They a ribute a global market share increase of. 14% to Nike+. GUESS ... PLATFORM: iOS & android (phone & tablet
g ame
Why a mobile app could be the cornerstone of^your marketing plan Colin Cardwell 3RD SENSE
In this presentation Who are 3RD SENSE? The State of Play The Nike+ Story Benefits of a game based app How do you design a game? Case Studies
WHO ARE 3RD SENSE?
2001 300+ Projects
Game Designers
Games & Gamification
North Sydney Studio
THE GANG
You’re in good company
THE STATE OF PLAY
YEARS OLD
WHO’S
PLAYING?
AVERAGE AGE OF A ‘GAMER’
33 SOURCE: DIGITAL AUSTRALIA 2016 – BOND UNIVERSITY & IGEA
65%
GAME HOUSE HOLDS HAVE 3 OR MORE GAME DEVICES.
98%
SOURCE: DIGITAL AUSTRALIA 2016 – BOND UNIVERSITY & IGEA
OF HOMES WITH CHILDREN HAVE VIDEO GAMES.
90%
31%
OF PARENTS PLAY GAMES
PARTNERS PLAY ONLINE
WITH THEIR CHILDREN.
GAMES TOGETHER. SOURCE: DIGITAL AUSTRALIA 2016 – BOND UNIVERSITY & IGEA
35%
HAVE USED GAMES FOR WORK TRAINING.
61%
SOURCE: DIGITAL AUSTRALIA 2016 – BOND UNIVERSITY & IGEA
OF CHILDREN HAVE PLAYED GAMES FOR THEIR SCHOOL CURRICULUM.
AVERAGE TIME SPENT PER USER PER WEEK ON THE FLURRY PLATFORM Endless Runner Physics/Puzzle Racing Platformer Brain/Quiz Arcade Action RPG Shooter Social Turn-Based Sports Bingo Match 3/ Bubble Shooter Tower Defense Casino/ Poker Strategy Slots Card/Battle Solitaire Management/Simulation
NEUTRAL MALE
0
Source: FLURRY
20
40
60
80
100
FEMALE
120
140
160
So we know… •
•
VIDEO GAMES ARE AN ESTABLISHED PART
•
MOBILE IS THE DOMINANT PLATFORM
OF OUR SOCIETY, EVERYBODY PLAYS
•
GAMES ARE INCREASINGLY BEING USED IN
IN FACT MOST WORKING PEOPLE HAVE
SCHOOLS TO SUPPORT LEARNING – THINK
NEVER KNOWN A WORLD WITHOUT
ABOUT THE NEXT GENERATION
GAMES •
•
GAMES ARE INCREASINGLY BEING USED IN
DIFFERENT PEOPLE LIKE TO PLAY DIFFERENT
WORK TO SUPPORT LEARNING AND
TYPES OF GAMES
MOTIVATING OTHER BEHAVIOURS
THE NIKE+ STORY
MADE LIKE A GAME Nike used Game Design Thinking to make running more like a game A small device is placed in the running shoe collecVng your running data. It syncs with an iPod/ iPhone back to a central service. Once you have data you can keep score
THIS ENABLES… Performance tracking over Vme CompeVng with yourself CompeVng with others Leader boards Avatars Social media sharing
HOW DOES IT WORK?
GUESS WHAT? People run more Their shoes wear out more o\en So Nike sells more shoes They aJribute a global market share increase of 14% to Nike+
WHY THEY REALLY DID IT 18 million members willingly giving them contact data 18 million members willingly giving them behavioural data
That’s BIG DATA
AND WE KNOW IT WORKS!
BUZZ FUN (GOOD STATE)
BENEFITS OF GAMES AND GAMIFICATION
LEARNING
DATA INTERACTIVITY (3 SENSES)
ENGAGEMENT
REWARDING
HOW DO YOU DESIGN A GAME?
CAKE ANYONE?
Our Game design Process 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN
INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
CHALLENGING FUN
EASY FUN
GOALS, STRATEGY, OBSTACLES, LEVELS
CONTENT, EXPERIENCE, EXPLORATION
4 TYPES OF FUN
PEOPLE FUN
CREATIVE FUN
COMPETITION, COLLABORATION, COMMUNITY
AVATARS, CUSTOMISATION, CHOICE
Our Game design Process 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY
REWARDS ECONOMY INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
YOU ARE NEVER FAR AWAY FROM YOUR NEXT REWARD
Our Game design Process 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY 6. THE STORY & PRESENTATION LAYER
THE STORY & PRESENTATION LAYER REWARDS ECONOMY INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
Our Game design Process 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY 6. THE STORY & PRESENTATION LAYER 7. INTERGRATIONS AND OTHER FEATURES
INTERGATIONS AND OTHER FEATURES THE STORY & PRESENTATION LAYER REWARDS ECONOMY INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
WHAT ABOUT TECHNOLOGY?
YOU DON’T NEED TECHNOLOGY! But it helps
CASE STUDIES
IT’S WHERE WE PLAY NOW
TRACK ACTIVITY AND PERFORMANCE DATA
PLAY/LEARN ANYWHERE, ANYTIME
MULTI SENSORY EXPERIENCE
SCALE
USE DEVICE FEATURES
RE-USE
ITERATION
PROVIDE REAL TIME FEEDBACK AND REWARDS
CASE STUDY: DROP INTO MACCA’S
THE BRIEF • Target Millennials (18-30) • Drive them into restaurants • Li\ social media acVvity • Gather their data • Link into Salesforce and Marketo for ongoing communicaVons strategy
PROJECT HIGHLIGHTS CLIENT: McDonald's Australia. PLATFORM: iOS & android (phone & tablet), web-based admin system. INTERESTING FACTS: #1 on App Store. One player played 10,247 times.
THE SOLUTION •
It looks like a simple fun game
•
Sits on top of a sophisVcated compeVVon plaeorm
•
Has hidden depths
•
Collect ‘coins’ to buy power ups
•
Power ups increase chances of winning
•
Redeem prizes in restaurant
•
Bonus coins for checking –in
•
Bonus coins available through code words on Social Media
•
All data synced in real Vme
THE OUTCOMES • On average, 32 plays per user • 800,000+ players • Over 75% of players registered • Got to No 1 in the App store
CASE STUDY: MY PHARMACY RULES
THE BRIEF • Target Pharmacy Assistants • Help them learn about Pfizer products • Reward them for their parVcipaVon • Gather valuable data PROJECT HIGHLIGHTS CLIENT: Pfizer PLATFORM: iOS & android (phone & tablet), web-based admin system. INTERESTING FACTS:
THE SOLUTION •
Quiz based CompeVVon Plaeorm
•
Rich strategy based quiz with power ups and bonusses
•
PAs compete as a team against other pharmacies
•
CompeVVons are based on a product
•
Supported by learning content
•
Bonus points for uploading merchandising photos
•
Real and virtual prizes
•
Full admin system
THE OUTCOMES •
Highly engaged users month on month
•
New direct communicaVons channel
•
New subject for the sales reps to talk about
•
Peak engagement at 8pm
•
3 Industry awards and a global Pfizer innovaVon award
And finally…
Q&A