SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Successfully reported this slideshow.
Activate your 30 day free trial to unlock unlimited reading.
Gamification - essentially redefining the classical model of communication. It's the use of game mechanics and elements of motivation systems and approaches to design for non-gaming activities and services. Notorious David Droga often says that 95% of advertising is pollution and the invasion of the information field of human rights. Approach allows the use of gamification advertising activity to a more organic and natural to man, it has the potential to become a useful content.
fromBroadcastBrand 1. choosing a behavior
to game 2. understanding the consumer as a gamer 3. gaming behavior 4. setting a brand ‘win condition’ 5. building the brand as a game toan InteractiveBrand
1. Intense competition in the
labor market 2. Low image (the success of promotion - just the physical aspect) 3. Loss of interest in the army as a place to work SWEDISHARMYBACKGROUND
To launch a unique interactive
game, in which users need to solve first intellectual challenges and puzzles, and prove that they deserve to work in the Swedish army The games test memory,concentration,spatial thinking and multitasking and on conclusion a result is delivered which collates the team’s ability as a whole. This multiple connectivity experience is sure to grab the attention of the restless target audience,but it remains to be seen if it will result in additional sign-ups. SOLUTION
RESULTS 30% of the core
audience (56K people) were involved in the communication 360K users came to the site, 50% of them had attempted to solve the problem The high level of buzz In one month,the Swedish army enrolled more than during the previous year
Consumer conversion dramatically increases if
we make them involved into the communication and get huge positive charge Try to make consumer wanting to stay young and reckless again: we all need that.The only one that does not work - girls teenagers: they can not be young and they like to older SOLUTION
RESULTS After one month of
the campaign the number of clients for 'Charter' exceeded summer season’s numbers
Gamification - essentially redefining the classical model of communication. It's the use of game mechanics and elements of motivation systems and approaches to design for non-gaming activities and services. Notorious David Droga often says that 95% of advertising is pollution and the invasion of the information field of human rights. Approach allows the use of gamification advertising activity to a more organic and natural to man, it has the potential to become a useful content.
fromBroadcastBrand 1. choosing a behavior
to game 2. understanding the consumer as a gamer 3. gaming behavior 4. setting a brand ‘win condition’ 5. building the brand as a game toan InteractiveBrand
1. Intense competition in the
labor market 2. Low image (the success of promotion - just the physical aspect) 3. Loss of interest in the army as a place to work SWEDISHARMYBACKGROUND
To launch a unique interactive
game, in which users need to solve first intellectual challenges and puzzles, and prove that they deserve to work in the Swedish army The games test memory,concentration,spatial thinking and multitasking and on conclusion a result is delivered which collates the team’s ability as a whole. This multiple connectivity experience is sure to grab the attention of the restless target audience,but it remains to be seen if it will result in additional sign-ups. SOLUTION
RESULTS 30% of the core
audience (56K people) were involved in the communication 360K users came to the site, 50% of them had attempted to solve the problem The high level of buzz In one month,the Swedish army enrolled more than during the previous year
Consumer conversion dramatically increases if
we make them involved into the communication and get huge positive charge Try to make consumer wanting to stay young and reckless again: we all need that.The only one that does not work - girls teenagers: they can not be young and they like to older SOLUTION
RESULTS After one month of
the campaign the number of clients for 'Charter' exceeded summer season’s numbers