SlideShare a Scribd company logo
1 of 54
Download to read offline
GAMES for MARKETING
 the fun way engagement from brand
GAME
                                   What a game is?
1953
PLAY
                               1957
                               FUN
                                                                         2003
RULES                          SEPARATE
COMPETITION                    UNCERTAIN
                                                                         ART
Philosophical Investigation;   NONPRODUCTIVE                             ENTERTAINMENT
Ludwig Wittgenstein            GOVERNED BY RULES
                               FICTIOUS
                                                                         INTERACTIVE
                               Les jeux et les hommes (Games and Men);   TOY (without goals)
                               Roger Caillois
                                                                         CHALLENGE (with goals)
                                                                         PUZZLE
                  The definition of game was revised, and is             CONFLICT
                  still evolving, to make it more relevant to            COMPETITION
                  GAME that we’re experienced today                      Chris Crawford and Game Design;
                                                                         Chris Crawford
A Bridge to bring GAME
                    in a different mindset
                          30%                                         INDONESIA
                       Zynga Gamer
                                                                           40 millions Facebook Users,
                                                                           15 millions+ Zynga Users
1000
                                Total Facebook
                                                                           250million mobile phones
800                             Users (1)                                  Each has game installed inside
600
                                                                  Mari Pangestu (Indonesia Minister of
400                             Zynga's Total
                                                                  Commerce), 2008: “50% of the total
                                Active Users (2)
200                                                               population in Indonesia are playing games”
   0
   *Zynga one among many game developers/publishers in facebook
   This doesn’t count the other players from other games.
   (1) http://newsroom.fb.com/Key-Facts
   (2) http://www.appdata.com/devs/10-zynga (gathered December 11, 2012)
That means

GAME
 is now a

NEED
GAME
{By Platforms}
• Boardgames
Conventional
                 • Cardgames
  Games
                 • Others




                        • Console
                        • Arcade
                        • Handheld
      Digital Games     • Mobile
                        • PC
                        • Online
                        • Social




                 • Sports
  Real Life
                 • Alternate Reality Games
   Games
                 • Gamification
GAME
{Before and After}
In the old times, games were mostly
    challenging in physical capabilities. Some
    were even more life-hazardous. And some
              threaten human life.


    Evolution of Games:
    The way to make life more “fun”
Technology makes it more easily enjoyable
Real Photograph   CRYSIS: game (2007)
It was all about technology advancements:
Technology brings the feel of reality to entertain people, to make people better involved in the
                                    games, roles, and stories.
And now games turn into exposing the
              EXPERIENCE of gaming.
Games are enjoyable everywhere with
             different way of playing
WHYGAMES
          are so potentials?



  Games are well known for its fun, interactive,
 challenging, competitive. It is also rewarding for
every progression you do; makes you feel valuable
Games make it possible to do what you can’t do in
  real world. Make you go beyond imaginations

There are no resistances for people to play games
FUN


People loves something fun, that’s the first reason of why they
play.
What people get from game is not just fun. They feel they’re
                                                                  yet EXCITING!
involved right in the game, fear, danger, even adrenaline, sad,
and anger. It is the excitement of playing games
INTERACTIVE + EXPERIENCE


   Game is a 2 way communication: you do something, the
   character/object in the game will respond like what you
   do.
   Players do this interaction repetitively, and then
   experienced with the game. This will bring a sensation,
                                                                      Tell me and I will forget
   that player is involved in the game.
                                                               Show me and I may remember,
                                                             Involve me and I will understand
                                                                            ~Chinese Proverb
POSITIVE FEEDBACKS


Every little thing players do in the game, they have feedback
positively. Player strike their enemy, then scores come up. This would
make them feel rewarded.
Also, when they make mistake, they always have second chance to do
better next time (gameover  continue)
CHALLENGING & COMPETITIVE
                Every moment in the game is a
                challenge. You’ll find something new
                that would make you curious about
                how to solve the problem & troubles.
                Thereafter, you will have the feeling of a
                conqueror. This will also make a
                competition of how good you are
                compared to other players.
UNLIMITED POSSIBILITIES
                 Everything is possible to be done in
                 game.
                 Games are able to simulate what’s
                 impossible in real life, to be much
                 simpler and enjoyable.

                 If you want to experience war, you
                 should enroll as army far in the past
                 time. But this bring your life as bet. And
                 war is not good anyway.

                 In game, you can experience the war as
                 simple as possible. Anyone can be a
                 hero. And anyone can learn that war is
                 not only the battle of weapons.
GAME           ERA
      future overview

 We often see everyone around us, young
 and old, men, women, everywhere and
every time playing games in many forms. It
      is now the raising of game era.
Everyone is now READY for Games
100million
180million+




                      10-30% annual growth =
                       DEMANDS
2011
All the world is NOW a GAME                        *JWT Trend 2011




2000-2010 was the social decade
and it’s now the game’s decade
Social media is actually using game mechanics to
make it more challenging. Why facebook use
friend’s number? Why twitter use followers
number? It’s actually the same thing with
Character Level in game: the more you get, the
more pride & appreciation from others.
GAMEIMPACT
   for marketing
GAMEIMPACT
                             for marketing

customer engagement
quality of contact
drive change of behavior
push activities
push communication
community building
data gathering
GAME   IMPACT
                                                             for marketing

customer engagement        Create an engagement from interactive fun activity.
                           Telling the message “this brand could make you
                           happy even from the very first time of contact”
quality of contact
                           •   Brand/Product Awareness
drive change of behavior   •   Brand/Product Knowledge
                           •   Brand/Product Experience
push activities
                           •   Drive Customer Loyalty
push communication
community building
data gathering
McDonald’s                                                                                  GAME      IMPACT
                                                                                                for marketing




•   1992                                   Long before the advertising via game is booming,
•   Console (Nintendo)                     McDonald’s is educating children smoothly via
•   Target Market: Kids                    Nintendo Title: M.C Kids & Donald’s Land, exposing
                                           the character Ronald, which was formerly called
                                           “Donald” in the game.


              customer engagement | quality of contact | drive change of behavior | push activities
                           push communication| community building | data gathering
Pepsi Man                                                                                    GAME      IMPACT
                                                                                                 for marketing




•   1999
•   Console (Playstation)
•   Target Market: Teens                    Pepsi was also doing the advertising via game, by
                                            using the character well known as “Pepsiman”, this
                                            product was good at bring curiosity upon gamers. A
                                            good brand engagement via simple game, that could
                                            attract many players.
               customer engagement | quality of contact | drive change of behavior | push activities
                           push communication| community building | data gathering
Need for Speed Series                                                                                    GAME        IMPACT
                                                                                                                    for marketing




•    1994 - present                                                      Enable the marketing via “brand
•    Console, PC, Handheld, Mobile & Online                              experience”
•    Target Market: Teen – Adults                                        Players able to experience the cars
                                                                         (the way the look from details, the
NFS is a series of driving based video game. Is the most                 way they drive with it) from the way
successful racing video game all the time & one of the                   they play the game. It’s also proved
most successful game franchise all the time. As of                       that racing game could give education
October 2009, over 100 million copies of games in the
Need for Speed series have been sold.
                                                                         to the real driving skill.
                                                                         http://ezinearticles.com/?Brain-Training-to-Improve-Driving-Skills-Using-Video-
                                                                         Games,-For-Teenagers-and-Older-Adults&id=1083788

                 customer engagement | quality of contact | drive change of behavior | push activities
                              push communication| community building | data gathering
Get The Glass                                                                             GAME     IMPACT
                                                                                                  for marketing




•    2007
•    Web Based
•    Target Market: Everyone                     California Milk Processor Board creating the most
                                                 successful longlasting campaign: Gotmilk.com. One of
                                                 the game: Get the Glass. Players are brought into ‘snake
                                                 & ladder’ type game, with high graphic advancements.
                                                 Inside the game, there are educations about the
                                                 benefits of the milk products.

               customer engagement | quality of contact | drive change of behavior | push activities
                            push communication| community building | data gathering
BMW M3 Challenges                                                                          GAME     IMPACT
                                                                                                   for marketing




                                                  BMW give players        education    of the brand’s feel
                                                  when they can do test drive & configure the car with
•    2007                                         the original paint finishes.
•    PC - Downloadable
•    Target Market: Teen – Adults                 More of the impact is that the BMW M3 is appraised by
                                                  the players, that makes it more popular and legendary
                                                  than any other brands which doesn’t do the game way.



                customer engagement | quality of contact | drive change of behavior | push activities
                             push communication| community building | data gathering
GAME   IMPACT
                                                             for marketing

customer engagement
                           The interactivity of game enables to make 2 way
quality of contact         “conversation” between brand and player. This
                           makes them involved in every activity they play.
drive change of behavior
                           •   Value of interaction
push activities            •   Repeated interaction
                           •   Customer conversation
push communication         •   Sub-Conscious Programming
community building
data gathering
Bottle Bank Arcade                                                                          GAME    IMPACT
                                                                                                      for marketing




  •    2009                                                 Bottle Bank Arcade able to create recycling
  •    Real Life                                            into fun activity, and more than that, it
  •    Target Market: Everyone
Bottle Bank Arcade by Funtheory, is a
charity creative program from
Volkswagen, to give value of recycling
                                                            creates    2x          sales of can & plastic

can and glass into fun activity.                            beverage in local store around the arcade.


                  customer engagement | quality of contact | drive change of behavior | push activities
                               push communication| community building| data gathering
GAME   IMPACT
                                                               for marketing

customer engagement
quality of contact
                           Game mechanics is also a powerful tool to build a
drive change of behavior   certain behavior, train to be discipline, care about
                           many things, and more.
push activities
                           •   Appointment behavior
push communication         •   Social behavior
                           •   Discipline
community building         •   And more…

data gathering
Energy Smackdown                                                                           GAME    IMPACT
                                                                                                     for marketing




  •    2009                                                By adding game mechanics: reward,
  •    Real Life                                           competition and challenges with goals,
  •    Target Market: Adults
Energy Smackdown dedicated to
empowering individuals,
                                                           Sacramento has reduced              66% of the
                                                           electricity use after 6 month since the
organizations, and communities
through experience-based education.
                                                           program was introduced


                 customer engagement | quality of contact | drive change of behavior | push activities
                              push communication| community building | data gathering
GAME    IMPACT
                                                            for marketing

customer engagement
quality of contact
drive change of behavior
                           To achieve something that would make them
                           standout from others, for new challenges and
push activities            progressions in game; players can do many things,
                           like buying virtual item with real money.
push communication         • Drive sales
                           • Participation
community building         • Co-Creation
data gathering
GAME    IMPACT
                                                                                                    for marketing
    Tohato




•    2007-2009                                                            Using mobile social game campaign, the
•    Mobile                                                               sales increased significantly & website
•    Target Market: Kids - Teen

Tohato is an FMCG manufacturer, once
                                                                          get   100,000 PV/day,
produced 2 spicy snacks, but then the
sales declined due to the trend recession
                                                                          10,000 unique participants
                customer engagement | quality of contact | drive change of behavior | push activities
                             push communication| community building | data gathering
GAME   IMPACT
                                                            for marketing

customer engagement
quality of contact
drive change of behavior
push activities
                           Human tend to share what’s good to everyone
push communication         around them. We try to embrace it, and even make it
                           as “need” for them to share what’s fun about the
                           game.
community building
                           • Viral marketing
data gathering             • Recommendation
FarmVille                                                                                  GAME    IMPACT
                                                                                                   for marketing




•    2009 - present
•    Social Game                                        70millions Active Users
•    Target Market: Everyone                            $ 600 million total revenue 2010
                                                        Players are facilitated to spread the game
                                                        Friend role become important in game




               customer engagement | quality of contact | drive change of behavior | push activities
                            push communication| community building | data gathering
GAME   IMPACT
                                                            for marketing

customer engagement
quality of contact
drive change of behavior
                           • Long-term user
push activities
                           • Sustainable community
push communication         • Automatic Growth
                           Building community of those who loves to play your
community building         game, those who loves your brand, to be your
                           powerful “army”

data gathering
GAME     IMPACT
Obama’s Campaign                                                                       for marketing




                                    •    2008
                                    •    Console, PC, Handheld, Mobile & Online
                                    •    Target Market: Teen – Adults

                                    Obama was winning heart over many different
                                    ages through his campaign in interactive media:
                                    Games.
                                    Games is the way to engage the youth
                                    (even it’s a political campaign that was not
                                    interesting at all)

    customer engagement | quality of contact | drive change of behavior | push activities
                 push communication| community building | data gathering
GAME   IMPACT
                                                             for marketing

customer engagement
quality of contact
drive change of behavior
push activities            •   Customer data gathering
                           •   Market research
push communication         •   Marketing research
community building         •   Product & Service research
                           Whatever the game is, player’s data – that means
                           your brand’s customer: what they really do want,
data gathering             how the habit is, and everything about them: is in
                           your hand
Short Summary
Games are potential to give impact to:
                           Education
  Brand      + Awareness       &        Loyalty
                           Experience


  Sales      Activation
             + Revenue


 Customer    Quality of    Community
              Contact       Building
Marketing Comparison
                      Games                          TVC
Communication         2 ways: interactive            1 way
Investment Time       One time for long periods of   One time spending for short
                      time                           period of time
Investment Value      Relatively smaller cost        Relatively high cost
Contact               Quality of contact; no         spreading almost to everyone
                      resistance in playing games,
                      focused target market,
                      maintain loyalty
Customer’s Choice     Players choose to play the     viewers don’t choose to watch
                      game because they’re willing   the TVC
                      to
Direct Sales          High,                          Low
Data Gathering        Enable                         Disable
Repeated Contact      The more times you play the   The more times customer
                      game, the more your chance to watch the TVC, the more they
                      win/get standout between      get bored
                      other players
Indonesia’s Potentials




Console Game Rental & Online
PC Games Rental                                   53% of Zynga
All spread in cities & towns, is the proof that   players are women
game is a breakthrough to ages, gender,           between 25-44.
social economic classes.
Everyone plays games
Indonesia’s Potentials
   40million Facebook User (#2 biggest)                  250million mobile phones
                                                         Each has game installed inside

                +Zynga Players in Indonesia: 12.4
                                              millions
                Zynga Card sale = the best in Asia


>20mio                                           Not including those who play
                                                   console/pc games at home
Online Game Survey (inc. social game)



                Mia (29) said, “I like watching people playing game, but
                I don’t like playing games”
                At same time Mia said that she loves to play FarmVille
Indonesia’s Potentials
                Monetizing the game




           Mobile Cash       Products

Reaching out   250millions      of potential customer
How to Utilize
         GAME
A way to add fun in your marketing
THE BRIDGE

BRAND / FIELD
                                 GAME DEVELOPER
 MARKETING


    Sales          THAT’S WHY     Number of Players
 Promotion         WE’RE HERE     External Existence
    CRM                         Fun Enjoyable Content
About AGATE STUDIO




Click here for Company Video     Click here for Company Profile
2012
  2009
16 People   86       People
                              120+
                                 Games
                                                 15+
                                                Parallel Projects

            Quality talents   Multi platforms     Production
                              Multi purposes      Capability
We believe in:
Crafting fun experiences
to enrich the way of life




         ~ Live the fun way
          Our passion is at
          game,
          and by games we
          will make a better
          world
Services
from Agate Studio with love

   [We’re not offering what we can do to
  make us look great on you; we are offering
  what we can do, to spread the happiness
     for YOU and everyone around you]
Game Concept &             Game Development            Gamification
  Game Campaign
                            Design Consulting            - Outsourcing              Consulting


• Like your advertising    • To Make good games,       You have a cool idea,    Add game mechanics in
  campaign, feel free to     you need a good           and want to develop it   your business process.
  translate your need of     concept. We’re ready      with trusted partner?    Create a fun activity for
  using new media            to serve you with ideas                            your customer,
  campaign into long-        to choose. To make the    Game Artist &            employee and everyone
  term replayable Game!      best game that fulfill    Programmer               around.
• 1 Year game campaign       your needs                Outsourcing to deliver
  including:               • Game Design               the best game play
  o 1st Phase main game      Document                  experience
     release                 o Game mechanics
  o Updates                    design
  o Maintenance              o Storyline
  o Game Master & PR         o Level Design
                           • Art Design Document
                             o concept art
                             o character design
                             o environment design)
WHY
Does this idea go to you?


    Because we see that marketing
  would be much funnier by games.
   Because we know that you could
  have the benefits from games. And
       because we are ready to
         collaborate with you

  Together we can make a fun way of
            engagement.
Thank You


                 www.agatestudio.com
@AgateStudio   contact@agatestudio.com   Agate Studio / Agate Games

More Related Content

What's hot

Online gaming
Online gamingOnline gaming
Online gamingsfenech
 
IWOM watch 2012 compilation_social marketing (Part 9)
IWOM watch 2012 compilation_social marketing (Part 9)IWOM watch 2012 compilation_social marketing (Part 9)
IWOM watch 2012 compilation_social marketing (Part 9)Kantar Media CIC
 
WGCpresentation en_pdfstyle
WGCpresentation en_pdfstyleWGCpresentation en_pdfstyle
WGCpresentation en_pdfstyleAnna Sort
 
Marketing strategy
Marketing strategyMarketing strategy
Marketing strategymrsloan
 
Alternate Reality Gaming Research Proposal
Alternate Reality Gaming   Research ProposalAlternate Reality Gaming   Research Proposal
Alternate Reality Gaming Research Proposalgueste74089
 
Gamification? Help or Hype
Gamification? Help or HypeGamification? Help or Hype
Gamification? Help or HypeTraction
 
Adults and Social Gaming
Adults and Social GamingAdults and Social Gaming
Adults and Social GamingMikeeDoherty
 
The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011Justin Berenbaum
 
Advergamng a World of Possibilities
Advergamng a World of PossibilitiesAdvergamng a World of Possibilities
Advergamng a World of PossibilitiesAlvaro Gonzalez
 
Squidiverse Marketing Presentation
Squidiverse Marketing PresentationSquidiverse Marketing Presentation
Squidiverse Marketing PresentationPhoenix Smith
 

What's hot (17)

Fake
FakeFake
Fake
 
Learning through Play
Learning through PlayLearning through Play
Learning through Play
 
Online gaming
Online gamingOnline gaming
Online gaming
 
IWOM watch 2012 compilation_social marketing (Part 9)
IWOM watch 2012 compilation_social marketing (Part 9)IWOM watch 2012 compilation_social marketing (Part 9)
IWOM watch 2012 compilation_social marketing (Part 9)
 
Ppt.online games
Ppt.online gamesPpt.online games
Ppt.online games
 
Web browser game development(lncs)
Web browser game development(lncs)Web browser game development(lncs)
Web browser game development(lncs)
 
Gaming The Game
Gaming The GameGaming The Game
Gaming The Game
 
WGCpresentation en_pdfstyle
WGCpresentation en_pdfstyleWGCpresentation en_pdfstyle
WGCpresentation en_pdfstyle
 
Marketing strategy
Marketing strategyMarketing strategy
Marketing strategy
 
Alternate Reality Gaming Research Proposal
Alternate Reality Gaming   Research ProposalAlternate Reality Gaming   Research Proposal
Alternate Reality Gaming Research Proposal
 
Gamification? Help or Hype
Gamification? Help or HypeGamification? Help or Hype
Gamification? Help or Hype
 
Adults and Social Gaming
Adults and Social GamingAdults and Social Gaming
Adults and Social Gaming
 
The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011The Bu$iness of Games LATAM Sept_2011
The Bu$iness of Games LATAM Sept_2011
 
Game keynote
Game keynoteGame keynote
Game keynote
 
Advergamng a World of Possibilities
Advergamng a World of PossibilitiesAdvergamng a World of Possibilities
Advergamng a World of Possibilities
 
3. Research
3. Research3. Research
3. Research
 
Squidiverse Marketing Presentation
Squidiverse Marketing PresentationSquidiverse Marketing Presentation
Squidiverse Marketing Presentation
 

Viewers also liked

Optimizing the Customer Experience with Real-Time Marketing
Optimizing the Customer Experience with Real-Time MarketingOptimizing the Customer Experience with Real-Time Marketing
Optimizing the Customer Experience with Real-Time MarketingRebecca Lieb
 
Oracle marketing cloud MME15
Oracle marketing cloud  MME15Oracle marketing cloud  MME15
Oracle marketing cloud MME15Cyril Bladier
 
----- The Management’S Game ------
-----  The Management’S Game  -----------  The Management’S Game  ------
----- The Management’S Game ------Syed Rizwan ALAM
 
Management games
Management gamesManagement games
Management gamesdeepinder86
 
Training games
Training gamesTraining games
Training gamesHRHARIRAM
 
Visual Thinking Games
Visual Thinking GamesVisual Thinking Games
Visual Thinking Gamesscottekim
 

Viewers also liked (6)

Optimizing the Customer Experience with Real-Time Marketing
Optimizing the Customer Experience with Real-Time MarketingOptimizing the Customer Experience with Real-Time Marketing
Optimizing the Customer Experience with Real-Time Marketing
 
Oracle marketing cloud MME15
Oracle marketing cloud  MME15Oracle marketing cloud  MME15
Oracle marketing cloud MME15
 
----- The Management’S Game ------
-----  The Management’S Game  -----------  The Management’S Game  ------
----- The Management’S Game ------
 
Management games
Management gamesManagement games
Management games
 
Training games
Training gamesTraining games
Training games
 
Visual Thinking Games
Visual Thinking GamesVisual Thinking Games
Visual Thinking Games
 

Similar to Games for Marketing - Agate Studio

Its all about gaming
Its all about gamingIts all about gaming
Its all about gamingShaurya Tyagi
 
3RDSENSE Mobile Play Melbourne_2012
3RDSENSE Mobile Play Melbourne_20123RDSENSE Mobile Play Melbourne_2012
3RDSENSE Mobile Play Melbourne_20123RDSENSE
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXDori Adar
 
Gamification and Usability
Gamification and UsabilityGamification and Usability
Gamification and UsabilityDudi Peles
 
UPA Israel event 2011 – Dudi Peles
UPA Israel event 2011 – Dudi PelesUPA Israel event 2011 – Dudi Peles
UPA Israel event 2011 – Dudi PelesOhad Inbar
 
Daniel Beilharz s3200810
Daniel Beilharz s3200810Daniel Beilharz s3200810
Daniel Beilharz s3200810Media Cultures
 
What Nitro Thinks: Super better
What Nitro Thinks: Super betterWhat Nitro Thinks: Super better
What Nitro Thinks: Super betterDan Winkler
 
Pawned. Gamification and Its Discontents
Pawned. Gamification and Its DiscontentsPawned. Gamification and Its Discontents
Pawned. Gamification and Its DiscontentsSebastian Deterding
 
Gaming Update November '11
Gaming Update November '11Gaming Update November '11
Gaming Update November '11Advance A/S
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craftPietro Polsinelli
 
10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
 
Real World Gaming / Capture the Flag
Real World Gaming / Capture the FlagReal World Gaming / Capture the Flag
Real World Gaming / Capture the FlagRowan Wernham
 
What Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaWhat Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
 

Similar to Games for Marketing - Agate Studio (20)

Its all about gaming
Its all about gamingIts all about gaming
Its all about gaming
 
Accidental Gamers
Accidental GamersAccidental Gamers
Accidental Gamers
 
3RDSENSE Mobile Play Melbourne_2012
3RDSENSE Mobile Play Melbourne_20123RDSENSE Mobile Play Melbourne_2012
3RDSENSE Mobile Play Melbourne_2012
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UX
 
Gamification and Usability
Gamification and UsabilityGamification and Usability
Gamification and Usability
 
UPA Israel event 2011 – Dudi Peles
UPA Israel event 2011 – Dudi PelesUPA Israel event 2011 – Dudi Peles
UPA Israel event 2011 – Dudi Peles
 
Daniel Beilharz s3200810
Daniel Beilharz s3200810Daniel Beilharz s3200810
Daniel Beilharz s3200810
 
Gaming branding matrix
Gaming branding matrixGaming branding matrix
Gaming branding matrix
 
Playing Together
Playing TogetherPlaying Together
Playing Together
 
What Nitro Thinks: Super better
What Nitro Thinks: Super betterWhat Nitro Thinks: Super better
What Nitro Thinks: Super better
 
Pawned. Gamification and Its Discontents
Pawned. Gamification and Its DiscontentsPawned. Gamification and Its Discontents
Pawned. Gamification and Its Discontents
 
Gaming Update November '11
Gaming Update November '11Gaming Update November '11
Gaming Update November '11
 
Research
ResearchResearch
Research
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craft
 
10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.
 
Real World Gaming / Capture the Flag
Real World Gaming / Capture the FlagReal World Gaming / Capture the Flag
Real World Gaming / Capture the Flag
 
The gaming industry
The gaming industry The gaming industry
The gaming industry
 
Think fun!
Think fun! Think fun!
Think fun!
 
What Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaWhat Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In China
 

Games for Marketing - Agate Studio

  • 1. GAMES for MARKETING the fun way engagement from brand
  • 2. GAME What a game is? 1953 PLAY 1957 FUN 2003 RULES SEPARATE COMPETITION UNCERTAIN ART Philosophical Investigation; NONPRODUCTIVE ENTERTAINMENT Ludwig Wittgenstein GOVERNED BY RULES FICTIOUS INTERACTIVE Les jeux et les hommes (Games and Men); TOY (without goals) Roger Caillois CHALLENGE (with goals) PUZZLE The definition of game was revised, and is CONFLICT still evolving, to make it more relevant to COMPETITION GAME that we’re experienced today Chris Crawford and Game Design; Chris Crawford
  • 3. A Bridge to bring GAME in a different mindset 30% INDONESIA Zynga Gamer 40 millions Facebook Users, 15 millions+ Zynga Users 1000 Total Facebook 250million mobile phones 800 Users (1) Each has game installed inside 600 Mari Pangestu (Indonesia Minister of 400 Zynga's Total Commerce), 2008: “50% of the total Active Users (2) 200 population in Indonesia are playing games” 0 *Zynga one among many game developers/publishers in facebook This doesn’t count the other players from other games. (1) http://newsroom.fb.com/Key-Facts (2) http://www.appdata.com/devs/10-zynga (gathered December 11, 2012)
  • 4. That means GAME is now a NEED
  • 6. • Boardgames Conventional • Cardgames Games • Others • Console • Arcade • Handheld Digital Games • Mobile • PC • Online • Social • Sports Real Life • Alternate Reality Games Games • Gamification
  • 8. In the old times, games were mostly challenging in physical capabilities. Some were even more life-hazardous. And some threaten human life. Evolution of Games: The way to make life more “fun” Technology makes it more easily enjoyable
  • 9. Real Photograph CRYSIS: game (2007)
  • 10. It was all about technology advancements: Technology brings the feel of reality to entertain people, to make people better involved in the games, roles, and stories.
  • 11. And now games turn into exposing the EXPERIENCE of gaming. Games are enjoyable everywhere with different way of playing
  • 12. WHYGAMES are so potentials? Games are well known for its fun, interactive, challenging, competitive. It is also rewarding for every progression you do; makes you feel valuable Games make it possible to do what you can’t do in real world. Make you go beyond imaginations There are no resistances for people to play games
  • 13. FUN People loves something fun, that’s the first reason of why they play. What people get from game is not just fun. They feel they’re yet EXCITING! involved right in the game, fear, danger, even adrenaline, sad, and anger. It is the excitement of playing games
  • 14. INTERACTIVE + EXPERIENCE Game is a 2 way communication: you do something, the character/object in the game will respond like what you do. Players do this interaction repetitively, and then experienced with the game. This will bring a sensation, Tell me and I will forget that player is involved in the game. Show me and I may remember, Involve me and I will understand ~Chinese Proverb
  • 15. POSITIVE FEEDBACKS Every little thing players do in the game, they have feedback positively. Player strike their enemy, then scores come up. This would make them feel rewarded. Also, when they make mistake, they always have second chance to do better next time (gameover  continue)
  • 16. CHALLENGING & COMPETITIVE Every moment in the game is a challenge. You’ll find something new that would make you curious about how to solve the problem & troubles. Thereafter, you will have the feeling of a conqueror. This will also make a competition of how good you are compared to other players.
  • 17. UNLIMITED POSSIBILITIES Everything is possible to be done in game. Games are able to simulate what’s impossible in real life, to be much simpler and enjoyable. If you want to experience war, you should enroll as army far in the past time. But this bring your life as bet. And war is not good anyway. In game, you can experience the war as simple as possible. Anyone can be a hero. And anyone can learn that war is not only the battle of weapons.
  • 18. GAME ERA future overview We often see everyone around us, young and old, men, women, everywhere and every time playing games in many forms. It is now the raising of game era.
  • 19. Everyone is now READY for Games
  • 20. 100million 180million+ 10-30% annual growth = DEMANDS
  • 21. 2011 All the world is NOW a GAME *JWT Trend 2011 2000-2010 was the social decade and it’s now the game’s decade Social media is actually using game mechanics to make it more challenging. Why facebook use friend’s number? Why twitter use followers number? It’s actually the same thing with Character Level in game: the more you get, the more pride & appreciation from others.
  • 22. GAMEIMPACT for marketing
  • 23. GAMEIMPACT for marketing customer engagement quality of contact drive change of behavior push activities push communication community building data gathering
  • 24. GAME IMPACT for marketing customer engagement Create an engagement from interactive fun activity. Telling the message “this brand could make you happy even from the very first time of contact” quality of contact • Brand/Product Awareness drive change of behavior • Brand/Product Knowledge • Brand/Product Experience push activities • Drive Customer Loyalty push communication community building data gathering
  • 25. McDonald’s GAME IMPACT for marketing • 1992 Long before the advertising via game is booming, • Console (Nintendo) McDonald’s is educating children smoothly via • Target Market: Kids Nintendo Title: M.C Kids & Donald’s Land, exposing the character Ronald, which was formerly called “Donald” in the game. customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 26. Pepsi Man GAME IMPACT for marketing • 1999 • Console (Playstation) • Target Market: Teens Pepsi was also doing the advertising via game, by using the character well known as “Pepsiman”, this product was good at bring curiosity upon gamers. A good brand engagement via simple game, that could attract many players. customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 27. Need for Speed Series GAME IMPACT for marketing • 1994 - present Enable the marketing via “brand • Console, PC, Handheld, Mobile & Online experience” • Target Market: Teen – Adults Players able to experience the cars (the way the look from details, the NFS is a series of driving based video game. Is the most way they drive with it) from the way successful racing video game all the time & one of the they play the game. It’s also proved most successful game franchise all the time. As of that racing game could give education October 2009, over 100 million copies of games in the Need for Speed series have been sold. to the real driving skill. http://ezinearticles.com/?Brain-Training-to-Improve-Driving-Skills-Using-Video- Games,-For-Teenagers-and-Older-Adults&id=1083788 customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 28. Get The Glass GAME IMPACT for marketing • 2007 • Web Based • Target Market: Everyone California Milk Processor Board creating the most successful longlasting campaign: Gotmilk.com. One of the game: Get the Glass. Players are brought into ‘snake & ladder’ type game, with high graphic advancements. Inside the game, there are educations about the benefits of the milk products. customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 29. BMW M3 Challenges GAME IMPACT for marketing BMW give players education of the brand’s feel when they can do test drive & configure the car with • 2007 the original paint finishes. • PC - Downloadable • Target Market: Teen – Adults More of the impact is that the BMW M3 is appraised by the players, that makes it more popular and legendary than any other brands which doesn’t do the game way. customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 30. GAME IMPACT for marketing customer engagement The interactivity of game enables to make 2 way quality of contact “conversation” between brand and player. This makes them involved in every activity they play. drive change of behavior • Value of interaction push activities • Repeated interaction • Customer conversation push communication • Sub-Conscious Programming community building data gathering
  • 31. Bottle Bank Arcade GAME IMPACT for marketing • 2009 Bottle Bank Arcade able to create recycling • Real Life into fun activity, and more than that, it • Target Market: Everyone Bottle Bank Arcade by Funtheory, is a charity creative program from Volkswagen, to give value of recycling creates 2x sales of can & plastic can and glass into fun activity. beverage in local store around the arcade. customer engagement | quality of contact | drive change of behavior | push activities push communication| community building| data gathering
  • 32. GAME IMPACT for marketing customer engagement quality of contact Game mechanics is also a powerful tool to build a drive change of behavior certain behavior, train to be discipline, care about many things, and more. push activities • Appointment behavior push communication • Social behavior • Discipline community building • And more… data gathering
  • 33. Energy Smackdown GAME IMPACT for marketing • 2009 By adding game mechanics: reward, • Real Life competition and challenges with goals, • Target Market: Adults Energy Smackdown dedicated to empowering individuals, Sacramento has reduced 66% of the electricity use after 6 month since the organizations, and communities through experience-based education. program was introduced customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 34. GAME IMPACT for marketing customer engagement quality of contact drive change of behavior To achieve something that would make them standout from others, for new challenges and push activities progressions in game; players can do many things, like buying virtual item with real money. push communication • Drive sales • Participation community building • Co-Creation data gathering
  • 35. GAME IMPACT for marketing Tohato • 2007-2009 Using mobile social game campaign, the • Mobile sales increased significantly & website • Target Market: Kids - Teen Tohato is an FMCG manufacturer, once get 100,000 PV/day, produced 2 spicy snacks, but then the sales declined due to the trend recession 10,000 unique participants customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 36. GAME IMPACT for marketing customer engagement quality of contact drive change of behavior push activities Human tend to share what’s good to everyone push communication around them. We try to embrace it, and even make it as “need” for them to share what’s fun about the game. community building • Viral marketing data gathering • Recommendation
  • 37. FarmVille GAME IMPACT for marketing • 2009 - present • Social Game 70millions Active Users • Target Market: Everyone $ 600 million total revenue 2010 Players are facilitated to spread the game Friend role become important in game customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 38. GAME IMPACT for marketing customer engagement quality of contact drive change of behavior • Long-term user push activities • Sustainable community push communication • Automatic Growth Building community of those who loves to play your community building game, those who loves your brand, to be your powerful “army” data gathering
  • 39. GAME IMPACT Obama’s Campaign for marketing • 2008 • Console, PC, Handheld, Mobile & Online • Target Market: Teen – Adults Obama was winning heart over many different ages through his campaign in interactive media: Games. Games is the way to engage the youth (even it’s a political campaign that was not interesting at all) customer engagement | quality of contact | drive change of behavior | push activities push communication| community building | data gathering
  • 40. GAME IMPACT for marketing customer engagement quality of contact drive change of behavior push activities • Customer data gathering • Market research push communication • Marketing research community building • Product & Service research Whatever the game is, player’s data – that means your brand’s customer: what they really do want, data gathering how the habit is, and everything about them: is in your hand
  • 41. Short Summary Games are potential to give impact to: Education Brand + Awareness & Loyalty Experience Sales Activation + Revenue Customer Quality of Community Contact Building
  • 42. Marketing Comparison Games TVC Communication 2 ways: interactive 1 way Investment Time One time for long periods of One time spending for short time period of time Investment Value Relatively smaller cost Relatively high cost Contact Quality of contact; no spreading almost to everyone resistance in playing games, focused target market, maintain loyalty Customer’s Choice Players choose to play the viewers don’t choose to watch game because they’re willing the TVC to Direct Sales High, Low Data Gathering Enable Disable Repeated Contact The more times you play the The more times customer game, the more your chance to watch the TVC, the more they win/get standout between get bored other players
  • 43. Indonesia’s Potentials Console Game Rental & Online PC Games Rental 53% of Zynga All spread in cities & towns, is the proof that players are women game is a breakthrough to ages, gender, between 25-44. social economic classes. Everyone plays games
  • 44. Indonesia’s Potentials 40million Facebook User (#2 biggest) 250million mobile phones Each has game installed inside +Zynga Players in Indonesia: 12.4 millions Zynga Card sale = the best in Asia >20mio Not including those who play console/pc games at home Online Game Survey (inc. social game) Mia (29) said, “I like watching people playing game, but I don’t like playing games” At same time Mia said that she loves to play FarmVille
  • 45. Indonesia’s Potentials Monetizing the game Mobile Cash Products Reaching out 250millions of potential customer
  • 46. How to Utilize GAME A way to add fun in your marketing
  • 47. THE BRIDGE BRAND / FIELD GAME DEVELOPER MARKETING Sales THAT’S WHY Number of Players Promotion WE’RE HERE External Existence CRM Fun Enjoyable Content
  • 48. About AGATE STUDIO Click here for Company Video Click here for Company Profile
  • 49. 2012 2009 16 People 86 People 120+ Games 15+ Parallel Projects Quality talents Multi platforms Production Multi purposes Capability
  • 50. We believe in: Crafting fun experiences to enrich the way of life ~ Live the fun way Our passion is at game, and by games we will make a better world
  • 51. Services from Agate Studio with love [We’re not offering what we can do to make us look great on you; we are offering what we can do, to spread the happiness for YOU and everyone around you]
  • 52. Game Concept & Game Development Gamification Game Campaign Design Consulting - Outsourcing Consulting • Like your advertising • To Make good games, You have a cool idea, Add game mechanics in campaign, feel free to you need a good and want to develop it your business process. translate your need of concept. We’re ready with trusted partner? Create a fun activity for using new media to serve you with ideas your customer, campaign into long- to choose. To make the Game Artist & employee and everyone term replayable Game! best game that fulfill Programmer around. • 1 Year game campaign your needs Outsourcing to deliver including: • Game Design the best game play o 1st Phase main game Document experience release o Game mechanics o Updates design o Maintenance o Storyline o Game Master & PR o Level Design • Art Design Document o concept art o character design o environment design)
  • 53. WHY Does this idea go to you? Because we see that marketing would be much funnier by games. Because we know that you could have the benefits from games. And because we are ready to collaborate with you Together we can make a fun way of engagement.
  • 54. Thank You www.agatestudio.com @AgateStudio contact@agatestudio.com Agate Studio / Agate Games