Engaging Through Play
Stephen Knightly, InGame
@sknightly
What is play?
play
/pleɪ/
verb
1.engage in activity for enjoyment and recreation rather
than a serious or practical purpose.
Why play? Intrinsic motivation
Meaning & Order
Mastery & Progression
Autonomy & Choice
Belonging & Community
Dan Pink, 2009
Dan Pink, Drive
Why keep playing? Flow
Mihály Csíkszentmihályi
Click Click Click Done
Not a Game Loop
Click Click Click Done
Not a Game Loop
Click Click Click Done
Not a Game Loop
Clear goal
Right toolsChallenge
Feedback
The Game Loop
What kind of engagement objectives?
 better CTRs
 better brand awareness, recall and purchase intent
 build database
 novel experience for customer acquisition
 experiential marketing
 understand brand experience
 train customers to use products correctly
 encourage repeat visits
 incentivise social media sharing and referrals
Pita Pit PlayHouse, iKemu
To promote The Block sponsorship
Via Facebook community
Reskinned a Match-3 game healthily
Pita Pit PlayHouse, iKemuIID Japan Playable vs Video Ads
On IID’s online media sites
Embedded in an advertorial
Compared to video ads for La La Land
Advertising effectiveness
The Value of Video for Brands, Neilsen and Facebook
Rewarding players
STATUS
ACCESS
POWER
STUFF
Gabe Zichermann, 2011
Community building
Loyalty
Direct response
Database building
Gumboot Glory, Dairy NZ & InGame
20 Levels
10,000 players in first month
80,000 unique players
Average 7 minutes play
25% returned
Farm Safety: Farm Rules, WorkSafe NZ & Dairy NZFarm Rules, DairyNZ & InGame
16 Levels in 3D
Average 13 minutes play
Visited 3.9 times (50 minutes)
Farm Rules, DairyNZ & InGame
From 1 July 2015 to 9 April 2017:
 28,520 unique users played the game 112,000 times
(returning to play 3.9 times on average)
 For an 13:18 minutes each time on average
 For a total of 52:20 minutes play time per player on average. This
exceeds our target of 30 minutes per player.
 Classroom afternoon and after school peak times
 413,911 virtual quad bike collisions
 250,369 virtual quad bike rolling accidents
 Players were split between Android (34%), iOS (32%), PC Web (28%) and
Mac Web (6%) platforms.
Behaviour Change: Rail Safety WeekRail Safety Week VR, KiwiRail & InGame
EXPERIENTIAL MARKETING
8 public events
6,000 online plays
One News & 3 News media
Magical Park, Geo AR Games
NOVEL EXPERIENCE
EXPERIENTIAL MARKETING
Parks Week Australasia, March
 55 Australian councils & 19 NZ councils
 9,625 games played
 Estimated 24,063 park visitors
 Over 50 days of game time (more than 1,200 hours)
 The average distance run per game was 1.45km
 86% users want a permanent magical park
What about B2B?
The Game Changer
The Game Changer
 Senior client event
 30 events with over 700 customers
 iPads to facilitate decisions and discussions
 Gamified competition for competitive people
 Questions for different personas
 Demonstrated long-term consequences
 Profiled BNZ products
 Activated BNZ Partner Centres
HABITS by Auckland Medical School & MBIE
BEHAVIOUR CHANGE
Mental health techniques
Employee Incentives: Salesforce.com
Sales CRM gamification
What kind of engagement objectives?
 better CTRs
 better brand awareness, recall and purchase intent
 build database
 novel experience for customer acquisition
 experiential marketing
 understand brand experience
 train customers to use products correctly
 encourage repeat visits
 incentivise social media sharing and referrals
Engaging Through Play
Stephen Knightly, InGame
@sknightly
Street Fighter 4

Engaging through Play

  • 1.
    Engaging Through Play StephenKnightly, InGame @sknightly
  • 4.
    What is play? play /pleɪ/ verb 1.engagein activity for enjoyment and recreation rather than a serious or practical purpose.
  • 6.
    Why play? Intrinsicmotivation Meaning & Order Mastery & Progression Autonomy & Choice Belonging & Community Dan Pink, 2009 Dan Pink, Drive
  • 7.
    Why keep playing?Flow Mihály Csíkszentmihályi
  • 8.
    Click Click ClickDone Not a Game Loop
  • 9.
    Click Click ClickDone Not a Game Loop
  • 10.
    Click Click ClickDone Not a Game Loop
  • 11.
  • 12.
    What kind ofengagement objectives?  better CTRs  better brand awareness, recall and purchase intent  build database  novel experience for customer acquisition  experiential marketing  understand brand experience  train customers to use products correctly  encourage repeat visits  incentivise social media sharing and referrals
  • 13.
    Pita Pit PlayHouse,iKemu To promote The Block sponsorship Via Facebook community Reskinned a Match-3 game healthily
  • 14.
    Pita Pit PlayHouse,iKemuIID Japan Playable vs Video Ads On IID’s online media sites Embedded in an advertorial Compared to video ads for La La Land
  • 15.
    Advertising effectiveness The Valueof Video for Brands, Neilsen and Facebook
  • 16.
    Rewarding players STATUS ACCESS POWER STUFF Gabe Zichermann,2011 Community building Loyalty Direct response Database building
  • 17.
    Gumboot Glory, DairyNZ & InGame 20 Levels 10,000 players in first month 80,000 unique players Average 7 minutes play 25% returned
  • 18.
    Farm Safety: FarmRules, WorkSafe NZ & Dairy NZFarm Rules, DairyNZ & InGame 16 Levels in 3D Average 13 minutes play Visited 3.9 times (50 minutes)
  • 19.
    Farm Rules, DairyNZ& InGame From 1 July 2015 to 9 April 2017:  28,520 unique users played the game 112,000 times (returning to play 3.9 times on average)  For an 13:18 minutes each time on average  For a total of 52:20 minutes play time per player on average. This exceeds our target of 30 minutes per player.  Classroom afternoon and after school peak times  413,911 virtual quad bike collisions  250,369 virtual quad bike rolling accidents  Players were split between Android (34%), iOS (32%), PC Web (28%) and Mac Web (6%) platforms.
  • 20.
    Behaviour Change: RailSafety WeekRail Safety Week VR, KiwiRail & InGame EXPERIENTIAL MARKETING 8 public events 6,000 online plays One News & 3 News media
  • 21.
    Magical Park, GeoAR Games NOVEL EXPERIENCE EXPERIENTIAL MARKETING
  • 22.
    Parks Week Australasia,March  55 Australian councils & 19 NZ councils  9,625 games played  Estimated 24,063 park visitors  Over 50 days of game time (more than 1,200 hours)  The average distance run per game was 1.45km  86% users want a permanent magical park
  • 23.
  • 24.
  • 25.
    The Game Changer Senior client event  30 events with over 700 customers  iPads to facilitate decisions and discussions  Gamified competition for competitive people  Questions for different personas  Demonstrated long-term consequences  Profiled BNZ products  Activated BNZ Partner Centres
  • 26.
    HABITS by AucklandMedical School & MBIE BEHAVIOUR CHANGE Mental health techniques
  • 27.
  • 28.
    What kind ofengagement objectives?  better CTRs  better brand awareness, recall and purchase intent  build database  novel experience for customer acquisition  experiential marketing  understand brand experience  train customers to use products correctly  encourage repeat visits  incentivise social media sharing and referrals
  • 29.
    Engaging Through Play StephenKnightly, InGame @sknightly
  • 31.

Editor's Notes

  • #22 Mel: Geo AR Games is known for Magical Park which councils across Australasia subscribe to
  • #28 127% increase in appointments – Comcast 2.5x activity logged – Lawley Insurance 10% sales increase