Ad tech2013 gamesinbusiness v2

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Transcript of Ad tech2013 gamesinbusiness v2

PowerPoint Presentation

626 commercial

Established to promote the brands bringing two intenseflavours back from the dead during Halloween

Players are trapped in a haunted hotel, where the only way out is to solve terrifying challenges.To make it scarier, you have to play in the darkHotel 626 is only open from 6pm to 6am.

Over 2.5 million people in 136 countriesOver 2 million bags soldSelling out in three weeksNot a single mention of a corn chip

THE NEXT LEVELHow Businesses Are Using Games to Engage Their AudiencePresented by

What is Gamification/Game Based Learning/Gameful Engagement?

The use of game-thinking and game mechanics in a non-game context in order to engage users and solve problems.9

13 hours per week

Active computer or video gamers play13 hours a weekon average10

3 billion hours

Collectively, the planet is now spending more than3 billion hoursa week gaming.

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69%

69%of all heads of household play computer and video games.

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97%

97%of youth play computer and video games.

97%of youth play computer and video games.13

40%

40%of all gamers are women14

1 out of 4

1 out of 4gamers is over the age of 5015

35 years old

The average game player is35 years oldand has been playing for 12 years16

80%

On average, gamers fail80%of the time and yet they still find the gaming experience enjoyable.17

61%

61%of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. More than half of these gameful executives say they play during work in order to feel more productive

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Size of market and the future25% of redesigned business processes by 2015/6 more than a $2.8 billion business by 201670 percent of Global 2000 businesses

Gartner predicts that games will be in 25 percent of redesigned business processes by 2015/6 and will grow to more than a $2.8 billion business by 2016, and will have 70 percent of Global 2000 businesses managing at least one gamified application or system by 201419

Get people to re-engage with the Census with the release of the 2011 data.

People dont really understand why the data is important and valuable.

The best way to understand the value of the data is to use it.

100,000+ downloadsAverage usage 7:34 minsFeatured by Apple, major global game & technology websites

4.5 stars

MLC Tennis Hot Shots had a low level of awareness compared with some other kids' sports programs

We wanted to engage kids in a fun wayWe wanted to be able to communicate with kids

We wanted to promote the MLC Tennis Hot Shotsprogram to kids without advertising to them

Awareness of the program is growing steadilyIn the 201213 financial year more than 90,000 kidsregistered for the program,an increase of more than 100 per cent

We can communicate messages about ourprogram via the News section in Tennis Hot Shots Galaxy

Tennis Hot Shots and Tennis Hot Shots Galaxy both been downloaded more than 160,000 timesboth been featured by Apple multiple timesboth made the top 10 Sports games on the App Store

THE NEXT LEVELHow Businesses Are Using Games to Engage Their AudiencePresented by

Wil MonteZac Jacobsmillipede.com.auCraig Morristennis.com.au