LoyaltyGames 2014 - Finals Game Plan - Oliver Zhang

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2014 WORLD FINALS Note: All copyright and intellectual property rights remain with the Finalist who authored this submission. Published by Professional Services Champions League (LoyaltyGames) with the author’s permission. Finalist: OLIVER X ZHANG Country: CANADA This Game Plan was created in 4 hours as part of the LoyaltyGames 2014 World Finals

description

This Social Innovation Game Plan was produced by Oliver Zhang as part of the 4-hour World Vision Case Study completed by the 12 World Finalists of LoyaltyGames 2014, the Loyalty and Gamification World Championships (http://www.theloyaltygames.com). All rights reserved.

Transcript of LoyaltyGames 2014 - Finals Game Plan - Oliver Zhang

Page 1: LoyaltyGames 2014 - Finals Game Plan - Oliver Zhang

2014 WORLD FINALS

Note: All copyright and intellectual property rights remain with the Finalist who authored this submission. Published  by  Professional  Services  Champions  League  (LoyaltyGames)  with  the  author’s  permission.    

Finalist: OLIVER X ZHANG Country: CANADA

This Game Plan was created in 4 hours as part of the LoyaltyGames 2014 World Finals

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WORLD VISION ONE CASE TO SOLVE THEM ALL

AN INTEGRATED GAMIFIED SOLUTION

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VIEW ON THE CURRENT WORLD

Expand and leverage the current pool of supporters • 5.9M supporters • 6K events • 71 countries • $40 M

• Goal: reduce maternal and child mortality • Visual symbol • Give back to supporters • Multi-channel promotion

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BROAD SOLUTIONS

• Learning about health • MOOC to enhance basic knowledge or treatments to local epidemic

• Health Professionals • Quora-style online platform to allow diagnosis and contribution by extra pool of

health professionals • Targeted campaign towards their interest, circumstantial constraints, etc.

• Tangible resources • Personal donation, activism • Corporate donation, know-how (e.g. construct infrastructure), marketing campaign • Gov donation, policy making (local and international)

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SUPPORTERS’ ANALYSIS

• Motivation • Genuine care • Status, exposure, self-marketing • Tax benefits

• Demographic • Targeted primarily at middle class in developed countries • Anticipate mainly 18-50 age group.

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CORE MECHANIC & FUN

• Self-determination theory • Competence: people like to control • Relatedness: people like to interact • Autonomy: people like to cause

• Arguing on the internet • Youtube comment sections • Balance discussion on games such as Starcraft, DotA, LoL, etc.

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THE GAME

• Current proposed projects • With detailed specifications

• People criticize; up/down vote

• Each of the highly voted “tweaks” will have a crowdfunding section within the “overall” project.

• The chosen “proposer” will lead a real/concrete improvement

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CURRENCY – “HP”

• The entire system will be based on virtual currency: HealthPoint • Earned through certain quests • Paid in real money

• To up/down vote • One vote for any HP above a certain minimum • At the same time, the amount will be used for the funding of the specific

improvement • Particularly knowledgeable users will higher weight for each vote

• Indirect • Detachment from real money make people focus on the intrinsic motivation to help • Knowing any commitment in HP will eventually help a certain cause reduces loss

aversion

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PHONE CASE

• “More People Have Cell Phones Than Toilets” (~6B) • A large portion of the world owns • Pairing: intended to trigger an conversation about World Vision, or

least remind people of it • People will use it for promoting their own proposing on the forum • “Farming HPs” by promoting awareness • Geo-location: host discussions in real life.

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FINANCIAL REWARDS

• Partner with basic good retailers/producers for %discount or a promise to give a certain amount to developing countries.

• Corporate partners can host events to co-promote both parties (e.g. Attend a Nestle hosted case-based-location-meeting regarding the shipment of formula milk to a certain village to earn x HP)

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DATA

• Pairing could also act as a “gift card”

• Purchasing pattern with the case can be recorded for better suggestion of purchases

• Tracking the generation and exchange of HPs will be crucial in understanding the social pattern/movement

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EXTRA FEATURES

• Collaboration • Case makers for logistics/operations • App Stores: for synergic promotions

• Create multiple versions • Minimalistic decal • Community market for customisation

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• Ultimate Reward: a meaningful change

• Accommodates multiple levels of willingness to help

• Crowdsource: • Specific knowledge • Survey people’s opinion (people have more fun than being fed a

questionnaire)

• Sharing is more meaningful than “1 like = 1 child save”

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IMPLEMENTATION

• Robust online platform

• An initial campaign for the awareness of the program’s existence

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Winners announced during Finals Live Stream

9am (PDT) Saturday August 9, 2014

www.theloyaltygames.com