Do we need
to gamify (digital) marketing?
Gunter Blanckaert
Twitter: @Guntbl
08/01/2013
A Typical Day at the Office
Gunter who?
• >12y in the online business @ Microsoft Advertising
• Brand Strategy Lead for the European markets

• Digital enthusiast, 24/7 surrounded by technology
• Proud father of 3 Generation G kids
Who are you & why are you here?
Why are you here?
What are your expectations?
Table of content
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Setting the Scene
Gaming for dummies
Advergaming
Play time
Break
Gamification Basics
Examples/cases
Media

Search

Social

Tablets
Gaming

Mobile

Apps &
HTML 5
Who knows Generation G?
Generation G: your future customers
“The average young person in a country with a strong
gaming culture will have spent 10.000 hours playing
online games by the age of 21”
Why is Gaming so important for Gen G
1.

Urgent optimism: gamers always believe an epic win is
possible
2. Keeping a tight, social fabric > we’ll have a better
connection after playing a game together, even if we loose
– value the same goal > stronger social relationships
3. Blissful productivity: we’re happier working hard
4. Epic meaning: aspiring mission, human planetarian scale
Time it took to get to 1M users
730 days
365 days

365 days
74 days
28 days
10 days
Introduction to
Gaming
Exercise: what’s your gaming history?
Who remembers Arcade Games?
Why wasn’t the ball of pong round?

Make sure to visit:
http://atari.com/arcade#!/arcade/
Who remembers Donkey Kong?
Who remembers Commodore 64?
Who remembers Sega Master?
Who remembers Nintendo
Gameboy?
Who remembers Messenger
Games?
Who remembers PSP?
Today
Who considers him/herself to be a
gamer?
Console Usage
Males 15-34 yrs average 12
hours per week gaming &
increasing

Console usage is similar
To TV usage
900

Average Audience (000)

800
10.000

700
8.000

600
500

6.000
400

4.000

2.000

0

300

TV Usage
Game Console Usage

200
100
0

Video Game Average Audience (000)

Avg. hours gaming
per Week

12.000
Males 18 – 34, not alone anymore
What type of games does a gamer
play?
Most people think of this…
Big Blockbuster Games
Launch of Halo 4 - 2012
“Halo 4” Collects $220 Million In Global Sales In The First 24 Hours Over
Record Sales (…) The “Halo” saga eclipses the biggest movie launch in U.S.
box office history; on track to reach over $300 million in global sales in the
first week.”
Launch of GTA - 2013
“GTA 5 made a
staggering $800m on its
first day, beating Call of
Duty: Black Ops 2, which
earned $500m upon its
debut.”
Launch of Call of Duty – Black Ops 2
But this is the new face of fun
Games everywhere, for everyone
Worldwide 30,000,000 mobile apps are
downloaded each day

Games are the #1 downloaded
category of apps, making up 26% of all
mobile app downloads
Sources: www.livingthebrand.com, www.interbrand.com, www.brandchannel.com
Games everywhere, for everyone
"Angry Birds Star
Wars(…) Just 2,5
hours after its
November 8
release, "Angry
Birds Star Wars"
rose to the No. 1
paid iPhone
app“
Online Gaming
“We invest 3 billion hours weekly
playing games online.”
MMOG’s
Social Gaming
“social games have become the modern “Calgon
Moment” for busy women who often feel life spiraling
out of control around them.”
In-game advertising
Advergaming
“is the practice of using video games to advertise a
product, organization or viewpoint “
“it is not In-game advertising, it is not Gamification”
Advergaming - examples
Advergaming - examples
Advergaming - examples
Advergaming - examples
McDonalds cross media
Exercise: Time to play
• Who has a smartphone?
• Who has brought his tablet?
• Who has his laptop?
Take it out of your bag, give it to your neighbour and
show them your favourite game
Tell them why you like it
Intro to
Gamification
1.

What is Gamification?

“Is the use of game mechanics and game design
techniques in non-game contexts.”
“The process of game-thinking and game mechanics
to engage users and solve problems”
What Gamification is not
“Particularly in the early days, as the term was gaining
traction, it was a common misconception that simply
making a branded game was ‘gamification’. This is NOT
what gamification is about. There are some similarities
that could be drawn but the main difference is that
branded games are about exposure and CTR where as
adding gamification to a product is more about increasing
engagement and loyalty.”
Gamification is hot
“An estimated 70 percent of the top 2,000 public

companies in the world will have at least one gamified
application by 2014 (…) the worldwide market will grow

from $242 million in 2012 to $2.8 billion in 2016, with
enterprise gamification eclipsing consumer
gamification in 2013”
Gamification is hot
2.

Gamification Basics

• Just want to have fun
• Loyalty evolved
• Status - Rewards
Just wanna have fun
Just wanna have fun
Just wanna have fun
Loyalty, a well known tactic
Loyalty, a well known tactic
Loyalty, a well known tactic
The future of loyalty is social
SAPS = system of rewards
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Status: Badges | Levels & Leaderboard
Access
Power
Stuff
Extrinsic vs Intrinsic rewards
• Extrinsic rewards (prizes, cash, discounts, offers)
should be aligned with intrinsic rewards
– Intrinsic Rewards (self-motivational)
– Extrinsic Rewards (carrot/stick principle)
3.
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Why do you/people play?
Mastery
Destress
To have fun
To socialize
Destress
Destress & socialize
FU AS A
Fun as a social motivator
SOCIAL
MOTIVATOR

Get more people to use stairs?

Make stairs for FUN!
FU AS A
Fun as a social motivator
SOCIAL
MOTIVATOR
Escape from reality, 007 style
4.
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Gamer/Player types
Explorers
Achievers
Socializers
Killers
4.

Excercise

• Who do you think makes up for the biggest portion
of the poulation? Why?
• What type are you?
• Can you give examples of games typical for the
different types?
4.

Gamer/Player types
Achievers

Explorers

Killers

Socializers
Excercise: what game mechanics do
you know or would you use for your
assets?
5.1

Game Mechanics: points
5.1

Game Mechanics: points
5.1

Game Mechanics: points
5.1
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Game Mechanics: point system
Experience points
Redeemable points
Skill points
Karma points
Reputation points
5.1

Reputation point system
5.2

Game Mechanics: Levels
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Cfr Pacman
Angrybirds
Donkeykong
Progress bar: Linkedin
5.3

Game Mechanics: Leaderboards
5.4

Game Mechanics: Badges
OBJECTIVE of these mechanics?
Long term engagement
Examples to
remember
Nike: a sports or tech company?
Autodesk: Gamified Trial
• 54% increase in trial
usage,
• 15% increase in buy
clicks, and a
• 29% increase in channel
revenue per trial start
Autodesk case: learnings
1. Decide who your audience
2. Identify the type of behavior you want to drive from that
target audience.
3. Look at the experience from the player’s perspective.
4. Pace your content by breaking into sections to keep
gamers engaged and to easily keep track of goals or
trophies earned throughout the trial.
5. Have some fun and outline any Easter egg achievements
you’re going to give away
6. Find the right technology to fit your story
Branded Apps: Heineken
Branded Apps: Domino Pizza
STEP 2: increased engagement
STEP 2: increased engagement
• 135% Increase in referral
traffic from Facebook
• 300% Increase in revenue
from Facebook-referred
visitors
• 600% Increase in images &
videos upload to social
content
Samsung Nation: Social Loyalty
Gamification & Social Media
• Make it fun & engaging
• Bring people back, possibly multiple times a day
• Gamified Social experience > Fans become brand
ambassadors
Moosejaw: real-time pricing
“In less than 15 minutes, they sold over
five hundred $10 Moosejaw gift cards.
Consumers then took those $10 gift cards
and, on average, made purchases of $66,
a 560% return on investment.”
Extraco Bank: boost conversions
Used gamification
technique to help ease
the pain of the news
that free checking was
going to go away for
certain customers.
Excercise
Think about your digital assets? Where could you
apply a gamified experience?
 split up in groups & come up with an idea
Excercise
• What is the reason for gamifying your product or service?
• How does it benefit users?
• Will they enjoy it?
• What are your business goals?
• How do you get users to fulfill those business goals?
• What actions do you want users to take?
Integrated, gamified
marketing campaign
examples
Ford Escape 2013
BING – Jay-Z
Volkswagen Golf
“Life is a game,
don’t forget to play”
“Trying is knowing”
Do we need to gamify digital
marketing?
Absolutely as it can
- Drive user engagement & satisfaction,
- Create loyalty
- Increases revenue
- Boost social sharing
“Gamers tend to be more motivated
than non-gamers to be connected to
others, and they display a higher than
average propensity to interact with
brands on social networks…”
Adam Kleinberg for Mashable
Thank you!
Gunter Blanckaert
@guntbl
gunter.blanckaert@microsoft.com
Gunter@hotmail.be

Do we need to Gamify (Digital) Marketing?