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Methodology
Success Cases
CookieBox Universe
Operational Processes
GAMIFIED TRANSMEDIA
STORYTELLING
COOKIEBOX
METHODOLOGY
GUIDE
COOKIE BOX PHILOSOPHY
COOKIE BOX METHODOLOGY MODEL
COOKIE BOX PEDAGOGICAL MODEL
STORYTELLING IN DEEP
WHY STORYTELLING
TRANSMEDIA IN DEEP
GAMIFICATION IN DEEP
GAMIFICATION IN DEEP
COOKIEBOX
SUCCESS
CASES
AQUALOGY PEOPLE
AQ Movie
AQUALOGY PEOPLE – MOVIE
CUSTOMER: Agbar
BUSINESS TAGS: Internal Communication,
Customer Centricity, Training and
Development, Sales, External
Communication
PROJECT GOAL: Lead employees through
corporate values and strategy change
process, develop skills and conducts vital to
succeed on the way to new corporate goals
and vision.
TRANSMEDIA PLATFORMS: Complete
Transmedia Storytelling Gamified Plan.
Movies, Comics, Viral videos, Cartoons,
Web-site, Alternative Reality Games,
Workshops.
AQUALOGY PEOPLE – CARTOON
AQ CARTOON
Brand RE: Imagined
CUSTOMER: Google
BUSINESS TAGS: Internal Communication,
Innovation, Customer Centricity, Change
Management, Sales
PROJECT GOAL: Communicate the new
commercial strategy and reasons beyond it
to Google employees, allign them into high
performance teams, move from technical
sales to consultative sales.
TRANSMEDIA PLATFORMS: Workshops,
Set of short movies, created by
employees of Google
IMPORTANT! THE MOVIES, SHOWN IN THE RIGHT PART
OF THE SLIDE, WHERE DESIGNED, CREATED AND SHOT
BY GOOGLE EMPLOYEES.
I NEED YOUR
HEART
– MOVIE
PASSWORD:
GOOGLE
BACK TO
MARKET
– MOVIE
PASSWORD:
GOOGLE
WORKSHOP
EXPERIENCE
– DOCUMENTARY
PASSWORD:
GOOGLE
AMBIENT MANAGEMENT
Teaser
PASSWORD: teaser
AMBIENT MANAGEMENT– TEASER
CUSTOMER: Telefonica
BUSINESS TAGS: Internal Communication,
Team Building, Disruptive Innovation
PROJECT GOAL: Communicate to all
Telefonica employees importance of new
Innovation department as central hub of
internal changes; creation of high-
performance team inside the newly-created
department.
TRANSMEDIA PLATFORMS: Teaser,
Workshop, Art Creation Experience
AMBIENT MANAGEMENT– EXPERIENCE
EXPERIENCE
PASSWORD: trailer
CAMPUS BBVA
Movie
PASSWORD: dramanagement
CAMPUS BBVA – MOVIE
CUSTOMER: BBVA
BUSINESS TAGS: Knowledge
Management, Training and Development,
Internal Communication
PROJECT GOAL: Boost interest to already
existing corporate e-learning platform,
aimed at professional and personal self-
development of employees.
TRANSMEDIA PLATFORMS: iPad virtual
campus, Short dramanagement film,
Workshops
DREAM WITH ME
Movie
PASSWORD: SUENOS
DREAM WITH ME– MOVIE
CUSTOMER: Johnson&Johnson
BUSINESS TAGS: Internal Communication,
Knowledge Management, Customer Centric
Organization, Sales
PROJECT GOAL: Increase sales of antui-
allergy medical product through
communicating the importance of right
allergy diagnosing among J&J customers -
employees of pharmacies. .
TRANSMEDIA PLATFORMS:
Dramanagement film, Workshops
WINBASE
CUSTOMER: KPMG
BUSINESS TAGS: Training and
Development, Sales, External
Communication
PROJECT GOAL: Develop a global vision
of the company for junior collaborators,
while developing their sales skills in order to
increase corporate commercial
performance.
TRANSMEDIA PLATFORMS: Teaser,
Gamified Web-site, Physical gamification
materials
Teaser
PASSWORD: WINBASE
WINBASE – TEASER
GAMIFICATION IN DEEP
OPERATIONS
BEHIND THE
PROJECT
PROJECT PHASES
PHASE I
ANALYSIS AND RESEARCH
The objective is to determine the real needs of the client as well as the key
elements for defining appropriate gamification and transmedia strategies.
Embodiment, among other tools, of the "Game Related Test" to determine the
motivators of the target.
CONCEPTUALIZATION AND DEFINITION
A) DEFINITION AND DEVELOPMENT OF THE STORY.
Transversely leading creation of unique corporate story, taking into account:
Objectives, Culture, target profile...
B) DEFINITION OF TRANSMEDIA PLAN
Which will use the most appropriate media to reach the target and achieve
the objectives we seek.
C) DEFINITION OF GAMIFICATION STRATEGY
What will be the structure, dynamics and mechanics of the game, perfect for
target and goals of the project.
PHASE II
PROJECT PHASES
PHASE III
DEVELOPMENT
Phase of work with the client in which the different elements are developed:
- Defining project aesthetics.
- Design and Production of narrative and educational content (Adiovisuals,
Comics ...)
- Design and Production of gamification elements: challenges, rewards,
achievements, scores ...
- Design of user interaction.
- Validation and integration with Customer Systems.
- Development of the technology platform that supports the process.
- Play Test with "Focus Group" and restricted settings.
IMPLEMENTATION
Start of the project with final users.
Maintenance and revitalization of all processes.
PHASE IV
GAMIFICATION IN DEEP
COOKIEBOX
UNIVERSE
SOME OF OUR CLIENTS
SOME OF OUR PARTNERS
COOKIEBOX CORE TEAM
COOKIEBOX CORE TEAM
COOKIEBOX CORE TEAM

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About cookie box

  • 1. Methodology Success Cases CookieBox Universe Operational Processes GAMIFIED TRANSMEDIA STORYTELLING
  • 11. AQUALOGY PEOPLE AQ Movie AQUALOGY PEOPLE – MOVIE CUSTOMER: Agbar BUSINESS TAGS: Internal Communication, Customer Centricity, Training and Development, Sales, External Communication PROJECT GOAL: Lead employees through corporate values and strategy change process, develop skills and conducts vital to succeed on the way to new corporate goals and vision. TRANSMEDIA PLATFORMS: Complete Transmedia Storytelling Gamified Plan. Movies, Comics, Viral videos, Cartoons, Web-site, Alternative Reality Games, Workshops. AQUALOGY PEOPLE – CARTOON AQ CARTOON
  • 12. Brand RE: Imagined CUSTOMER: Google BUSINESS TAGS: Internal Communication, Innovation, Customer Centricity, Change Management, Sales PROJECT GOAL: Communicate the new commercial strategy and reasons beyond it to Google employees, allign them into high performance teams, move from technical sales to consultative sales. TRANSMEDIA PLATFORMS: Workshops, Set of short movies, created by employees of Google IMPORTANT! THE MOVIES, SHOWN IN THE RIGHT PART OF THE SLIDE, WHERE DESIGNED, CREATED AND SHOT BY GOOGLE EMPLOYEES. I NEED YOUR HEART – MOVIE PASSWORD: GOOGLE BACK TO MARKET – MOVIE PASSWORD: GOOGLE WORKSHOP EXPERIENCE – DOCUMENTARY PASSWORD: GOOGLE
  • 13. AMBIENT MANAGEMENT Teaser PASSWORD: teaser AMBIENT MANAGEMENT– TEASER CUSTOMER: Telefonica BUSINESS TAGS: Internal Communication, Team Building, Disruptive Innovation PROJECT GOAL: Communicate to all Telefonica employees importance of new Innovation department as central hub of internal changes; creation of high- performance team inside the newly-created department. TRANSMEDIA PLATFORMS: Teaser, Workshop, Art Creation Experience AMBIENT MANAGEMENT– EXPERIENCE EXPERIENCE PASSWORD: trailer
  • 14. CAMPUS BBVA Movie PASSWORD: dramanagement CAMPUS BBVA – MOVIE CUSTOMER: BBVA BUSINESS TAGS: Knowledge Management, Training and Development, Internal Communication PROJECT GOAL: Boost interest to already existing corporate e-learning platform, aimed at professional and personal self- development of employees. TRANSMEDIA PLATFORMS: iPad virtual campus, Short dramanagement film, Workshops
  • 15. DREAM WITH ME Movie PASSWORD: SUENOS DREAM WITH ME– MOVIE CUSTOMER: Johnson&Johnson BUSINESS TAGS: Internal Communication, Knowledge Management, Customer Centric Organization, Sales PROJECT GOAL: Increase sales of antui- allergy medical product through communicating the importance of right allergy diagnosing among J&J customers - employees of pharmacies. . TRANSMEDIA PLATFORMS: Dramanagement film, Workshops
  • 16. WINBASE CUSTOMER: KPMG BUSINESS TAGS: Training and Development, Sales, External Communication PROJECT GOAL: Develop a global vision of the company for junior collaborators, while developing their sales skills in order to increase corporate commercial performance. TRANSMEDIA PLATFORMS: Teaser, Gamified Web-site, Physical gamification materials Teaser PASSWORD: WINBASE WINBASE – TEASER
  • 18. PROJECT PHASES PHASE I ANALYSIS AND RESEARCH The objective is to determine the real needs of the client as well as the key elements for defining appropriate gamification and transmedia strategies. Embodiment, among other tools, of the "Game Related Test" to determine the motivators of the target. CONCEPTUALIZATION AND DEFINITION A) DEFINITION AND DEVELOPMENT OF THE STORY. Transversely leading creation of unique corporate story, taking into account: Objectives, Culture, target profile... B) DEFINITION OF TRANSMEDIA PLAN Which will use the most appropriate media to reach the target and achieve the objectives we seek. C) DEFINITION OF GAMIFICATION STRATEGY What will be the structure, dynamics and mechanics of the game, perfect for target and goals of the project. PHASE II
  • 19. PROJECT PHASES PHASE III DEVELOPMENT Phase of work with the client in which the different elements are developed: - Defining project aesthetics. - Design and Production of narrative and educational content (Adiovisuals, Comics ...) - Design and Production of gamification elements: challenges, rewards, achievements, scores ... - Design of user interaction. - Validation and integration with Customer Systems. - Development of the technology platform that supports the process. - Play Test with "Focus Group" and restricted settings. IMPLEMENTATION Start of the project with final users. Maintenance and revitalization of all processes. PHASE IV
  • 21. SOME OF OUR CLIENTS
  • 22. SOME OF OUR PARTNERS