leT  specific  venue)       22  

Page  16  -­‐  Confiden;al  

           PlaBorm  Elements  -­‐  Customer  Analy;cs    •  Immediate  Social  Data  

–  Likes/Preferences  –  Demographics  –  Friends    

•  Campaign/Tac1c  Response  Profile  –  Received/Read/Redeemed  –  Type  of  Campaign  –  Purchase  Redemp;on  –  Game  Playing  History  –  Prize/Reward  History    

•  Third  Party  Data  –  POS  History  –  CRM/loyalty  

•  Select  Audience  to  Analyse  –  Based  on  social  graph,  past  behaviour  –  Plus  any  other  brand  data  available  

 

23  Page  17  -­‐  Confiden;al  

“Dell  were  looking  for  a  way  to  cut  through  the  noise  of  compe;tor  adver;sing.    Using  mobile  gamifica;on  Dell  created  a  vibrant  community  of  consumers  who  wanted  to  engage  with  Dell  on  a  frequent  basis  and  share  Dell’s  Brand  and  news  with  their  friends.”  

Case  Study  –  Dell  Engage  

•  The  Challenge:    

–  Increasingly  crowded  market  –  Engagement  typically  indirect  via  re-­‐sellers  –  Desire  to  inform  consumers  about  new  products  –  Tradi;onal  channels  increasingly  ineffec;ve  for  target  audience  

•  The  Solu;on:    

–  ‘Dell  Engage’  app  created  using  3radical  plaBorm  –  Delivers  range  of  gamified  tac;cs  including  custom  games  –  Ini;al  release  leveraged  World  Cup  with  ‘Dell  Ul;mate  Striker’  –  Delivered  in  weeks  and  supported  by  Dell  promo;ons  on/offline  

Case  Study  –  Dell  Engage  

Case  Study  –  Dell  Engage  

App  content/challenges  can  be  updated  by  marketers  on  demand…  

Case  Study  –  Dell  Engage  

…now  includes  Dell  Ul;mate  Driver  training  game!  

•  Results/Benefits:  

-  Awareness  –  1000’s  of  app  downloads,  10’s  of  1000’s  games  played  -  Peer  Promo1on  –  over  500k  shares  of  Dell  branded  content  -  Engagement  –  majority  provided  FB  permissions,  increased  site/store  traffic  -  Insight  –  feedback  on  which  campaigns  worked,  consumer  preferences  etc.  

 

Case  Study  –  Dell  Engage  

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