Uc class, flying pig marathon & gamification
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Uc class, flying pig marathon & gamification

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Uc class, flying pig marathon & gamification Uc class, flying pig marathon & gamification Presentation Transcript

  • Flying Pig Marathon & Gamification
  • Flying Pig Marathon• 15th running of the Flying Pig Marathon – May 3-5, 2013• 17th largest U.S. running festival• 32,000+ total participants from all 50 states and 15 countries• $1 million raised annually for charities• $12 million economic impact inCincinnati USA: hotels, dining, shopping
  • Flying Pig Marathon• Friday events – P&G Health and Fitness Expo – Little Kings Mile & Post-Race Party• Saturday events – P&G Health and Fitness Expo continues – 10K, 5K, Kids One Mile, Piglet• Sunday events – Marathon, Half, 4-Person Relay – Five-hour live broadcast, WLWT-NBC View slide
  • Flying Pig Marathon• The Class Challenge• Determine opportunities to engage participants with Flying Pig Marathon brand using gamification to maintain/increase participation registration and/or create new sponsorship revenue opportunities. View slide
  • Flying Pig Marathon• The Class Challenge Project Expectations• Business objective determined• Research to support objective (both quantitative/qualitative)• Major gamification initiative/process for engagement• Behavioral analytics for collection/analysis• Budget• Engagement metrics and how can FPM usefor future marketing
  • Flying Pig Marathon• Gamification is the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems. Gamification is used in applications and processes to improve user engagement, ROI, data quality, timeliness, and learning.[4]
  • Flying Pig Marathon• Gamification is the new “loyalty program” for organizations.• Name existing loyalty programs in relation to brands.
  • Flying Pig Marathon• Gamification will be involved in 25 percent of redesigned business processes by 2015, will grow to more than a $2.8 billion business by 2016 and will have 70 percent of Global 2000 businesses managing at least one “gamified” application or system by 2014. – Deloitte
  • Flying Pig Marathon• Why Gamification?• “The Engagement Economy,” Deloitte – http://www.deloitte.com/assets/Dcom- UnitedStates/Local%20Assets/Documents/Deloitte%20Rev iew/Deloitte%20Review%2011%20- %20Winter%202012/us_DR11_The_Engagement_Econom y_Jul12.pdf• “Six Reasons Why Gamification will Rule the Business World,” Time – http://business.time.com/2012/08/28/six-reasons-why- gamification-will-rule-the-business-world/
  • Flying Pig MarathonAbout the Flying Pig Marathon participant• Average age: 42• Total years running: 10• Run/Walk Events Finished: 7.3• Miles Run pre Week: 23.2
  • Flying Pig MarathonAbout the Flying Pig Marathon participant• Average age: 42• Total years running: 10• Run/Walk Events Finished: 7.3• Miles Run pre Week: 23.2
  • Flying Pig MarathonAbout the Flying Pig Marathon participant• Average age: 42• Total years running: 10• Run/Walk Events Finished: 7.3• Miles Run pre Week: 23.2
  • Flying Pig MarathonAbout the Flying Pig Marathon participant• Average age: 42• Total years running: 10• Run/Walk Events Finished: 7.3• Miles Run pre Week: 23.2
  • Flying Pig MarathonAbout the Flying Pig Marathon participant• Average age: 42• Total years running: 10• Run/Walk Events Finished: 7.3• Miles Run pre Week: 23.2
  • Flying Pig MarathonProject Contact:Jackie ReauGame Day Communications(513) 929-4263jreau@gamedaypr.com