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WHAT CAN WE LEARN FROM THE PHENOMENON?
IN THIS PRESENTATION
Introducing 3RD SENSE?
Pokémon Go. What is it and how is it doing?
Pokémon Go through the lens of Game Designers
3 things to take away
Q & A
IN EVERY JOB THAT MUST BE
DONE THERE IS AN ELEMENT OF
FUN. YOU FIND THE FUN AND
SNAP, THE JOB’S A GAME.
MARY POPPINS
INTRODUCING
A team of
technology
creatives
WE ARE
GAME DESIGNERS
FOR BUSINESS
OUR MISSION
WE ARE ON A
MISSION TO MAKE
THE WORLD MORE
FUN FOR
EVERYONE.
WHAT WE DO
STRATEGY. DESIGN. DEVELOPMENT. TESTING. LAUNCH. SUPPORT. WE DO IT ALL.
YOU’RE IN GOOD COMPANY
WE ARE ALL HELPING TO MAKE THE WORLD MORE FUN
WHAT IS IT? HOW IS IT DOING?
WHAT IS POKÉMON GO?
• Free to play
• Location Based – uses GPS
• Augmented Reality
• Find and collect Pokémon (Pocket
Monsters) 250 to collect
• Train and battle them at Gyms
• Collect other items to help
• Save time and effort with In-App Purchase
GEOLOCATION
• Uses Smartphone GPS to find your
location
• Uses Google Maps
• Places Pokémon and other items
in real world locations
• Players have to go to those
locations to find Pokémon,
Pokéstops and Gyms
AUGMENTEDREALITY
• Locations of Pokémon, Pokéstops and
Gyms are augmented onto real places
• Basic game play involves catching
Pokémon in a Pokéball
• Using the smartphone camera, the
Pokémon appears to be in the ‘Real
World’
• Battles in the Gym can also take place in
the ‘Real World’
KEY FEATURES
• It’s mobile
• Use of Augmented Reality allowing
Pokémon to exist in the real world.
• Geolocation gameplay driving players to
constantly engage with the game.
• Feature locations such as PokéStops
and Gyms drive players to travel to
public areas where they can play and
interact with other players building
Pokémon communities in suburbs all
over the world.
KEY FEATURES
• Well designed reward structure keep people engaged
• The Pokedex keeps track of the Pokémon you've seen
and caught.
• Powerups such as lures and incense to keep you
wanting to play
• Other unique in-game items helping the player to
succeed.
• Drives social interaction.
• Aligns with existing behaviours (perhaps not driving)
• Snacking game play
• Long play game
• Instant escapism.
MONETIZATION
• Time and effort savers drive revenue
• Buy Virtual Currency (Pokécoins) using in
app purchase (super easy)
• Buy items that will speed your success
with your Pokécoins
• The ambitious, competitive and lazy all
spend money (not kids usually)
• Clever pricing makes $20 look like a small
amount of money
SPONSORSHIP
• Sponsored locations are
starting to roll out
• Sponsored items will be next
• Followed by location based
advertising
• The first sponsored location
was Tokyo McDonalds.
THE RESULTS!
IT’S NOT JUST YOUR
IMAGINATION: NEARLY
EVERYONE IS PLAYING
POKÉMON GO.
Across all age and gender segments, Pokémon
GO ranks as the most popular game.
Pokémon GO is the leading game across all
demographic segments of iPhone users in the
US. However, its appeal is strongest with the
13–24 segment, where it ranks in the top 20 for
all apps, surpassing even Spotify and Pandora
Radio.
UNEXPECT OPPORTUNITIES
Pokémon Go is driving sales of Pokémon and non-Pokémon products in small and local businesses.
People are leaving their jobs to play Pokémon Go and selling their accounts for money on ebay. The
bidding for one of the high-level accounts has even reached £7,300.
There is a new dating service for Pokémon Go players called “PokéDates”. The service matches users
based on a questionnaire and then coordinates a time and a PokéStop to meet at.
POKÉMON GO ISN’T
JUST A MOBILE
PHENOMENON; IT’S
AN ENTERTAINMENT
JUGGERNAUT.
 S IN CE ITS RELEAS E, POK ÉM ON GO
H AS BEEN D OWN LOAD ED BY M ORE
THAN 100 MILLION U S ERS .
 IN J U S T A WEEK OF ITS LAU N CH ,
POKÉM ON GO AD D ED $7 . 5 BILLION
TO TH E COM PAN Y ’S M ARKET VALU E.
 IN TH E U . S ON IPH ON E ALON E IT IS
ES TIM ATED TO BE M AKIN G $1. 6
M ILLION PER D AY .
 THE GAME IS ON PACE TO EXCEED
TH E $1 BILLION PRED ICTION F ROM
EARLY J U LY - APP AN N IE .
THROUGH THE LENS OF
GAME DESIGNERS
PEOPLE INSIGHTS
We know people like:
• Escaping and having fun
• Collecting and Creating
• Competing and Comparing
• Recognition and Status
These are inherent motivators
that we can tap into
CAKE
ANYONE?
OUR GAME DESIGN PROCESS
1. BRAND, AUDIENCE, OUTCOMES
2. CORE GAME MECHANIC OR BUSINESS
PROCESS
3. RULES OF THE GAME
4. INJECTION OF FUN
INJECTION OF FUN
RULES OF THE GAME
GAME MECHANIC
BRAND
AUDIENCE
OUTCOMES
CHALLENGING FUN
GOALS, STRATEGY, OBSTACLES, LEVELS
EASY FUN
CONTENT, EXPERIENCE, EXPLORATION
PEOPLE FUN
COMPETITION, COLLABORATION, COMMUNITY
CREATIVE FUN
AVATARS, CUSTOMISATION, CHOICE
4 TYPES OF FUN
OUR GAME DESIGN PROCESS
1. BRAND, AUDIENCE, OUTCOMES
2. CORE GAME MECHANIC OR BUSINESS
PROCESS
3. RULES OF THE GAME
4. INJECTION OF FUN
5. REWARDS ECONOMY
REWARDS ECONOMY
INJECTION OF FUN
RULES OF THE GAME
GAME MECHANIC
BRAND
AUDIENCE
OUTCOMES
YOU ARE NEVER FAR AWAY FROM YOUR NEXT REWARD
OUR GAME DESIGN PROCESS
1. BRAND, AUDIENCE, OUTCOMES
2. CORE GAME MECHANIC OR BUSINESS
PROCESS
3. RULES OF THE GAME
4. INJECTION OF FUN
5. REWARDS ECONOMY
6. THE STORY & PRESENTATION LAYER
THE STORY & PRESENTATION LAYER
REWARDS ECONOMY
INJECTION OF FUN
RULES OF THE GAME
GAME MECHANIC
BRAND
AUDIENCE
OUTCOMES
OUR GAME DESIGN PROCESS
1. BRAND, AUDIENCE, OUTCOMES
2. CORE GAME MECHANIC OR BUSINESS
PROCESS
3. RULES OF THE GAME
4. INJECTION OF FUN
5. REWARDS ECONOMY
6. THE STORY & PRESENTATION LAYER
7. INTERGRATIONS AND OTHER FEATURES
3 THINGS
TO TAKE AWAY
1. MOBILE FIRST
Mobile is where it is happening
Games are the most popular
mobile content
More games are played on
mobile than anywhere else
People spend 80% of their time
in apps
Almost everyone has a
Smartphone in Australia
2. BE INNOVATIVE
Take the risk and do something
new!
You will get press
You will get talked about
You will get shared
It’s too late to do a Pokémon
clone!
3. BE REWARD CREATIVE
You don’t need rewards that
cost money
People don’t want toasters
People don’t want discounts
Create rich sophisticated reward
structures that align with what
people want
Get that right and people will do
the most incredible things!
CASE STUDIES
SOME OF OUR WORK
CASE STUDY: DROP INTO MACCA’S
The Brief
The plugged in generation - those
Millennials - are an elusive group for
marketers. Tech-savvy, socially
networked and educated, traditional
methods of marketing have bypassed
many of these individuals. More
influenced by friends, family and peers
rather than a brand's portrayal of a
product, they are vastly different from
past generations. So, how did McDonald's
solve their Millennial puzzle?
PROJECT HIGHLIGHTS
CLIENT: McDonald's Australia.
PLATFORM: iOS & android (phone & tablet), web-based admin system.
INTERESTING FACTS: #1 on App Store. One player played 10,247 times.
The Solution
In collaboration with DDB Sydney, 3RD SENSE designed Drop
Into Macca’s. The game features Carl who tumbles through
the air collecting gold coins while dodging flying echidnas and
other bits and pieces on his way down to a landing pad
outside a McDonald's restaurant. Skydiving Carl, the driving
force of the app, is controlled by physically tilting the phone -
a point of difference, which adds to the novelty of the game.
The game sets targets, tracks performance and rewards
players with digital coins, visa gift cards and enough free food
to keep its target market happy (and in a regular state of
play!). There is also Carl's final descent into Macca's which is
rewarded if Carl lands on a moving target. All provide the
gamer with improved chances for earning points.
The game is fun and addictive but look behind the game and
you’ll find the mechanics of its success. The game has been
designed with the user at it’s core which makes interaction
and participation easy.
The Outcome
Drop Into Macca’s was a resounding
success for McDonald’s. It was No.1 on
the Australian iTunes store on its debut
and burst onto social media with lots of
likes and tweets, eventually resulting in
real world presence at McDonald’s
restaurants.
Taking advantage of the game’s
momentum, it was followed by Drop into
Macca’s - Enter the Nug Zone. Filled with
enhancements, the latest app - like its
predecessor - provided McDonald’s with
mass appeal, lots of data and deep brand
engagement with another generation.
CASE STUDY: CAMP ORANGE
The Brief
Camp Orange is Nickelodeon’s highly
successful reality TV show. Started in
2005, the series has been delighting
Australian audiences with its unique
brand of entertainment, offering kids
aged 8-13 a chance to compete in its ‘epic
challenges’. Teams of contestants are
chosen from video auditions, submitted
online. The 3RD SENSE brief was to create
a responsive, high traffic, deeply engaging
website that captured the excitement of
the TV series.
PROJECT HIGHLIGHTS
CLIENT: Nikelodeon.
PLATFORM: Responsive website, CMS for submission management.
INTERESTING FACTS: In 2014, Camp Orange received more than 274,000 votes (up 100,000 from 2013).
The Solution
Packed with content, videos, games and
competitions the site is a truly immersive experience
for Camp Orange fans.
Although content is available to all visitors, only
registered users can acquire ‘credits’ which rewards
enthusiastic kids with voting privileges and
competition entry. Participation in online activities
(such as games) all lead to credits.
The Camp Orange multi-platform experience
equates participation with winning - both for the
user and their favourite team. If the buzz around the
show isn’t enough motivation for its audience,
leaderboards add another level of engagement.
3RD SENSE was also there at the start of the Camp
Orange audition process allowing users to upload
their videos and submit their entries for the
‘adventure of a lifetime’.
The Outcome
For its target audience, Camp Orange is an
action packed adventure for both the
challenger and viewer. The series has been a
staggering success for Nickelodeon, both on
air and online. The website did not disappoint
fans, experiencing high levels of engagement
and traffic.
In addition, the online tool has made the ever
increasing collection of data (from audition
submissions, user profiles and competition
entries) more manageable. And Nickelodeon
knows the value of data - consumer insight
is what drives its successful strategies.
CASE STUDY: M&A GAME
The Brief
Founded in 2005, Sydney-based firm
ansarada enjoyed nationwide success with its
state-of-the-art Virtual Data Rooms (VDR).
Specifically designed for the M&A (mergers
and acquisition) due diligence process,
ansarada wanted to take its VDR service to
the world. Amidst fierce competition from
more established firms, its global strategy
was ambitious - to position itself as the
preferred VDR service for all M&A dealmakers
worldwide. Challenged by long sales cycles,
and the costs imposed by traditional
marketing methods, ansarada adopted an
innovative approach.
PROJECT HIGHLIGHTS
CLIENT: ansarada.
PLATFORM: iOS & android (phone & tablet).
INTERESTING FACTS: V2.0 recently released. Over $97 trillion traded in the game.
The Solution
Working in collaboration with ansarada, 3RD SENSE used
focus groups to acquire a deep understanding of their target
audience (senior staff in investment banks, law and
accountancy firms) and ensured the game mechanics aligned
with the company's business strategy. As a result of this
research, the world's first M&A game was born.
The M&A Game is a slick mobile app placing the player in a
virtual world reminiscent of the industry on which it is based.
Featuring comic book style avatars, it is filled with the
excitement of Wall Street - bidding, deal-making, asset
acquisition, making and losing fortunes and building empires
- all within the security of a game. The core of the game
places the player as CEO, relying on his advisers to prepare for
a deal and using the game’s artificial intelligence to try and
negotiate the best deal possible. The game takes advantage
of the competitive nature of its target market as well as the
principles of its own industry, ensuring the engagement of its
users.
The Outcome
The first M&A game was launched in January 2014 to
a responsive market. News of the game extended
beyond financial press and prompted discussions
within online communities. As a result, The M&A
Game was a staggering success, firmly placing the
ansarada brand foremost in customer’s minds while
highlighting the value of its product and providing
positive experiences with gamers
With the feedback received from players around the
world, ansarada has enhanced its original application.
Now up to Version 3, ansarada's latest M&A game
features a multiplayer mode enabling users to
connect with colleagues and friends. The M&A Game
continues to achieve top-of-mind awareness for the
ansarada brand while it builds valuable intelligence
through the game's registration process.
CASE STUDY: ROCKY’S RAMPAGE
The Brief
CSR Gyprock is the premier
manufacturer of gypsum-based
products in Australia. From
plasterboard and cornices to
compounds and adhesives, CSR
Gyprock specialises in materials for the
plastering trade. With brand awareness
as a primary goal, 3RD SENSE was
commissioned to design a game with
deep levels of engagement and
repeated brand exposure.
PROJECT HIGHLIGHTS
CLIENT: CSR Gyprock.
PLATFORM: iOS & android (phone & tablet).
INTERESTING FACTS: The dynamics of the game results in repeated brand exposure & heighted
awareness.
The Solution
Rocky’s Rampage is a cross-platform, multi-level
game which makes cheeky references to the
plastering trade. Armed with a caulking gun, players
control Rocky the apprentice, who runs through a
building site shooting plaster. In this game, collecting
tools will get you points - floating trowels, broad
knives, buckets, hand sanders and jointing tape are
scattered throughout the work site. Stumbling into
tubes or cartridges will get you a more powerful
caulking gun.
However, running into other ‘tradies’, banging into
scissor lifts or pallets piled high with products (such
as bags of cornice cement) will get you thrown off
the site by the foreman. At game over, players are
prompted to play again or share the game with
friends. They also get the chance to record their
score - leaderboards foster greater competition.
The Outcome
Players remember the fun, and it’s
why they come back, but for CSR
Gyprock, Rocky’s Rampage delivers
against its business objectives. The
game is short, fast and addictive
encouraging repeat play and
repeated brand exposure. Overall,
the game provides a compelling and
rewarding brand experience, which
users can pass onto other colleagues
and friends, gaining more exposure
for the Gyprock brand and it’s values.
CASE STUDY: IGNITE
The Brief
As part of its technological
transformation, John Holland, a
diversified engineering company,
entrusted 3RD SENSE to design an
innovation platform for its workforce.
For a company with work sites in
remote locations, access at any time
on any device was an important
factor in design.
PROJECT HIGHLIGHTS
CLIENT: John Holland.
PLATFORM: iOS & android & web(phone, tablet & desktop), web-based admin system.
INTERESTING FACTS: Feels like a game, but works like a business application..
The Solution
The result of our collaboration with John
Holland is Ignite - a cross platform solution
(iOS, android, web) that allows users to
submit ideas, whenever and wherever they
like. Other users then get notified of the new
idea and are invited to rate it against specific
business related criteria. They can comment
and add to the idea and even rate each
other’s comments.
The whole platform is gamified, so every
interaction earns points and both the ideas
and the users are scored with leaderboards
reflecting participation and idea success for
both. Momentum is maintained through
competition, collaboration, rewards and
feedback.
The Outcome
Ignite drives, motivates and rewards
John Holland's people to participate,
resulting in a powerful business tool
that produces exceptionally high
engagement levels because it feels
like a game. From the management
team's perspective, Ignite allows them
to focus on the highest scoring ideas,
making sure they get implemented
quickly. John Holland's workplace
strategy further enhances its
reputation as an Employer of Choice
allowing the firm to attract and retain
the best people within its industry.
CASE STUDY: TALigence
The Brief
TAL, Australia’s premier life insurance
specialist, knows that strong risk management
capabilities are central to the success and
growth of its business. The company also
realises that staff are a valuable source of risk
data. Their employees can provide early
detection of risk management issues and offer
eyewitness intelligence from the
field. Traditional methods of acquiring this
form of intelligence are lengthy and time-
consuming, so TAL approached 3RD SENSE to
provide a more innovative solution.
So how do you encourage 1200 employees to
share their insights on a consistent basis, and
how do you manage this new intel to your best
advantage?
PROJECT HIGHLIGHTS
CLIENT: TAL.
PLATFORM: Web client (desktop), admin system.
INTERESTING FACTS: The crowd think they’re playing while the game is gathering valuable data for the
Risk Analysis Team.
The Solution
We created TALigence, a game centred on risk
management predictions. The game asks questions
on the likelihood or impact of events occurring (eg:
the likelihood or impact of inflation, business threats
and fraud). Players are challenged with making 20
predictions in 10 minutes once a week. Speed is
rewarded with extra points.
The aim of the game - to be your division’s Oracle
(i.e. fortune-teller) or Master Oracle (if you are the
highest ranking individual) was the primary
motivator in ongoing participation, and harnessed
the competitiveness of employees.
The ranking and rewarding system was reinforced
with visual representation of progression,
leaderboards and virtual rewards. TALigence is fun
and engaging, and encourages people to trust their
instincts.
The Outcome
The game encourages long and repeat play
as well as user engagement, which means a
steady stream of information for TAL. There
are, however, other benefits to the game.
TAL’s workforce has a greater awareness
and understanding of risk management
concepts as well as a greater appreciation of
the process - objectives of TAL's initial brief
to 3RD SENSE. This knowledge held by its
employees, not only makes them more
effective at their jobs, it also lays the
foundation for a more pro-active approach
to risk management for the future.
CASE STUDY: TARGETING MATHS
The Brief
Today’s primary schooler is a product
of the digital age, and is heavily
responsive to new ways of learning.
Blake Education, one of Australia’s
leading educational publishers,
recognised the potential of apps to
engage, motivate, and educate
children. They believed that children
could benefit from interactive maths
tuition, so they commissioned 3RD
SENSE to make maths fun.
PROJECT HIGHLIGHTS
CLIENT: Blake Education.
PLATFORM: iOS (tablet).
INTERESTING FACTS: 7 versions for K-6. Whole maths curriculum in an app. Won a Design Award.
The Solution
Our Targeting Maths Series is a highly visual and
auditory experience filled with colourful graphics and
quirky animations. The app is driven by obvious
goals, a clear sense of progression, regular positive
reinforcement and rewards.
Targeting Maths 6 is the latest in the series. Focusing
on Year 6 maths, it includes 81 sets of questions
covering all 9 major curriculum topics, a scratch
board for working out problems and a dictionary of
terms.
Players receive up to 220 badges and can earn
tokens to spend on games in the app’s circus area.
The game also has a multi-player mode (for of up to
4 users) to improve speed while playing with peers.
The overall experience is highly engaging and
enjoyable, which makes learning maths easy (and
fun!).
The Outcome
The success of the Targeting Maths Series
stems from its ability to engage, teach and
motivate kids. This dynamic and interactive
method of tuition ensures that learning is
personalised and self-paced. It highlights areas
for improvement by identifying the strengths
and weaknesses of the student. A greater
understanding also results because the app is
not a passive consumption of concepts, it
requires active participation from the student.
It builds self confidence, makes effective use of
leisure time because it's available around the
clock, and supports lessons taught in the
classroom. Teachers and parents alike have
reported that using these apps have made
learning a fun experience.
CASE STUDY: ABC READING EGGS
The Brief
Digital learning has proven to be an
effective method for teaching children
whose technological introduction has
come early in life. Blake Education,
Australia’s leading independent
educational publisher, is acutely aware of
the importance motivation plays in a
child’s ability to learn. Using their content
as the foundation, Blake challenged 3RD
SENSE to deliver a captivating digital
experience to help children develop their
literacy and numeracy skills.
PROJECT HIGHLIGHTS
CLIENT: Blake Education.
PLATFORM: website, iOS & android (tablet).
INTERESTING FACTS: Multi-award winning. Recommended by teachers in over 3,000 Australian schools.
The Solution
The ABC Reading Eggs website is a phonic, subscription-based
program targeting children aged 3 years and up. The program is a
collaboration between ABC Commercial, Blake Education and 3RD
SENSE.
Our role in the project was to rethink Blake’s content, the product of
educational specialists, and make online learning fun. Play is, after
all, how young audiences instinctively learn and understand the
world.
An extension of the lessons taught on the website soon followed in
the form of apps for iOS and android tablets, each focusing on a
particular area of development (such as letter, word and numerical
recognition as well as phonetic awareness).
Using best-practice learning techniques as well as game design
mechanics, the digital products are all multi-sensory experiences
engaging audiences with bright graphics, animations and songs.
The ABC Reading Eggs website and the associated apps have
become a great source of play for children with the added bonus
that they learn - effortlessly - in a safe and supportive environment.
In addition to the games, motivation is enhanced through the
collection of badges and golden eggs which, to the children’s delight,
eventually hatch when goals are achieved.
The Outcome
The multi-award winning ABC Reading
Eggs program has achieved both
commercial success as well as critical
acclaim. The ABC Reading Eggs website
supports the Australian school
curriculum and, has been particularly
beneficial for special needs educators
and their students. Always patient,
encouraging and rewarding, the self-
paced, personalised programs with their
rich auditory and visual content has
enthused parents, teachers and children
alike.
CASE STUDY: MY PHARMACY RULES
The Brief
As one of the world's largest pharmaceutical
companies, Pfizer has a lot of high quality
content for consumers and healthcare
professionals, but the challenge lies in
keeping people up-to-date, and achieving
top-of-mind awareness. Pharmacy
assistants were identified as pivotal to the
sale of over-the-counter products, so Pfizer
asked 3RD SENSE to design the game
mechanics for the Australian and New
Zealand markets. The game was to focus on
four Pfizer brands - Dimetapp, Robitussin,
Caltrate and Advil.
PROJECT HIGHLIGHTS
CLIENT: Pfizer
PLATFORM: iOS & android (phone & tablet), web-based admin system.
INTERESTING FACTS:
The Solution
Our solution was a quiz-based game, driven by points,
constrained by time and visually represented as a
series of paths users choose to take from start to
finish. Users are given 5 lives, but staying alive to
complete the course is challenging unless players
know the product facts that are also contained in the
app.
The game makes learning easy, but an extra element
was added to encourage frequent participation and
friendly competition between pharmacies. Prizes as
well as bonus points were offered for categories such
as in-store displays, sales and quiz completion.
Focusing on one Pfizer brand at a time, to encourage
familiarisation, the games were run consecutively
within a much larger rewards and incentives
framework.
The Outcome
Brimming with photos of in-store displays, packed
full of user data and boasting a long list of
participating chemists, My Pharmacy Rules has
achieved its objectives for Pfizer. Used as a tool
within a larger strategy, the app has enhanced
Pfizer’s relationship with store owners, educated
healthcare professionals and created top-of-mind
brand awareness for 4 of its products. It’s also
received 2 awards for innovation.
Due to its success, 2016 will see the return of My
Pharmacy Rules. Season 2 will roll out another set of
Pfizer products, promising more fun with a new
downloadable app, enhanced features and more
ways to win.
So next time a customer walks into a pharmacy,
what are the chances that they’ll walk out with a
product displaying the Pfizer logo?
CASE STUDY: SG FLEET DASH
The Brief
sgfleet are Australia's leading Fleet
Management business, specialising in novated
leases. Like most companies they are always
looking for ways to reach potential customers
and generate new leads. Novated leasing can
sound complicated too, and is too easily
dismissed.
They challenged 3RD SENSE to create
something that would engage with their
customers, explain the benefits of novated
leasing and generate leads for them.
PROJECT HIGHLIGHTS
CLIENT: SGFleet.
PLATFORM: iOS & android (phone & tablet), web-based admin system.
INTERESTING FACTS:
The Solution
3RD SENSE designed sgfleet Dash, a game-
based, cross-platform app. The addictive game
at the heart of the app, is designed to
encourage repeat play, as well help players
understand how novated leasing works.
The app includes a rich reward system, allowing
players to upgrade their car over time in the
game AND win real world extras for their car, if
they go ahead and source their next car from
sgfleet.
The app includes a really easy way of getting in
touch with the sgfleet sales team to kick off a
conversation about a novated lease.
The Outcome
sgfleet now have an app that helps
explain what they do in a really fun
way. Because it's fun, it's popular too!
We all know that, given the chance,
everyone loves to play .
The game generates curiosity, which
drives installs and then potential
customers feel good about sgfleet.
Because they're having fun, that
makes them more likely to get in
touch.
READY TO PLAY?
LET’S CATCH UP
OVER A COFFEE TO
CHAT ABOUT HOW
WE CAN WORK
TOGETHER TO
ACHIEVE YOUR
BUSINESS
OUTCOMES AND
HAVE SOME FUN!
THANK YOU
Colin Cardwell, CEO
gang@3rdsense.com
3rdsense.com
02 8923 1200

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3RD SENSE Pokemon Go Seminar

  • 1. WHAT CAN WE LEARN FROM THE PHENOMENON?
  • 2. IN THIS PRESENTATION Introducing 3RD SENSE? Pokémon Go. What is it and how is it doing? Pokémon Go through the lens of Game Designers 3 things to take away Q & A IN EVERY JOB THAT MUST BE DONE THERE IS AN ELEMENT OF FUN. YOU FIND THE FUN AND SNAP, THE JOB’S A GAME. MARY POPPINS
  • 4. A team of technology creatives WE ARE GAME DESIGNERS FOR BUSINESS
  • 5. OUR MISSION WE ARE ON A MISSION TO MAKE THE WORLD MORE FUN FOR EVERYONE.
  • 6. WHAT WE DO STRATEGY. DESIGN. DEVELOPMENT. TESTING. LAUNCH. SUPPORT. WE DO IT ALL.
  • 7. YOU’RE IN GOOD COMPANY WE ARE ALL HELPING TO MAKE THE WORLD MORE FUN
  • 8. WHAT IS IT? HOW IS IT DOING?
  • 9. WHAT IS POKÉMON GO? • Free to play • Location Based – uses GPS • Augmented Reality • Find and collect Pokémon (Pocket Monsters) 250 to collect • Train and battle them at Gyms • Collect other items to help • Save time and effort with In-App Purchase
  • 10. GEOLOCATION • Uses Smartphone GPS to find your location • Uses Google Maps • Places Pokémon and other items in real world locations • Players have to go to those locations to find Pokémon, Pokéstops and Gyms
  • 11. AUGMENTEDREALITY • Locations of Pokémon, Pokéstops and Gyms are augmented onto real places • Basic game play involves catching Pokémon in a Pokéball • Using the smartphone camera, the Pokémon appears to be in the ‘Real World’ • Battles in the Gym can also take place in the ‘Real World’
  • 12. KEY FEATURES • It’s mobile • Use of Augmented Reality allowing Pokémon to exist in the real world. • Geolocation gameplay driving players to constantly engage with the game. • Feature locations such as PokéStops and Gyms drive players to travel to public areas where they can play and interact with other players building Pokémon communities in suburbs all over the world.
  • 13. KEY FEATURES • Well designed reward structure keep people engaged • The Pokedex keeps track of the Pokémon you've seen and caught. • Powerups such as lures and incense to keep you wanting to play • Other unique in-game items helping the player to succeed. • Drives social interaction. • Aligns with existing behaviours (perhaps not driving) • Snacking game play • Long play game • Instant escapism.
  • 14. MONETIZATION • Time and effort savers drive revenue • Buy Virtual Currency (Pokécoins) using in app purchase (super easy) • Buy items that will speed your success with your Pokécoins • The ambitious, competitive and lazy all spend money (not kids usually) • Clever pricing makes $20 look like a small amount of money
  • 15. SPONSORSHIP • Sponsored locations are starting to roll out • Sponsored items will be next • Followed by location based advertising • The first sponsored location was Tokyo McDonalds.
  • 17. IT’S NOT JUST YOUR IMAGINATION: NEARLY EVERYONE IS PLAYING POKÉMON GO. Across all age and gender segments, Pokémon GO ranks as the most popular game. Pokémon GO is the leading game across all demographic segments of iPhone users in the US. However, its appeal is strongest with the 13–24 segment, where it ranks in the top 20 for all apps, surpassing even Spotify and Pandora Radio.
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  • 20. UNEXPECT OPPORTUNITIES Pokémon Go is driving sales of Pokémon and non-Pokémon products in small and local businesses. People are leaving their jobs to play Pokémon Go and selling their accounts for money on ebay. The bidding for one of the high-level accounts has even reached £7,300. There is a new dating service for Pokémon Go players called “PokéDates”. The service matches users based on a questionnaire and then coordinates a time and a PokéStop to meet at.
  • 21. POKÉMON GO ISN’T JUST A MOBILE PHENOMENON; IT’S AN ENTERTAINMENT JUGGERNAUT.  S IN CE ITS RELEAS E, POK ÉM ON GO H AS BEEN D OWN LOAD ED BY M ORE THAN 100 MILLION U S ERS .  IN J U S T A WEEK OF ITS LAU N CH , POKÉM ON GO AD D ED $7 . 5 BILLION TO TH E COM PAN Y ’S M ARKET VALU E.  IN TH E U . S ON IPH ON E ALON E IT IS ES TIM ATED TO BE M AKIN G $1. 6 M ILLION PER D AY .  THE GAME IS ON PACE TO EXCEED TH E $1 BILLION PRED ICTION F ROM EARLY J U LY - APP AN N IE .
  • 22. THROUGH THE LENS OF GAME DESIGNERS
  • 23. PEOPLE INSIGHTS We know people like: • Escaping and having fun • Collecting and Creating • Competing and Comparing • Recognition and Status These are inherent motivators that we can tap into
  • 25. OUR GAME DESIGN PROCESS 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
  • 26. CHALLENGING FUN GOALS, STRATEGY, OBSTACLES, LEVELS EASY FUN CONTENT, EXPERIENCE, EXPLORATION PEOPLE FUN COMPETITION, COLLABORATION, COMMUNITY CREATIVE FUN AVATARS, CUSTOMISATION, CHOICE 4 TYPES OF FUN
  • 27. OUR GAME DESIGN PROCESS 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY REWARDS ECONOMY INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
  • 28. YOU ARE NEVER FAR AWAY FROM YOUR NEXT REWARD
  • 29. OUR GAME DESIGN PROCESS 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY 6. THE STORY & PRESENTATION LAYER THE STORY & PRESENTATION LAYER REWARDS ECONOMY INJECTION OF FUN RULES OF THE GAME GAME MECHANIC BRAND AUDIENCE OUTCOMES
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  • 32. OUR GAME DESIGN PROCESS 1. BRAND, AUDIENCE, OUTCOMES 2. CORE GAME MECHANIC OR BUSINESS PROCESS 3. RULES OF THE GAME 4. INJECTION OF FUN 5. REWARDS ECONOMY 6. THE STORY & PRESENTATION LAYER 7. INTERGRATIONS AND OTHER FEATURES
  • 34. 1. MOBILE FIRST Mobile is where it is happening Games are the most popular mobile content More games are played on mobile than anywhere else People spend 80% of their time in apps Almost everyone has a Smartphone in Australia
  • 35. 2. BE INNOVATIVE Take the risk and do something new! You will get press You will get talked about You will get shared It’s too late to do a Pokémon clone!
  • 36. 3. BE REWARD CREATIVE You don’t need rewards that cost money People don’t want toasters People don’t want discounts Create rich sophisticated reward structures that align with what people want Get that right and people will do the most incredible things!
  • 37.
  • 39. CASE STUDY: DROP INTO MACCA’S
  • 40. The Brief The plugged in generation - those Millennials - are an elusive group for marketers. Tech-savvy, socially networked and educated, traditional methods of marketing have bypassed many of these individuals. More influenced by friends, family and peers rather than a brand's portrayal of a product, they are vastly different from past generations. So, how did McDonald's solve their Millennial puzzle? PROJECT HIGHLIGHTS CLIENT: McDonald's Australia. PLATFORM: iOS & android (phone & tablet), web-based admin system. INTERESTING FACTS: #1 on App Store. One player played 10,247 times.
  • 41. The Solution In collaboration with DDB Sydney, 3RD SENSE designed Drop Into Macca’s. The game features Carl who tumbles through the air collecting gold coins while dodging flying echidnas and other bits and pieces on his way down to a landing pad outside a McDonald's restaurant. Skydiving Carl, the driving force of the app, is controlled by physically tilting the phone - a point of difference, which adds to the novelty of the game. The game sets targets, tracks performance and rewards players with digital coins, visa gift cards and enough free food to keep its target market happy (and in a regular state of play!). There is also Carl's final descent into Macca's which is rewarded if Carl lands on a moving target. All provide the gamer with improved chances for earning points. The game is fun and addictive but look behind the game and you’ll find the mechanics of its success. The game has been designed with the user at it’s core which makes interaction and participation easy.
  • 42. The Outcome Drop Into Macca’s was a resounding success for McDonald’s. It was No.1 on the Australian iTunes store on its debut and burst onto social media with lots of likes and tweets, eventually resulting in real world presence at McDonald’s restaurants. Taking advantage of the game’s momentum, it was followed by Drop into Macca’s - Enter the Nug Zone. Filled with enhancements, the latest app - like its predecessor - provided McDonald’s with mass appeal, lots of data and deep brand engagement with another generation.
  • 44. The Brief Camp Orange is Nickelodeon’s highly successful reality TV show. Started in 2005, the series has been delighting Australian audiences with its unique brand of entertainment, offering kids aged 8-13 a chance to compete in its ‘epic challenges’. Teams of contestants are chosen from video auditions, submitted online. The 3RD SENSE brief was to create a responsive, high traffic, deeply engaging website that captured the excitement of the TV series. PROJECT HIGHLIGHTS CLIENT: Nikelodeon. PLATFORM: Responsive website, CMS for submission management. INTERESTING FACTS: In 2014, Camp Orange received more than 274,000 votes (up 100,000 from 2013).
  • 45. The Solution Packed with content, videos, games and competitions the site is a truly immersive experience for Camp Orange fans. Although content is available to all visitors, only registered users can acquire ‘credits’ which rewards enthusiastic kids with voting privileges and competition entry. Participation in online activities (such as games) all lead to credits. The Camp Orange multi-platform experience equates participation with winning - both for the user and their favourite team. If the buzz around the show isn’t enough motivation for its audience, leaderboards add another level of engagement. 3RD SENSE was also there at the start of the Camp Orange audition process allowing users to upload their videos and submit their entries for the ‘adventure of a lifetime’.
  • 46. The Outcome For its target audience, Camp Orange is an action packed adventure for both the challenger and viewer. The series has been a staggering success for Nickelodeon, both on air and online. The website did not disappoint fans, experiencing high levels of engagement and traffic. In addition, the online tool has made the ever increasing collection of data (from audition submissions, user profiles and competition entries) more manageable. And Nickelodeon knows the value of data - consumer insight is what drives its successful strategies.
  • 48. The Brief Founded in 2005, Sydney-based firm ansarada enjoyed nationwide success with its state-of-the-art Virtual Data Rooms (VDR). Specifically designed for the M&A (mergers and acquisition) due diligence process, ansarada wanted to take its VDR service to the world. Amidst fierce competition from more established firms, its global strategy was ambitious - to position itself as the preferred VDR service for all M&A dealmakers worldwide. Challenged by long sales cycles, and the costs imposed by traditional marketing methods, ansarada adopted an innovative approach. PROJECT HIGHLIGHTS CLIENT: ansarada. PLATFORM: iOS & android (phone & tablet). INTERESTING FACTS: V2.0 recently released. Over $97 trillion traded in the game.
  • 49. The Solution Working in collaboration with ansarada, 3RD SENSE used focus groups to acquire a deep understanding of their target audience (senior staff in investment banks, law and accountancy firms) and ensured the game mechanics aligned with the company's business strategy. As a result of this research, the world's first M&A game was born. The M&A Game is a slick mobile app placing the player in a virtual world reminiscent of the industry on which it is based. Featuring comic book style avatars, it is filled with the excitement of Wall Street - bidding, deal-making, asset acquisition, making and losing fortunes and building empires - all within the security of a game. The core of the game places the player as CEO, relying on his advisers to prepare for a deal and using the game’s artificial intelligence to try and negotiate the best deal possible. The game takes advantage of the competitive nature of its target market as well as the principles of its own industry, ensuring the engagement of its users.
  • 50. The Outcome The first M&A game was launched in January 2014 to a responsive market. News of the game extended beyond financial press and prompted discussions within online communities. As a result, The M&A Game was a staggering success, firmly placing the ansarada brand foremost in customer’s minds while highlighting the value of its product and providing positive experiences with gamers With the feedback received from players around the world, ansarada has enhanced its original application. Now up to Version 3, ansarada's latest M&A game features a multiplayer mode enabling users to connect with colleagues and friends. The M&A Game continues to achieve top-of-mind awareness for the ansarada brand while it builds valuable intelligence through the game's registration process.
  • 52. The Brief CSR Gyprock is the premier manufacturer of gypsum-based products in Australia. From plasterboard and cornices to compounds and adhesives, CSR Gyprock specialises in materials for the plastering trade. With brand awareness as a primary goal, 3RD SENSE was commissioned to design a game with deep levels of engagement and repeated brand exposure. PROJECT HIGHLIGHTS CLIENT: CSR Gyprock. PLATFORM: iOS & android (phone & tablet). INTERESTING FACTS: The dynamics of the game results in repeated brand exposure & heighted awareness.
  • 53. The Solution Rocky’s Rampage is a cross-platform, multi-level game which makes cheeky references to the plastering trade. Armed with a caulking gun, players control Rocky the apprentice, who runs through a building site shooting plaster. In this game, collecting tools will get you points - floating trowels, broad knives, buckets, hand sanders and jointing tape are scattered throughout the work site. Stumbling into tubes or cartridges will get you a more powerful caulking gun. However, running into other ‘tradies’, banging into scissor lifts or pallets piled high with products (such as bags of cornice cement) will get you thrown off the site by the foreman. At game over, players are prompted to play again or share the game with friends. They also get the chance to record their score - leaderboards foster greater competition.
  • 54. The Outcome Players remember the fun, and it’s why they come back, but for CSR Gyprock, Rocky’s Rampage delivers against its business objectives. The game is short, fast and addictive encouraging repeat play and repeated brand exposure. Overall, the game provides a compelling and rewarding brand experience, which users can pass onto other colleagues and friends, gaining more exposure for the Gyprock brand and it’s values.
  • 56. The Brief As part of its technological transformation, John Holland, a diversified engineering company, entrusted 3RD SENSE to design an innovation platform for its workforce. For a company with work sites in remote locations, access at any time on any device was an important factor in design. PROJECT HIGHLIGHTS CLIENT: John Holland. PLATFORM: iOS & android & web(phone, tablet & desktop), web-based admin system. INTERESTING FACTS: Feels like a game, but works like a business application..
  • 57. The Solution The result of our collaboration with John Holland is Ignite - a cross platform solution (iOS, android, web) that allows users to submit ideas, whenever and wherever they like. Other users then get notified of the new idea and are invited to rate it against specific business related criteria. They can comment and add to the idea and even rate each other’s comments. The whole platform is gamified, so every interaction earns points and both the ideas and the users are scored with leaderboards reflecting participation and idea success for both. Momentum is maintained through competition, collaboration, rewards and feedback.
  • 58. The Outcome Ignite drives, motivates and rewards John Holland's people to participate, resulting in a powerful business tool that produces exceptionally high engagement levels because it feels like a game. From the management team's perspective, Ignite allows them to focus on the highest scoring ideas, making sure they get implemented quickly. John Holland's workplace strategy further enhances its reputation as an Employer of Choice allowing the firm to attract and retain the best people within its industry.
  • 60. The Brief TAL, Australia’s premier life insurance specialist, knows that strong risk management capabilities are central to the success and growth of its business. The company also realises that staff are a valuable source of risk data. Their employees can provide early detection of risk management issues and offer eyewitness intelligence from the field. Traditional methods of acquiring this form of intelligence are lengthy and time- consuming, so TAL approached 3RD SENSE to provide a more innovative solution. So how do you encourage 1200 employees to share their insights on a consistent basis, and how do you manage this new intel to your best advantage? PROJECT HIGHLIGHTS CLIENT: TAL. PLATFORM: Web client (desktop), admin system. INTERESTING FACTS: The crowd think they’re playing while the game is gathering valuable data for the Risk Analysis Team.
  • 61. The Solution We created TALigence, a game centred on risk management predictions. The game asks questions on the likelihood or impact of events occurring (eg: the likelihood or impact of inflation, business threats and fraud). Players are challenged with making 20 predictions in 10 minutes once a week. Speed is rewarded with extra points. The aim of the game - to be your division’s Oracle (i.e. fortune-teller) or Master Oracle (if you are the highest ranking individual) was the primary motivator in ongoing participation, and harnessed the competitiveness of employees. The ranking and rewarding system was reinforced with visual representation of progression, leaderboards and virtual rewards. TALigence is fun and engaging, and encourages people to trust their instincts.
  • 62. The Outcome The game encourages long and repeat play as well as user engagement, which means a steady stream of information for TAL. There are, however, other benefits to the game. TAL’s workforce has a greater awareness and understanding of risk management concepts as well as a greater appreciation of the process - objectives of TAL's initial brief to 3RD SENSE. This knowledge held by its employees, not only makes them more effective at their jobs, it also lays the foundation for a more pro-active approach to risk management for the future.
  • 64. The Brief Today’s primary schooler is a product of the digital age, and is heavily responsive to new ways of learning. Blake Education, one of Australia’s leading educational publishers, recognised the potential of apps to engage, motivate, and educate children. They believed that children could benefit from interactive maths tuition, so they commissioned 3RD SENSE to make maths fun. PROJECT HIGHLIGHTS CLIENT: Blake Education. PLATFORM: iOS (tablet). INTERESTING FACTS: 7 versions for K-6. Whole maths curriculum in an app. Won a Design Award.
  • 65. The Solution Our Targeting Maths Series is a highly visual and auditory experience filled with colourful graphics and quirky animations. The app is driven by obvious goals, a clear sense of progression, regular positive reinforcement and rewards. Targeting Maths 6 is the latest in the series. Focusing on Year 6 maths, it includes 81 sets of questions covering all 9 major curriculum topics, a scratch board for working out problems and a dictionary of terms. Players receive up to 220 badges and can earn tokens to spend on games in the app’s circus area. The game also has a multi-player mode (for of up to 4 users) to improve speed while playing with peers. The overall experience is highly engaging and enjoyable, which makes learning maths easy (and fun!).
  • 66. The Outcome The success of the Targeting Maths Series stems from its ability to engage, teach and motivate kids. This dynamic and interactive method of tuition ensures that learning is personalised and self-paced. It highlights areas for improvement by identifying the strengths and weaknesses of the student. A greater understanding also results because the app is not a passive consumption of concepts, it requires active participation from the student. It builds self confidence, makes effective use of leisure time because it's available around the clock, and supports lessons taught in the classroom. Teachers and parents alike have reported that using these apps have made learning a fun experience.
  • 67. CASE STUDY: ABC READING EGGS
  • 68. The Brief Digital learning has proven to be an effective method for teaching children whose technological introduction has come early in life. Blake Education, Australia’s leading independent educational publisher, is acutely aware of the importance motivation plays in a child’s ability to learn. Using their content as the foundation, Blake challenged 3RD SENSE to deliver a captivating digital experience to help children develop their literacy and numeracy skills. PROJECT HIGHLIGHTS CLIENT: Blake Education. PLATFORM: website, iOS & android (tablet). INTERESTING FACTS: Multi-award winning. Recommended by teachers in over 3,000 Australian schools.
  • 69. The Solution The ABC Reading Eggs website is a phonic, subscription-based program targeting children aged 3 years and up. The program is a collaboration between ABC Commercial, Blake Education and 3RD SENSE. Our role in the project was to rethink Blake’s content, the product of educational specialists, and make online learning fun. Play is, after all, how young audiences instinctively learn and understand the world. An extension of the lessons taught on the website soon followed in the form of apps for iOS and android tablets, each focusing on a particular area of development (such as letter, word and numerical recognition as well as phonetic awareness). Using best-practice learning techniques as well as game design mechanics, the digital products are all multi-sensory experiences engaging audiences with bright graphics, animations and songs. The ABC Reading Eggs website and the associated apps have become a great source of play for children with the added bonus that they learn - effortlessly - in a safe and supportive environment. In addition to the games, motivation is enhanced through the collection of badges and golden eggs which, to the children’s delight, eventually hatch when goals are achieved.
  • 70. The Outcome The multi-award winning ABC Reading Eggs program has achieved both commercial success as well as critical acclaim. The ABC Reading Eggs website supports the Australian school curriculum and, has been particularly beneficial for special needs educators and their students. Always patient, encouraging and rewarding, the self- paced, personalised programs with their rich auditory and visual content has enthused parents, teachers and children alike.
  • 71. CASE STUDY: MY PHARMACY RULES
  • 72. The Brief As one of the world's largest pharmaceutical companies, Pfizer has a lot of high quality content for consumers and healthcare professionals, but the challenge lies in keeping people up-to-date, and achieving top-of-mind awareness. Pharmacy assistants were identified as pivotal to the sale of over-the-counter products, so Pfizer asked 3RD SENSE to design the game mechanics for the Australian and New Zealand markets. The game was to focus on four Pfizer brands - Dimetapp, Robitussin, Caltrate and Advil. PROJECT HIGHLIGHTS CLIENT: Pfizer PLATFORM: iOS & android (phone & tablet), web-based admin system. INTERESTING FACTS:
  • 73. The Solution Our solution was a quiz-based game, driven by points, constrained by time and visually represented as a series of paths users choose to take from start to finish. Users are given 5 lives, but staying alive to complete the course is challenging unless players know the product facts that are also contained in the app. The game makes learning easy, but an extra element was added to encourage frequent participation and friendly competition between pharmacies. Prizes as well as bonus points were offered for categories such as in-store displays, sales and quiz completion. Focusing on one Pfizer brand at a time, to encourage familiarisation, the games were run consecutively within a much larger rewards and incentives framework.
  • 74. The Outcome Brimming with photos of in-store displays, packed full of user data and boasting a long list of participating chemists, My Pharmacy Rules has achieved its objectives for Pfizer. Used as a tool within a larger strategy, the app has enhanced Pfizer’s relationship with store owners, educated healthcare professionals and created top-of-mind brand awareness for 4 of its products. It’s also received 2 awards for innovation. Due to its success, 2016 will see the return of My Pharmacy Rules. Season 2 will roll out another set of Pfizer products, promising more fun with a new downloadable app, enhanced features and more ways to win. So next time a customer walks into a pharmacy, what are the chances that they’ll walk out with a product displaying the Pfizer logo?
  • 75. CASE STUDY: SG FLEET DASH
  • 76. The Brief sgfleet are Australia's leading Fleet Management business, specialising in novated leases. Like most companies they are always looking for ways to reach potential customers and generate new leads. Novated leasing can sound complicated too, and is too easily dismissed. They challenged 3RD SENSE to create something that would engage with their customers, explain the benefits of novated leasing and generate leads for them. PROJECT HIGHLIGHTS CLIENT: SGFleet. PLATFORM: iOS & android (phone & tablet), web-based admin system. INTERESTING FACTS:
  • 77. The Solution 3RD SENSE designed sgfleet Dash, a game- based, cross-platform app. The addictive game at the heart of the app, is designed to encourage repeat play, as well help players understand how novated leasing works. The app includes a rich reward system, allowing players to upgrade their car over time in the game AND win real world extras for their car, if they go ahead and source their next car from sgfleet. The app includes a really easy way of getting in touch with the sgfleet sales team to kick off a conversation about a novated lease.
  • 78. The Outcome sgfleet now have an app that helps explain what they do in a really fun way. Because it's fun, it's popular too! We all know that, given the chance, everyone loves to play . The game generates curiosity, which drives installs and then potential customers feel good about sgfleet. Because they're having fun, that makes them more likely to get in touch.
  • 80. LET’S CATCH UP OVER A COFFEE TO CHAT ABOUT HOW WE CAN WORK TOGETHER TO ACHIEVE YOUR BUSINESS OUTCOMES AND HAVE SOME FUN!