2. Agenda
What is Feelgood games?
Core principles
ARM yourself
Audience segmentation
6 powers of persuasion
Customer relationship management
How these are being applied
Questions
4. Commercial proposition
“Feelgood games is a new, high quality
games portal targeting 25-44 mass market
women with free and paid for games of
chance and skill delivering advertising and
direct to consumer transactional revenues”
6. ARM yourself
ACQUISITION:
How do I get people through the
door cost-effectively?
RETENTION:
How do I keep people coming
back for more?
MONETISATION:
How do I build money-making
strategies
8. 6 powers of persuasion
1. Social proof
2. Reciprocity
3. Consistency & commitment
4. Likeability
5. Authority
6. Scarcity
9. Social proof
In a world of increasing choices we rely on each others
feedback
People look to others for their lead
Particularly friends
10. Reciprocity
You scratch my back I’ll scratch yours
If someone gives you something, you are like to
reciprocate
11. Consistency and Commitment
We all want to be consistent
We all respond favourably to consistency
It is easier to say yes to people you can rely on
12. Likeability
You are more likely to say yes to people you like
We often like people like us
13. Authority
Trust and credibility
People will do what someone in authority tells them
Tell people what you want them to do!
14. Scarcity
Creating demand is very powerful
Only 20 left
50% off TODAY
For a limited time only
Create a reason for doing something right now
15. 6 powers of persuasion
1. Social proof
2. Reciprocity
3. Consistency & commitment
4. Likeability
5. Authority
6. Scarcity
… winning formulas use at least two powers at anyone time!
17. CRM - campaign activity
Welcome programme Segmentation examples
Review current habits of consumers, provide tailored comms
Refer a friend • Based on value
• Identify patterns with spend, timings, frequency Lifetime value
Cross and Up sell • Game plays
Pending lapsed • When do they tend to “drop off”
• Active player days
Lapsed and Winback • Product uptake
• Deposit behaviour - First time, average value, frequency
There are many ways to communicate to your customer segments
Email examples
18. Daily loop mechanics
Commitment
Create events where people commit
to an action
Collaboration and
reciprocation
Give people actions that need
reciprocating
Rewards and achievement
Tell people what you want them to do
Reward positive behaviour
19. Status
Access
Power
Stuff
Showing off is very important…
Make sure people can see how good you are
21. Consumer proposition
“Feelgood games is the new, exciting, games
site featuring the worlds favourite games, that
rewards you for having fun”
“Play FREE games, get REAL rewards”
22.
23. Unique selling point
1. At the end of each game play, your time is rewarded
through
the assignment of a score, feelies or trophies
A product sample, consumer offer or a tangible gift
2. The player then has the option of keeping the reward
for themselves or gifting the reward to their friends or
family
24. Reward System Summary
This is THE HEART of
Feelgood games.
It uses;
Social proof
Reciprocity
scarcity
and plays on;
Authority
Likeability
Consistency
and it drives;
1. Sign ups
2. Viral acquisition
3. Retention
4. Monetisation
25. We try to apply to all communications
Social proof, likeability, authority, scarcity
26. The importance of Social (proof)
People keep going to places if their friends are there
And until their friends turn up, Liz, Jenny and Sue prove that people like them
are there
28. Welcoming players to Feelgood games
The Welcome process for Feelgood games is completed within 14 days of
registration
There are 4 emails designed to manage a customer through the first few weeks
of their FGG life increasing brand engagement and direct response
We promote key games, ask customers to become advocates and cross sell to
our high margin products such as Bingo.
14 days
29. Phase 1 registered player comms
Registered customers receive 3 email per week, sent Tuesday’s,
Thursday’s and Saturday’s
Game challenge Game launch Meet the winners
30. On-site messaging – the softer sell
Messages from Sue
Event based on-site messaging
Personalised welcome
Game play hints and tips
Follow up on problem reporting
Personal challenges and
quests
Cross and Up sell
Retention offers
VIP programme
Super user groups
Game and usability testing
Advocates
Ongoing data segmentation
31. Daily loop mechanics
Reward system
Daily draw
Trophies and points
Facebook challenges
Progress bar
32. CONCLUSIONS
Segment your audience…
Focus on retention…
Use at least 2 methods of persuasion…
Social proof
Reciprocity
Consistency
Likeability
Authority
Scarcity
Reward commitment…
With real and virtual stuff…
Not forgetting status and ego!
Notes de l'éditeur
2006 Connect began marketing online bingo via partnership – pay-to-play games of chance via direct to consumer transactional wallet2008 IPC Inspire acquired Mousebreaker – the UK’s leading casual gaming site targeting men – free-to-play games of skill with an ad modelBetween then and 2010 both teams worked independently until both realised the importance and scale of involvement of women in gamingwhile 50% of an online gaming audience are women, 72% of paying players are women, with the core demographic being 35+ mass marketAnd casual gaming and social gaming converged/emerged to become the fastest form of me-time our core audience were turning toWith a market estimated to turn over around £1 billion in revenueStrategically, gaming offers is a complimentary me-time product to magazines that allows IPC to maintain and grow its audience reachWhile offering an additional revenue stream to advertising
We’ll talk a lot about segmentation - gamer types was the first key learning for us which we apply across everything we do.People behave in different ways. Different people are motivated in different ways. According to a guy named Bartle [1997], there are four main player types, each of which needs to be catered for when designing a game experience. Explorers(9% of users) Explorers want to go where no one else has gone and know what no one else knowsKillers make up 1% of the community. It’s all about “beating” another humanAchievers (10% of users) want elite status, and to show it off. Socialisers(80% of users) It doesn’t matter what they do as long as they do it with friends. They are non-confrontational and support and nourish the other player types Everyone is a bit of each one… with bias
And rewards don’t have to be financial.Effective rewards cost very little but are highly valued by users. From our magazine experience we knew that lots of low value prizes worked better than fewer large value ones.But we were excited to learn that status is probably the most effective reward along with other virtual items that can be shown off in social environemnts. Access to restricted features, options Power is in terms of community moderators; voting to change content or shape future games and promosStuff, both material (e.g. cash prizes) and virtual (e.g. FarmVille seeds). Material stuff is costly to provide, whereas virtual goods are often free.
EPILOGUE: Acknowledgements & References AcknowledgementsA big thank you to the folks at Evly.com for their tireless efforts in helping to set up and run our experiment, especially: Maike Schulze Amy Abrahams Mehul Sangham Eran Eyal Eric Edelstein Also, a big thank you to the people who agreed to be interviewed by us, including: Gavin Marshall Danny Day Tom Ewing Finally, thank you to the following for your great feedback and advice on earlier drafts of this paper: Butch Rice Lesley van der Walt Philip Collier