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Mark W. Schaefer


@markwschaefer

www.businessesGROW.com
Life used to be so

SIMPLE
The world’s first layer of
ONLINE ENGAGEMENT
How do I make more …




                       with no budget…
…when people hate you?
ANSWER:
Destroy
Your Product.
   http://www.youtube.com/watch?v=NtX0jRMxhM4
100
 Sales
Leads!
Employees                    Customers




            Your Website




Prospects                         Local
                           Stakeholders
(you)
Employees                    Customers




            Your Website




Prospects                         Local
                           Stakeholders
HOW
can get it any
more exciting???
 In 2010, world spent 9.3 billion hours on
  Facebook. That’s 1.1 million years.
 Largest seller of display advertising -- 770 billion
  page views per month.
 Facebook search tripled in two years
 48% < 21 cite Facebook as primary news source.
 750 million photos were uploaded onto
  Facebook … in one weekend.
 150 years of YouTube videos are watched every
  day … through Facebook.
“Since we launched video last year, more than 45 million videos
have been uploaded to Facebook with approximately 100,000
new videos added each day. “
The social layer is complete.
      It is Facebook.
Welcome to the new engagement layer.
BUT
HOW?
In the technology lollapalooza
of the past decade, digital and
social media are the warm-up

      headliner
          -- Christina “CK” Kerley


acts to the

 that is Mobile.
                     - Christina “CK” Kerley
5.4                                  1.7
    Billion                                 Billion
    Mobile                                 Internet




           4                              77%
  Percent                              of the planet
Source Intl Telecommunications Union
First screen access
80%


70%


60%


50%


40%


30%


20%


10%


0%

      Egypt   India   South    Ghana   Kenya   Nigeria
                      Africa
Source Portio Research




In 2010 there were 7 TRILLION text messages
Mobile ad revenue
25


20


15


10


 5


 0
Gartner   2010     2011         2015
…
42% click on mobile ads
35% visit the advertiser’s site
79 % of its largest online advertisers
do not have a mobile optimized site.
In 2010, 10 mm Japanese
   This is the
          mobile users began using
          a tap-and-go “mobile
          wallet”
fastest example
 of technology
  adoption in
HUMAN
HISTORY
If you want to access customers,
        MAKE IT MOBILE.
You had
 me at
mobile.
   Smartphones enable
    a new revolution
   Smart-phones --
    then glasses
   Optically layering
    new world over old
   Metaphor is “magic”
   “Silent movie” stage
Google Goggles (demo)




http://www.youtube.com/watch?v=Hhgfz0zPmH4
http://www.youtube.com/watch?v=_rCHsAmqzLs&NR=1&feature=fvwp
http://www.youtube.com/watch?v=7JWk_JIE3Ow&feature=player_embedded
http://www.youtube.com/watch?v=pzB4mIPdm9k&feature=player_embedded
How does it change things?
In almost every way!
 Communication
 Advertising
 Collaboration
 Education and training
 Work
 Entertainment
 Mash-up of all existing
   platforms
The AR layer changes everything AGAIN!
Internet + Social


Location + Mobile


Augmented Reality
SIX
          Hours/day spent on WOW



              200%
     Profits on Farmville versus Facebook



          5 billion
Hours/year spent on online games by Americans
•   Video gaming bigger than music sales
•   Bigger than movie ticket sales
•   Average gamer age is 32
•   65% Americans play video games
•   > over 50 than under 18 are gamers
•   40% are women
CONCLUSION?
Humans are human.
They LOVE to play games.

It is the
ULTIMATE
CUSTOMER
ENGAGEMENT
Why not make the world a GAME?
Why not make the BUSINESS world
          a GAME?
 Humans love to progress
  and earn status.
 Game dynamics can
  reward and influence
  behavior.
 Re-frame business
  behavior with game
  theory.
 The full potential of
  location. One and done
  deals are not enough.
  Engage.
   Appointment
   Influence and status
   Progression
   Communal discovery
   Reward
   Appointment
     Rewarded for doing
      something at a time,
      place
     “Happy Hour”
     “ Farmville” is changing
      the lifecycle of people.
   American Express
   Like armor in a game
   Why not have customers
    gain levels and experience
    points?
   Completion rate on
    LinkedIn
   World of Warcraft is a
    full-time job.
   What if you go to a
    business site over and
    over, and unlock
    rewards.
 User groups -- Leverage network to uncover
  content/entertainment
 Groupon – Deals are not unlocked unless enough
  people sign up
 Digg or Empire Avenue – people forming
  communities to unlock the secrets
 Challenged customers to
  basketball themed game
 Gamers had to
     take photos of themselves
      with players to complete
      tasks
     Upload photos
     Return the next week for the
      next round
   Results
     33,000 participants
     30% of them came back
      within seven days.
 Create an avatar for your
  every day chores
 Unlock points for strength,
  stamina, intellect and social
  while washing, ironing,
  attending birthdays
 Everything you tick off from
  your real world list earns
  points to help build a
  powerful virtual avatar to
  guide you through a quest.
This is your presentation   ….
IMPLICATIONS
 Rate of change accelerates
 Connecting with customers will fragment along
  fault lines of each layer
 Unparalleled opportunity for connection + loyalty
 Bring lots of money
     Different strategies for different layers
     Creativity + High production values
     Stream of content
Mark W. Schaefer
             Blog:
             www.businessesGROW.com

             Twitter:
             @markwschaefer

             Email :
             MSchaefer700@gmail.com




THANK YOU!
Is this a B2B marketing repellant?




1)   Customers are sick of being marketed to
2)   Why would somebody friend you?
3)   Have not seen any truly great case studies
4)   Successes judged by “likes?”
My AH-HA! social media moment

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DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platforms
 

The six layers of online engagement v. 3.0

  • 2. Life used to be so SIMPLE
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  • 5. The world’s first layer of ONLINE ENGAGEMENT
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  • 7. How do I make more … with no budget…
  • 10. Destroy Your Product. http://www.youtube.com/watch?v=NtX0jRMxhM4
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  • 16. Employees Customers Your Website Prospects Local Stakeholders
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  • 22. (you)
  • 23. Employees Customers Your Website Prospects Local Stakeholders
  • 24. HOW can get it any more exciting???
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  • 27.  In 2010, world spent 9.3 billion hours on Facebook. That’s 1.1 million years.  Largest seller of display advertising -- 770 billion page views per month.  Facebook search tripled in two years  48% < 21 cite Facebook as primary news source.  750 million photos were uploaded onto Facebook … in one weekend.  150 years of YouTube videos are watched every day … through Facebook.
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  • 33. “Since we launched video last year, more than 45 million videos have been uploaded to Facebook with approximately 100,000 new videos added each day. “
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  • 38. The social layer is complete. It is Facebook.
  • 39. Welcome to the new engagement layer.
  • 41. In the technology lollapalooza of the past decade, digital and social media are the warm-up headliner -- Christina “CK” Kerley acts to the that is Mobile. - Christina “CK” Kerley
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  • 43. 5.4 1.7 Billion Billion Mobile Internet 4 77% Percent of the planet Source Intl Telecommunications Union
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  • 45. First screen access 80% 70% 60% 50% 40% 30% 20% 10% 0% Egypt India South Ghana Kenya Nigeria Africa
  • 46. Source Portio Research In 2010 there were 7 TRILLION text messages
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  • 48. Mobile ad revenue 25 20 15 10 5 0 Gartner 2010 2011 2015
  • 49. … 42% click on mobile ads 35% visit the advertiser’s site 79 % of its largest online advertisers do not have a mobile optimized site.
  • 50. In 2010, 10 mm Japanese This is the mobile users began using a tap-and-go “mobile wallet” fastest example of technology adoption in HUMAN HISTORY
  • 51. If you want to access customers, MAKE IT MOBILE.
  • 52. You had me at mobile.
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  • 54. Smartphones enable a new revolution  Smart-phones -- then glasses  Optically layering new world over old  Metaphor is “magic”  “Silent movie” stage
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  • 62. How does it change things? In almost every way!  Communication  Advertising  Collaboration  Education and training  Work  Entertainment  Mash-up of all existing platforms
  • 63. The AR layer changes everything AGAIN!
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  • 66. Internet + Social Location + Mobile Augmented Reality
  • 67. SIX Hours/day spent on WOW 200% Profits on Farmville versus Facebook 5 billion Hours/year spent on online games by Americans
  • 68. Video gaming bigger than music sales • Bigger than movie ticket sales • Average gamer age is 32 • 65% Americans play video games • > over 50 than under 18 are gamers • 40% are women
  • 69. CONCLUSION? Humans are human. They LOVE to play games. It is the ULTIMATE CUSTOMER ENGAGEMENT
  • 70. Why not make the world a GAME? Why not make the BUSINESS world a GAME?
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  • 73.  Humans love to progress and earn status.  Game dynamics can reward and influence behavior.  Re-frame business behavior with game theory.  The full potential of location. One and done deals are not enough. Engage.
  • 74. Appointment  Influence and status  Progression  Communal discovery  Reward
  • 75. Appointment  Rewarded for doing something at a time, place  “Happy Hour”  “ Farmville” is changing the lifecycle of people.
  • 76. American Express  Like armor in a game  Why not have customers gain levels and experience points?
  • 77. Completion rate on LinkedIn  World of Warcraft is a full-time job.  What if you go to a business site over and over, and unlock rewards.
  • 78.  User groups -- Leverage network to uncover content/entertainment  Groupon – Deals are not unlocked unless enough people sign up  Digg or Empire Avenue – people forming communities to unlock the secrets
  • 79.  Challenged customers to basketball themed game  Gamers had to  take photos of themselves with players to complete tasks  Upload photos  Return the next week for the next round  Results  33,000 participants  30% of them came back within seven days.
  • 80.  Create an avatar for your every day chores  Unlock points for strength, stamina, intellect and social while washing, ironing, attending birthdays  Everything you tick off from your real world list earns points to help build a powerful virtual avatar to guide you through a quest.
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  • 83. This is your presentation ….
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  • 85. IMPLICATIONS  Rate of change accelerates  Connecting with customers will fragment along fault lines of each layer  Unparalleled opportunity for connection + loyalty  Bring lots of money  Different strategies for different layers  Creativity + High production values  Stream of content
  • 86. Mark W. Schaefer Blog: www.businessesGROW.com Twitter: @markwschaefer Email : MSchaefer700@gmail.com THANK YOU!
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  • 90. Is this a B2B marketing repellant? 1) Customers are sick of being marketed to 2) Why would somebody friend you? 3) Have not seen any truly great case studies 4) Successes judged by “likes?”
  • 91. My AH-HA! social media moment