2. RAF KEUSTERMANS
Independent Consultant
VP Marketing (consultant) Kobojo 2011
Global Marketing Director Playfish (EA) 2009-2010
Marketing Director EMEA Pogo.com (EA) 2008-2009
Head of Marketing Western Europe Unibet.com 2005-2008
Project Manager & Strategic Planner at BBDO, Grey and
DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005
Co-Founder start-up (Cyganet - online community tools &
services) 2001-2002
raf.keustermans@gmail.com
Twitter: @raf_keustermans
3. Number of gamers exploded:
2000: 250M
2011: 1B+
• New fast-growing ‘open’ platforms (Fb, iOS)
• Metrics-led design, new generation of game devs
• Broadband penetration
• Free!
4. Before 2008:
- Games = Niche
- Big, But Closed Industry
- Brands & Non-Gamers Not Welcome
7. Why Should You Care?
• 150B minutes spent EVERY MONTH on social games
• That’s an average of 10 minutes for everyone on the planet!
• Or 3,4M years are spend/wasted on social games every year.
spend/ year.
• Wow!
• Next-Generation Marketing
• Gamification, Social media, Earned Media,
Conversational, Metrics-Led Design, …
9. Brands have different options
• Work with game studios and/or existing games
– In-game advertising, sponsorship
– Partnership (use Game coins in your loyalty scheme)
– Licensing (create a branded game or integrate your
brand in a game)
• Understand the power of game mechanics to
improve your (non-game) business
– Gamification!
12. Gamification?
• Gamification is the use of game mechanics for
non-game applications/businesses.
• Game mechanics:
– Level structure
– Reward (feedback) systems: points, badges, …
– Competitive elements (leaderboards, tournament)
– Appointment mechanics
– Virtual currency
– …
13. It’s not (always) about making stuff FUN
Gamification =! Making a game
Gamification =! Making a boring
business/activity more fun
Gamification = using game
elements or mechanics to
improve businesses or
experiences
15. 1. What motivates the user/customer?
2. What are the mechanics/rules?
3. Is there Social Interaction?
4. How do you Win/Level Up? (victory
conditions)
16. What motivates the user?
• Power
• Personal development
• Being recognised, Status
• Curiosity, learning, creating
• Winning (prizes, cash)
• Competition
• Affiliation, social interaction (‘making friends’)
• Ownership, control
• Achievement
17. TripIt - leaderboards
Status & competition (brag about your business trips, show how ‘global’ you are)
Changes dynamics of travel planning.
18. Game mechanics
• Resource Management
• Auction
• Luck, Random elements
• Time (against the clock)
• Rewards (badges, points, achievements)
• Risk (penalty vs reward)
• Levels
• Collecting
• Leaderboard
• Points, Virtual Currency
• Capture (remove opponent’s tokens/resources)
• Appointment mechanics (come back in 15 minutes or else)
• …
19. Badges Can Work!
• Nothing new
• Relevant tool if there is a
context/meaning