The document outlines various metrics that can be used to measure a mobile marketing campaign for a video game called GrinderBox, including QR code scans, landing page downloads, and in-store coupon redemptions to gauge audience engagement and sales. Demographic data from QR codes and page visits would also be analyzed to understand the target audience. The goals of the campaign are to download the demo version, drive direct sales to retailers, and collect user data.
The document discusses measuring a marketing campaign for a mobile game called GrinderBox. It provides details on collecting data from QR codes scanned, downloads of the demo version, and redemption of in-store coupons. It also discusses measuring engagement on social media platforms like Facebook, Instagram, and Twitter, as well as the number of mentions, likes, comments, shares and new followers. The goal is to assess awareness of the game, drive downloads of the demo and direct sales to retailers.
Heroes' Edge is a browser-based MMORPG that focuses on cooperative gameplay. Players can choose from four character classes and customize their appearance. Quests are organized into campaign packs that can be purchased. The game aims to attract both hardcore and casual players by being free-to-play and allowing cooperative play. Its cute, colorful graphics differentiate it from more realistic competitors. The marketing strategy will focus on promoting the social and cooperative elements through ads showing groups completing quests together. Ads will target MMO gaming sites and social networks to recruit players.
This presentation is from the KNOW series, featuring Josh Lysne, Eric Piela and Tony Franklin. Topics included social media, engage marketing and online media.
Yellow sub gastro pub: mock digital marketing campaign & presentationLauren Sittig
2. YELLOW SUB GASTROPUB: This is a mock digital media marketing campaign, focusing on the idea of a new restaurant starting up. This presentation was a group project where we strategically found the best way for the restaurant to open up with a thriving digital presence (across digital platforms) to add to the tangible location. Again, credit to my project partners (team), excellent group to work with: Trever Panter, Eli Jones, and Jesse Baxter.
KitKat Campaign Digital Campaign - Irfandy HamzahIrfandy Hamzah
This document presents a digital strategy for KitKat in Indonesia. The objectives are to build engagement with KitKat's core target consumers and improve brand awareness, as well as create an integrated social media campaign to increase sales. The strategy involves creating a "ChitChat" application for sharing university life moments, running a storytelling competition on Facebook, producing a video series on YouTube, using hashtags and influencers on Twitter, holding a selfie competition on Instagram, and developing Line stickers. The channels will include owned media like the app and microsite, shared media like Facebook and YouTube, earned media through bloggers and influencers, and paid media like Google Ads and social media advertising.
The document analyzes an advertisement for KitKat Mini chocolate bars using a crossword puzzle. It critiques flaws in the original ad such as lack of color, small logo, and irrelevance of puzzle words. Three improved advertisements are proposed using word searches instead and addressing the flaws. The best new ad features a bright, colorful word search that is almost complete with the KitKat package imprinted prominently to convey the "mini break" message more clearly and appeal to wider audiences including children.
You can now download the presentation directly from Slideshare.
Here are 17 of the best free online tools for Digital Strategists to help cultivate killer insights on consumers, competitors and the industry. In this toolbox we you will find how to use each tool with an example insight drawn for the client, as well as each of their benefits and limitations.
The tools helps to conduct Consumer Research, Category Research, Discourse Analysis and Environmental analysis.
We wanted to say Thank You to the first doctor we ever called out to via Digital so using a digital only video, we asked users on social media to watch the video and #CallMomNow.
Being topical, relevant and consumer-friendly made the campaign see high outreach, influencer engagements and industry leaders speak out loud and perform the action we asked them to... Call their Mother's and tell them how much they loved them.
With the video reaching over 500,000 views and an outreach in Millions, #CallMomNow was an interesting Mother's Day campaign by MindShift Interactive that received great positive feedback.
The document discusses measuring a marketing campaign for a mobile game called GrinderBox. It provides details on collecting data from QR codes scanned, downloads of the demo version, and redemption of in-store coupons. It also discusses measuring engagement on social media platforms like Facebook, Instagram, and Twitter, as well as the number of mentions, likes, comments, shares and new followers. The goal is to assess awareness of the game, drive downloads of the demo and direct sales to retailers.
Heroes' Edge is a browser-based MMORPG that focuses on cooperative gameplay. Players can choose from four character classes and customize their appearance. Quests are organized into campaign packs that can be purchased. The game aims to attract both hardcore and casual players by being free-to-play and allowing cooperative play. Its cute, colorful graphics differentiate it from more realistic competitors. The marketing strategy will focus on promoting the social and cooperative elements through ads showing groups completing quests together. Ads will target MMO gaming sites and social networks to recruit players.
This presentation is from the KNOW series, featuring Josh Lysne, Eric Piela and Tony Franklin. Topics included social media, engage marketing and online media.
Yellow sub gastro pub: mock digital marketing campaign & presentationLauren Sittig
2. YELLOW SUB GASTROPUB: This is a mock digital media marketing campaign, focusing on the idea of a new restaurant starting up. This presentation was a group project where we strategically found the best way for the restaurant to open up with a thriving digital presence (across digital platforms) to add to the tangible location. Again, credit to my project partners (team), excellent group to work with: Trever Panter, Eli Jones, and Jesse Baxter.
KitKat Campaign Digital Campaign - Irfandy HamzahIrfandy Hamzah
This document presents a digital strategy for KitKat in Indonesia. The objectives are to build engagement with KitKat's core target consumers and improve brand awareness, as well as create an integrated social media campaign to increase sales. The strategy involves creating a "ChitChat" application for sharing university life moments, running a storytelling competition on Facebook, producing a video series on YouTube, using hashtags and influencers on Twitter, holding a selfie competition on Instagram, and developing Line stickers. The channels will include owned media like the app and microsite, shared media like Facebook and YouTube, earned media through bloggers and influencers, and paid media like Google Ads and social media advertising.
The document analyzes an advertisement for KitKat Mini chocolate bars using a crossword puzzle. It critiques flaws in the original ad such as lack of color, small logo, and irrelevance of puzzle words. Three improved advertisements are proposed using word searches instead and addressing the flaws. The best new ad features a bright, colorful word search that is almost complete with the KitKat package imprinted prominently to convey the "mini break" message more clearly and appeal to wider audiences including children.
You can now download the presentation directly from Slideshare.
Here are 17 of the best free online tools for Digital Strategists to help cultivate killer insights on consumers, competitors and the industry. In this toolbox we you will find how to use each tool with an example insight drawn for the client, as well as each of their benefits and limitations.
The tools helps to conduct Consumer Research, Category Research, Discourse Analysis and Environmental analysis.
We wanted to say Thank You to the first doctor we ever called out to via Digital so using a digital only video, we asked users on social media to watch the video and #CallMomNow.
Being topical, relevant and consumer-friendly made the campaign see high outreach, influencer engagements and industry leaders speak out loud and perform the action we asked them to... Call their Mother's and tell them how much they loved them.
With the video reaching over 500,000 views and an outreach in Millions, #CallMomNow was an interesting Mother's Day campaign by MindShift Interactive that received great positive feedback.
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Here are some of the most amazing digital campaign that gives us at Kuliza our daily dose of inspiration. There is just so much more to be mesmerized by, but a little reminder to better ourselves everyday is always a great idea. Hope you enjoy them as much as we enjoyed exploring them.
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We conceptualized and executed a very interactive Contest for iXiGO.com on Pinterest. Here's a case study we prepared on the ideas and the results we were able to generate.
Hog on it!
The document provides an overview of how media companies can run a college basketball bracket contest to generate revenue. It details new features for 2013 including a welcome page, improved prizes, and a "play anywhere" feature. Case studies show how previous contests attracted over 1,000 players and earned $20,000-$40,000 for media companies. Additional tactics are suggested like securing sponsors, partners, and extending the contest beyond March Madness.
SnapTags are barcodes that can be activated by any camera phone to more engagingly connect consumers to branded content and promotions. They are customized to each brand, have wider reach than QR codes as they don't require a smartphone, and allow consumers to both snap photos of SnapTags to participate in campaigns as well as scan SnapTags using a dedicated app. SnapTags have been used by brands like Orbit, Office Depot, and Bud Light for promotions offering prizes, discounts, and special experiences to drive consumer engagement and purchases.
The document proposes a solution for distributing video advertisements through a platform that rewards users for viewing and sharing the ads. The platform aims to stimulate viral sharing of ads through a game-like experience. It argues this approach can effectively reach large online audiences among users of social networks, games, and deal-sharing services while keeping barriers to entry low. The target customers are brands seeking new ways to promote through social media and interactive campaigns.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
Spending is BOOming. How are you capitalizing?
Halloween is more than a child’s holiday; all age groups get into the holiday spirit. That’s why running a Halloween-themed contest is a great way to drive sponsorship revenue from advertisers. Our How to Sell a Halloween Contest webinar provides actionable tips on how to successfully prepare your sales team to target the right advertisers for a Halloween contest.
To learn more, watch a recording of the presentation or read our top takeaways:
http://secondstreetlab.com/wp-admin/post.php?post=5446&action=edit
GameStop is the world's largest video game retailer that wants to enhance the customer experience beyond normal retail standards. They propose creating a personalized online profile and mobile app to provide users with game news, updates, and purchase recommendations tailored to their interests to foster customer loyalty. The proposed budget is $87,500 to develop these new digital tools and tactics over six phases throughout 350 hours of work.
The document provides a table of contents for a slide deck on the path to purchase influence. It outlines sections on awareness and perception, consideration, conversion, and relationships. It then lists various company campaigns and initiatives that will be covered in the corresponding slides, including campaigns for Coke Zero, Caress, Toyota, Legendary Comic-Con, Toyota Dew Tour Scavenger, HP ePrinter, Ocean Spray, Smashbox, Toyota Dew Tour vehicles, Office Depot, TRESemme, Toyota ToyoTag, Got2B, Bud Light UFE, Bud Light Playbook, Orbit, Colorado Native.
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MeasureCamp - Social Media Metrics WorkshopNicolas Malo
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Find out what we can do for your brand!
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This document provides information about the video game Minecraft for students studying media industries and audiences. It discusses Minecraft's commercial context, from independent development to acquisition by Microsoft. It outlines key points students should know about how Minecraft has changed media industries and encourages audience participation. The document also discusses Minecraft's target audience and how technology is used to distribute the game across multiple platforms. Overall, the document serves as a study guide for students examining Minecraft in the context of video game production, distribution, and consumption, as well as related topics like media regulation and convergence.
Mobivity provides SMS marketing and fan engagement solutions for sports teams and live events. Their capabilities include real-time voting, contests and games; social media integration; photo sharing; customized graphics; and voice response solutions. They have partnerships with Daktronics, ANC Sports and other graphic systems to display fan votes and interactions on scoreboards. Mobivity also offers a patented "Digigraph" technology that delivers a personalized celebrity message to fans via their mobile devices.
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Here are some of the most amazing digital campaign that gives us at Kuliza our daily dose of inspiration. There is just so much more to be mesmerized by, but a little reminder to better ourselves everyday is always a great idea. Hope you enjoy them as much as we enjoyed exploring them.
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http://secondstreetlab.com/wp-admin/post.php?post=5446&action=edit
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Digital Campaign for a Hypothetical Video Game
1. Campaign Measurement
• QR code data
– Number of scans
– Number of unique users
– Time and date
– Location of scans
– Type of phone
– Representative demographics
• Landing page data
– Number of demo version downloads
• In-store coupon data
– Percentage of gamers who redeemed in-store coupon
7. Target audience
18-34 year men as well as women who are
social gamers
Budget
5,000,000
Mandatories
Downloads
Drive Direct Sales to Retailer
Collect Data
Method mix
Social media, SEO, Podcast/Blogging,
Mobile, Rich Media, Youtube
and Behavioral tactics.
11. INSTAGRAM WEBSITE TWITTER
How Many Customized
GrinderBox
Characters Can Be Created? 3000 PHOTOS-20,000 FOLLOWERS
Next is adventure is on Twitter GrinderBox
Here is my is my clue for The
Here #Blado @GrinderBox
3000 PHOTOS-20,000 FOLLOWERS
@GrinderBox game Please send your
Thank you @itslikeglobot.
character to get your next clue!
INSTAGRAM
Thank you @itslikeglobot. Here’s your clue!
Here’
Here
GrinderBox
@GrinderBox
is my clue
@GrinderBox
11/29/2012 11:00 PM
Thanks @delyG. Follow @Blade character. Use
#FindGrinderBox find @Jolto and @Dino then go to
www.GrinderBox.com
12. Campaign Measurement
• Facebook
– Number of impressions
– Number of likes
– Number of comments
– Number of new followers
– How many people played the game on landing page
– How many people shared their results on their status
• Instagram
– Number of mentions
– Number of likes
– Number of comments
– Number of photo submission
•Twitter
–Number of mentions
–Number of re-twitts
–Number of favorites
–Number of new followers
14. Marketing Effectiveness
• Consumer behavior has changed
• Changes in digital technologies
• Mobile marketing becoming legitimate marketing channel
• Provides instant access to brand information
15. Reaching Target Audience
• Smartphones have become a part of gamers’ everyday
lives
– Able to connect with gamers 24/7
• Huge growth in mobile barcode scanning
– 5.3 million scans in the month of June 2012
Source: ScanLife Trend Report – Q2 2012
16. Mobile Marketing Campaign
• QR Codes
– Target on-the-go gamers
– Cross media marketing
– Linking offline and online media
– It’s all about engagement!
• Placement of QR Codes
– Gaming Conventions: Comic-Con, E3
– Advertisements in Gaming Magazines: PC Gamer, Electronic Gaming
Monthly
17. Consumer Experience
• Scan QR code
• Series of puzzles
• Landing page
• Download demo version of GrinderBox
• Play video game to unlock code for an in-store coupon
18. Campaign Measurement
• QR code data
– Number of scans
– Number of unique users
– Time and date
– Location of scans
– Type of phone
– Representative demographics
• Landing page data
– Number of demo version downloads
• In-store coupon data
– Percentage of consumers who redeemed in-store coupon
19. Why SEM/SEO
• Ads can be tested and keywords can be quickly
optimized and ‘tweaked’ to gain better campaign
results.
• Geo tags and personal information shared by users
on paid ads can offer additional advertiser benefit.
• Contextual re-targeting.
• Built-in analytics tools like Google
Analytics/Adwords will give powerful campaign
tracking and optimization tools.
GrinerBox|Kill or Die
www.codemonkey.com/GrinderBox
Zip
Zip
Download a free demo now to get a head
Email
Email
start
Subs
Subs cod
cod
Get codes and upgrades. Limited time!
address
address
ee
20. Reaching the Target
Audience
The likelihood of a purchase resulting from
casual browsing is highest among
customers aged 18-34 years.
21. Measuring the campaign
• Number of ad impressions served
• Number of click-throughs
• Conversion rate: in-store and online store
traffic.
• Navigation paths
22. Paid Ads
GrinerBox|Kill or Die
www.grinderbox.com
Available on PC, Xbox 360 &PS3
Order Now-Starting at $39.99| Limited time
GrinerBox|Kill or Die
www.grinderbox.com/store/demo
Guns, puzzles, and blood. It just got better
Download a free demo now to get a head start
23. Keywords
• GrinderBox
• Grinder Box
• shooting game
• play
• team
• puzzle
• free
• demo
• map
• version
• strike
• features
• action
• Blado
• Jolto
• Dino
34. Podcasting - Marketing
Method
• Ad sponsorship in free, downloadable audio and video podcasts
• Podcasts are chosen by consumer based on category interest
(health, family, sports) downloaded/streamed
• Major sites (IGN/Giant Bomb) vs. independent podcasts
(xplay/Bombcast)
• Ad lengths 15 seconds run between show segments, live host
“Podcast is sponsored by CodeMonkey, maker of GrinderBox”
• Each ad read by host will give unique codes for discount on pre-
release order, special landing page for demo, or company hashtags
35. Podcasting - Marketing
Effectiveness
• Hosts are respected in their field, trusted by audience to recommend
• Viewer subscribes and downloads podcast, already interested in content,
already engaged, attention has been captured
• Looking to time-shift media AND unique shows based on interests
• Engaged and targeted audiences
• Ads appear in leading podcasts in categories that appeal to both men
and women, not just video game related subjects
• Host allowed to stray from script to put personal touch on advertisement
36. Podcasting - Reaching
Target Audience
• Target audience: Male/Female, 18-34
– Half of podcast consumers are ages 12-34
– Podcast consumers are 54% Male/46% Female
• Online living
– Method allows multitasking while listening/watching
– Spend more time online
– Internet is most essential media in podcast consumers’ lives at 73%
(18% TV, Radio 8%)
– Typically watch TV in non-traditional ways
• Sharing and Chatting
– More likely to use social networks (Twitter) on daily basis
– More likely to share Youtube video
– Podcast consumers live on Facebook and YouTube
37. Podcasting - Campaign
Measurement
• How will we know if campaign worked?
– Number of times podcast is downloaded
– Number of demo downloads
– Number of unique codes entered for discount on pre-release order
– Trending of #GrinderBox & #CodeBonkey hashtags on Twitter
– Links to special landing page for podcast listeners to download demo
38. Podcasting - Consumer
Experience
• Consumer downloads and views podcast
• During podcast, host talks about CodeMonkey’s newest game
GrinderBox
• Host mentions unique code for pre-release discount at unique landing
page
• Host encourages Twitter hashtag to thank #CodeMonkey for sponsorship
• Consumer visits website and clicks on “download demo”
• Consumer plays demo version of GrinderBox, when done, ability to
forward link of demo page to friends and to purchase full version
40. Marketing Feasibility
• Major video website
– 72 hours worth of video uploaded every minute
– 800 million unique viewers each month
– 300 billion hours of video watched every month
– 3 billion videos every day
• Social network for communication: comments and conversations
• Free to create a YouTube channel
• Link to other methods: SEO, Article Marketing, Social Media marketing,
etc.
• Solid brand equity
41. Reaching Target Audience
• Social mainstream:
– Average age 24.1; 74% male
– Average income $62.2K
– Internet heavy users: 3 daily hours internet, 2 hours gaming
– Watchers not readers; social nature
– Purchase Power: 19.2million
• Wide usage among gamers
– IGN: 2,098,432 subscribers; 2,092,744,479 views
• Call of duty : 966,166 subscribers; 351,283,127 views
• Battle Field : 317,029 subscribers; 94,716,523 views
• Portal: 11,244,401 views; 50,445 comments
• New gaming behavior: Connect play devices- Xbox, PS3 to YouTube
42. YouTube Channel -- GrinderBox
• Trailers
– General story about GrinderBox
– Each character has its own story: history, personality and mission
• Live streaming
– WCG winner and professional player
– Record how they play the game with reviews and evaluation
• Live action short film
– Hire celebrities to shoot film with live action to engage people
• Interactive videos
– Encourage gamers to click characters, guns and other equipment
in the game to learn the functions
– Provide special benefits such as customized costumes and
coupons
44. Campaign Measurement
• Number of subscribers
• Comments
• Views
• Likes
• Shares to other social media
• Click through “Download Demo” and “ Download Coupon”
46. Method
Create different landing page based on variants
4 Variants
People who already have awareness
People who already have interest
People who already have desire
People who already purchased
Goal and Reasons
User experience
Right call to action for different users
Enhance click through rate /
conversion rates and / spending
levels
47. Awareness Level
Create something interesting
Grinderboxis a hilariously mind-
bending adventure that challenges you to use wits over
weaponry in a funhouse of diabolical science.
Using a highly experimental portal
device, you’ll once again face off against a lethally
inventive, power-mad A.I. named GLaDOS. And this time
you won’t be alone. Meet an expanded cast of characters
as you think your way through dangerous, never-before-
seen areas of Aperture Laboratories.
Break the laws of spatial physics in
ways you never thought possible, with a wider variety of
portal puzzles and an expansive story that spans a single
player and co-operative game mode.
48. Interest Level
Create something that makes them trail
•Flash Game
.Flash Game
•Signup for trail download (Facebook one click sign up)
49. Desire Level
Onsite
Create something that gives them the reason to
buy
•Pre-order purchase Incentives
•Who also buy
USD $ 39.99
Offsite 3 of your friend
also purchased
Remind
•Email
50. Action Level
Post purchase CRM management / follow up
Send e-mail to your friend, once they buy you get special weapon
Forum: Puzzle solving/ Friend Inviting
Measure
1.Transition rate in every stage
2.To see how other medias work
3.Cross-analyze and better
understand about our consumers