SlideShare une entreprise Scribd logo
1  sur  24
Télécharger pour lire hors ligne
Multi-Lib Phase 2
   Report 3:




   Pilot 1
   Marketing the Reading Voyage
   July – August 2005:
   • Using computer games to deliver cartoon trailers

   • Automated capturing of user-behaviour
      information using game data



   Andrew Lewis
   October 2006


                                      Library and
                            Information Services
                          The Royal Borough of
                      Windsor and Maidenhead


Supported by a Research and Development grant
from MLA South East.
Reading Voyage July – August 2005:



Executive Summary

In this pilot a combination of animated films and interactive computer games were used
under controlled conditions to market reading to children, to demonstrate these media’s
usefulness in automated data collection of user behaviour, and to investigate the efficiency
of such methods.

The pilot was successful in achieving its objectives.

A measurable impact of getting children onto the annual Summer Reading Scheme using
these media was demonstrated. The level of impact per unit staff resources was
comparable in scale to other traditional promotional methods, and results indicate that a
proposed model of distributing content to large audiences could make these methods an
efficient marketing tool as the size of the target audience increases.

The pilot also successfully demonstrated the use of computer games to affect users
physical behaviour in a library, and their use to record data about children’s behaviour in
an automated way without using staff intervention.

The results demonstrate simple but clear practical illustrations of how game technology
multimedia can be used as a serious tool in libraries for marketing to children, as a means
of measuring user behaviour in a non-intrusive way and as an efficient method of providing
data about customers and services for planning development.
Contents


Scope ...................................................................................................................... 4
Background ............................................................................................................. 4
Objectives................................................................................................................ 4
Resources used....................................................................................................... 5
Method .................................................................................................................... 6
  Method used for cartoon trailer                                                                                            6
  Method used for computer games passwords                                                                                   9
Results .................................................................................................................. 12
  Results for cartoon trailer                                                                                              12
  Analysis of results for cartoon trailer                                                                                  14
  Results for computer games passwords                                                                                     19
  Analysis of results for computer game passwords                                                                          20
Conclusions ........................................................................................................... 21
  Success against objectives                                                                                               21
  Overall conclusions                                                                                                      21
Appendix A – Reading Voyage Vocal recording scripts for voiceovers ................. 23
References ............................................................................................................ 24




Library and Information Services                                      The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                     Pilot 1: Marketing reading using computer games


                                                          Page 3
Scope
The report is not presented as a detailed case study, but as practitioner research is offered
to the professional library community for use when considering the use of multimedia
within libraries.


Background
The use of cartoon-type advertisements had previously been used during the 2004
summer reading scheme (Reading Rollercoaster) to promote reading, and to test the use
of multimedia as a means to record user activity in an automated way.

This pilot builds upon the limitations of these earlier investigations by adding a more
focussed level of data recorded, and comparing impact for use of resources with other
staff work on the scheme.

This work is described in more detail in works detailed under references.


Objectives
Animated films and interactive computer games were used under controlled conditions
with the intention of:

•   Marketing the summer Reading Voyage scheme to children across Borough libraries

•   Demonstrating the use of automatically collected data as an indication of predescribed
    user behaviour in this marketing campaign

•   Comparing the level of resources required by this method with other marketing
    methods used in this campaign.




Library and Information Services                    The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                   Pilot 1: Marketing reading using computer games


                                           Page 4
Resources used
The pilot was delivered using the library’s popular children’s computer games service,
which are provided to develop children’s ICT basic skills and confidence. These games
are available on all library public computers.

The games, aimed at a target audience of 5-11, are very popular, and average about 5000
downloads each month. Because of this existing popularity, they offered an ideal vehicle
for attracting children in the target group for the Summer Reading Challenge.

The main resources produced were an animated trailer that played before the games were
loaded, and a new game provided specifically for the pilot, and only available during the
Reading Challenge, which required special codes to unlock extra content. Supporting
printed marketing material was produced with special codes on, that were needed to
access the content.

The standard reading scheme registration cards provided by the Reading Agency were
adjusted to allow children to more specifically indicate where they found out about the
promotion.

In addition, a diary was kept throughout the pilot, of the time spent for creating the media
and for making it available as required.         For comparison, the time librarians spent
physically promoting the service by traditional means was obtained from their separate
documentation.




Library and Information Services                     The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                    Pilot 1: Marketing reading using computer games


                                            Page 5
Method
The pilot lasted for two calendar months, from 1st July 2005, about 2 weeks before the
Challenge started, until 31st August 2006, about a week before the Challenge ended, and
consisted of two main methods, one using cartoon trailers the other using games
passwords.

Method used for cartoon trailer
The first part of this pilot exposed children to an advertisement trailer to raise awareness
                                            of the Reading Challenge. The success of this
                                            was measured by the number of people who
                                            indicated that they had found out about the
                                            scheme from a library computer.               This was
                                            measured by adjusting the standard Reading
                                            Challenge registration card. In Fig. 1, the area in
                                            the box was added.



Figure 1 Adjusted feedback section on TRA Reading Challenge registration card

When they launched the games children normally saw the standard interface listing what
games are available.




                 Figure 2 The standard games interface on public computers in 2005


Library and Information Services                       The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                      Pilot 1: Marketing reading using computer games


                                              Page 6
For the duration of the pilot, an animated promotional cartoon trailer, lasting about 30
seconds was displayed every time a child accessed the games.

Key to the pilot was the fact that every child accessing the games was exposed to this
trailer before they could see the interface.

The trailer animated marketing combined images from the Reading challenge, with
additional specially created material and vocal recordings. The design was full screen
colour with bold graphics, stark headline facts and key messages delivered in a comic and
striking way. The storyboard is below.

For a full transcritption of this trailer see Appendix A.




Library and Information Services                        The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                       Pilot 1: Marketing reading using computer games


                                               Page 7
Do you find the summer holidays..                    BOR – ING!!                  Do you need some…                    ADVENTURE!




     BOOOM!.. Or maybe…                 you’re in the mood for… luuurrve   Then you need the Reading Voyage       Escape with a book to…




              romance…                               adventure…               not only that, but prizes too…   The Reading Voyage, starts, etc


Figure 3 Outline storyboard for the Reading Voyage


  Library and Information Services                                                                               The Royal Borough of Windsor and Maidenhead
  MultiLib Phase 2. Report number 3                                                                             Pilot 1: Marketing reading using computer games
                                                                             Page 8
Method used for computer games passwords
After the trailer had played, an amended version of the games interface was visible with an
optional extra game, available only for the duration of the pilot




                 Figure 4 Games Interface in 2005 with new game option displayed

The number of accesses of the main interface was recorded which gave the total number
of time the trailer was seen in the pilot.

The game itself was a simple music making game, which allowed the player to turn on
sound effects by pressing keys on the keyboard. Each letter key when pressed would
start a repeating sound effect. By pressing different combinations, the user could make
their own music play using the sequenced effects.




Figure 5 Music game with restricted content showing how to get the extra content




Library and Information Services                       The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                     Pilot 1: Marketing reading using computer games
                                             Page 9
Although the game was playable with the top row of letter keys (Q,W,E,R,T,Y,U,I,O,P) the
other sound effects controlled by other keys were only accessible by entering a special
code.

The game told children to ask staff in their library for a password if they wished to access
the extra content. (see fig. 5)

Each library was issued a set of tickets to give out to any child who reacted to this
incentive. A fixed number of tickets were issued at each different library, and these tickets
had a unique code identifying that library. (see fig 6.)




 Figure 5 Marketing leaflet (front and back views) showing marketing messages and password




Staff were issued with instructions about how to issue the tickets. These told them to
issue a separate ticket for every child who asked, and to count the total number they gave
over the period of the whole pilot.

A separate ticket was issued every time. This was strictly enforced to measure exactly
how many times the incentive caused a child to react, and ask for marketing material.

Once a child had entered the code from the ticket into the game, they were able to play
the full game. This made available sound effects for all keys, and also displayed stick
figures that danced in time with the music, the children created. Different steps were
linked to different sound effects.



Library and Information Services                      The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                     Pilot 1: Marketing reading using computer games
                                            Page 10
Figure 6 Music game shoing full version unlocked by passwords

Although the extra content made available looked the same in each library, a separate file
was downloaded for each separate library, corresponding to the code for that library. The
number of downloads for each file was recorded. This indicated how many times the
distinct codes had been entered corresponding to that library, and this was compared to
the number of tickets given out.




Library and Information Services                     The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                    Pilot 1: Marketing reading using computer games
                                           Page 11
Results
Results for cartoon trailer

Timings

Event                                                                                            Date

Date media went live:                                                                            1st July 2006

Date media was removed:                                                                          31st August 2006

Reading Challenge started:                                                                       16th July 2006

Reading Challenge ended                                                                          5th September 2005


Resource inputs recorded to promote the Reading Voyage

Task                                                                                             Input

Time spent designing and creating the promotional trailer:                                       17 hours

Time spent by librarians promoting Reading Challenge in traditional activities:                  254 hours

Time spent by volunteers promoting Reading Challenge in traditional activities:                  104 hours

Total spent promoting Reading Challenge in traditional activities:                               358 hours

Time spent on Reading Voyage that is independent of scale of operation (admin, etc)              232 hours




Library and Information Services                                                      The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3       Pilot 1:                                      Pilot 1: Marketing reading using computer games
                                                                     Page 12
Time spent on Reading Voyage that is dependent of scale of operation (events etc.)                            126 hours
Reading Voyage Material Resources spent                                                                       £1,176

Equivalent hourly rate used to compare material costs with staff time costs (RBWM 2005 scale 6):              £11.31

Equivalent staff resource used based upon materials spent (£1176/£11.31)                                      104

Number of schools visited:                                                                                    8

Impact of promotions as indicated by children on Reading Voyage registration cards

Means of promotion:                                                                                           Numbers joining

School:                                                                                                       352

Library:                                                                                                      72

Library (staff):                                                                                              310

Library (computer):                                                                                           6

Cartoon trailer file downloads (how many times the trailer was viewed)

month                                                                                                                                    number

Jul-05                                                                                                                                      1259

Aug-05                                                                                                                                      1536

Total                                                                                                                                       2795




Library and Information Services                                                                   The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3      Pilot 1:                                                    Pilot 1: Marketing reading using computer games
                                                                  Page 13
Analysis of results for cartoon trailer
The amount of staff time it took to create the cartoon trailer promotion was 17 hours, which
was designing, recording and delivering the media content. The results show that the trailer
did have a measurable impact on uptake of the reading scheme with 6 children who
undertook the scheme directly attributing this to finding out about it from the computers on
their registration cards. However given that the overall uptake was 1047, this represents just
0.6% of people who took part did so because of this method of promoting it.



Traditional methods of promotion included administering the scheme, managing school
visits to 8 schools, organising 35 events in libraries, and distributing posters and materials to
libraries. It is however difficult to be sure about how far these methods can be exactly
attributed to the feedback options available to children on their registration cards. There is
no way of telling exactly whether a child who indicated they found out from “staff “ meant
extra promotional staffing or operational staffing (not counted).        In addition the cost of
materials is an extra resource on top of the staff costs.



To compare return on investment between the two methods, some adjustments were made
to the raw data for traditional methods. Firstly the cost of traditional promotional materials
was converted to an equivalent cost in staff terms.         Then three separate figures were
created as benchmarks: unweighted impact, weighted impact upper limit, and weighted
impact lower limit



Unweighted impact assumed that all impact except the option “computer” was attributed
purely from the traditional promotional staffing input (non-operational) involved.              The
limitation on this was that potentially significant factors such as word of mouth, having done
it last year, and operational staff alerting children are discounted. No allowance for cost of
materials was included.



Weighted impact lower limit assumed that all impact was attributed to traditional activity
except that from the options “computer”, “staff” and “posters”. This was on the assumption
that “staff” meant operational staff. “library” was included as being for promotions in the




Library and Information Services                       The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3        Pilot 1:     Pilot 1: Marketing reading using computer games
                                                      Page 14
library. Posters were put up by operational staff. In addition an equivalent staff resource
weighting was added for the cost of materials.



Weighted impact upper limit made the same assumptions as weighted impact lower limit but
it was also assumed “from staff” meant promotional staff rather than operational staff.



As well as creating three possible figures for comparison, a separate factor to be compared
was the extent of which the input resource was dependent upon the scale of operation. For
the cartoons the work to create and distribute the content was a single task that was the
same no matter how many times the resource was used. For traditional methods, this was
true for administration, but for running events, and providing materials, the resource input
increases as the size of promotion increases




Library and Information Services                      The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3       Pilot 1:     Pilot 1: Marketing reading using computer games
                                                     Page 15
The following table is a comparison of the cartoon promotion against the traditional methods based upon the overall findings in this study with
a scaling factor to indicate the effect of scale of promotion on return on investment



                                                          impact return            independent                 dependent                total
                                          method                                                                                                     % independent
                                                          on investment                 input                    input                  input

                                             games             0.35                      17                          0                   17               100.00%

                                        traditional
                                                               2.91                      232                     126                    358               64.80%
                            unweighted impact
                                        traditional
                                                               1.8                       232                     230                    462               50.22%
                 weighted impact upper limit
                                        traditional
                                                               1.13                      232                     230                    462               50.22%
                 weighted impact lower limit
This table shows the effect of economy of scale as the scale of promotion increases
          promotion size
   (multiples of sample) 1          2    3     4      5    6    7     8   9   10   11    12     13   14   15    16       17   18   19    20     21   22   23   24    25

                   games 0.35 0.71 1.06 1.41 1.76 2.12 2.47 2.82 3.18 3.53 3.88 4.24 4.59 4.94 5.29 5.65 6.00 6.35 6.71 7.06 7.41 7.76 8.12 8.47 8.82

 traditional (unadjusted) 2.91 4.30 5.12 5.66 6.04 6.32 6.54 6.72 6.86 6.98 7.08 7.16 7.24 7.30 7.36 7.41 7.45 7.50 7.53 7.57 7.60 7.62 7.65 7.67 7.70

    traditional (adjusted
                            1.80 2.41 2.71 2.89 3.01 3.10 3.17 3.22 3.26 3.29 3.32 3.34 3.36 3.38 3.39 3.41 3.42 3.43 3.44 3.45 3.46 3.46 3.47 3.48 3.48
                  higher)

    traditional (adjusted
                            1.13 1.51 1.70 1.82 1.89 1.95 1.99 2.02 2.04 2.07 2.08 2.10 2.11 2.12 2.13 2.14 2.15 2.15 2.16 2.16 2.17 2.17 2.18 2.18 2.19
                   lower)


Library and Information Services                                                                                         The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                                                                        Pilot 1: Marketing reading using computer games
                                                                               Page 16
Impact return on investment relation to audience size

                                                  10.00


                                                   9.00


                                                   8.00
   Return on investment (impact per unit input)




                                                   7.00


                                                   6.00
                                                                                                                                                                                       games
                                                                                                                                                                                       traditional (unadjusted)
                                                   5.00
                                                                                                                                                                                       traditional (adjusted higher)
                                                                                                                                                                                       traditional (adjusted low er)
                                                   4.00


                                                   3.00


                                                   2.00


                                                   1.00


                                                   0.00
                                                          1   2   3   4   5   6   7   8    9   10   11   12   13   14    15   16   17   18   19   20   21   22   23   24   25
                                                                                                audience sam ple scaling factor


This analysis shows that for the scale independent model of a single piece of work distributed to as wide an audience as possible the return
on investment (cartoon method) overtakes that of models where input is dependent on extra work (traditional methods).


Library and Information Services                                                                                                                   The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                                                                                                 Pilot 1: Marketing reading using computer games
                                                                                                              Page 17
Using figures in this in this study increasing the promotion size by between 5 and 9 times would indicate that the cartoon method would be as
efficient as traditional methods. Even with no weighting the efficiency will still be overtaken at a scaling of around 22.

Assumptions made about attribution of impact of promotional methods to input

               Method indicated Assumption
                            School A proportion of staff time could be directly attributable to staff time indicated as 8 school visits were
                                    conducted – could range from 0 to 352.
         Library (not attributed) Not attributed as most likely to be operational staff or posters put up by them.

                  Library (staff)   Not attributed to project staff time as this likely to mean told by operational staff

              Library (computer) Directly attributed to cartoon trailer production input, as no other promotion of the scheme appeared on the
                                    computers
                  Library (poster) Not attributed to project staff input as provided by separate operational staffing


Assumptions made about relation of input to scale of audience
               Method indicated Assumption
                                    Administration, co-ordinating ordering of packs, receipting are assumed to be independent of scale of
                Reading Voyage operation.
       traditional staff resource Materials, and staff resources needed for running events are assumed to be dependent of scale of operation
                                    In this analysis, promotional activity subsumed within general operational staff time is not included.

       Cartoon trailer resource Creation of media content is a one off piece of work and independent of scale of operation




Library and Information Services                                                                             The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                                                            Pilot 1: Marketing reading using computer games
                                                                          Page 18
Results for computer games passwords



            total   total   % who
         accesses accesses accessed                                                                                                      old
                                                  ascot   cookham container   datchet   dedworth   eton   etonwick maidenhead                    sunninghill windsor
         of music   extra    extra                                                                                                    windsor
           game    content  content
Jul-05      289      45      15.6                  10        2         1         9         1        1        1               7            1           2            10
Aug-05      281      46      16.4                   0        9         1         11        2        0       12               6            0           2            3
 Total      570      91      16.0                  10       11         2         20        3        1       13              13            1           4            13
                             tickets handed out     3        7         0         3         1        0        9              11            1           4            0

                        Indicated joined scheme     0        2         1         0         1        0        0               2            0           0            0




   The total number of tickets handed out over the 2-month pilot was 39.


   Assumptions about methods used in computer password pilot


                              Method Assumption/limitation

                Handing out tickets That each ticket was issued to a separate child (this cannot be guaranteed, as staff work shifts, but where
                                           known staff indicated this was the case)

                 games downloads That the number of downloads is not necessarily the same as the number of users (this cannot be known)




   Library and Information Services                                                                              The Royal Borough of Windsor and Maidenhead
   MultiLib Phase 2. Report number 3                                                                             Pilot 1: Marketing reading using computer games
                                                                              Page 19
Analysis of results for computer game passwords
It was clear that the incentive of obtaining extra content did measurably cause children in
libraries to act in the predicted way, by asking for the marketing material that was created
for the promotion. Over the 2-month period, the game was accessed 570 times in total,
and in 16% of these accesses, the player also accessed the extra content, which required
the password from the marketing ticket.

The actual number of children who asked for the tickets was 39, and they accessed the
content 91 times in total, and average of 2.33 times per child. Because as far as was
reported by staff, each ticket was issued to an individual child, this meant that the child
was keeping hold of the ticket between accesses.

It is not possible to say if this meant that they took the ticket away with them, as they may
just have played twice on the same visit, but it was possible that they took the ticket home
and brought it back in next time. This raises the intriguing possibility that the incentive
could be used to cause children to distribute the marketing material outside of the library,
for example by passing onto their friends or a family member

There were some anomalies in the results in that some libraries reported that no tickets
were handed out, yet the game download data showed that the passwords had been
used. This was never explained, although it was possible that staff had given out the
passwords without handing out the tickets.




Library and Information Services                       The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                      Pilot 1: Marketing reading using computer games
                                             Page 20
Conclusions
Success against objectives

Marketing the summer Reading Voyage scheme to children

The cross-promotion of the reading scheme using cartoon trailers was successful in
demonstrating a measurable impact upon uptake of the scheme. Although the modest,
there was conclusive evidence from children’s direct feedback on their registration cards
that this was how they found out about the Reading Voyage.

Comparison of resources involved in marketing methods

Although the impact in absolute numbers appears very small relative to the traditional
event based marketing methods used, by comparing impact per unit of staff input the
difference was much less, at about a quarter as effective as the event based promotions.

In addition the data collected indicated that by scaling up the audience size of the
promotion by a factor of between 5 and 8, the efficiency of this method could be predicted
to match that of traditional methods.

This is a positive concept requiring further investigation, but some caution may be
advisable in these results, as the effectiveness of this scheme relied on a pre-existing
computer game service already well used on library computers by children customers of
the library. They were easy to identify and target, and this is likely to have been a factor in
the success of this pilot.

Automatic data as an indication of predrescribed user behaviour

The data derived from the password-controlled game showed that customer behaviour
that had been predicted in advance had successfully been demonstrated to have
occurred, and in a significant number of children.

The incentives to gain extra content in the promotional game had caused approximately
16% of all children who played the game to approach staff and ask for marketing material.
In addition the data indicated that there was repeat use, and that this may have meant that
the marketing material had been further distributed outside the libraries.

Overall conclusions
Computer games are a complex and powerful medium. Although the scale and scope of
this pilot is modest, various aspects of the medium’s significant potential have been

Library and Information Services                      The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                     Pilot 1: Marketing reading using computer games
                                            Page 21
demonstrated.       These include their ability to deliver movie-like content, the use of game
incentives to influence behaviour, and the use of game data to record activity in unobtrusive
ways.

The creation of multimedia content can be labour intensive, but once produced the content
can be most effectively used by distributing to as many customers as possible. This model
offers a scalable efficient vehicle for promotion.




Library and Information Services                        The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                       Pilot 1: Marketing reading using computer games
                                              Page 22
Appendix A – Reading Voyage Vocal recording scripts for voiceovers


Character                Script                                               Vocal notes                        on screen imagery

Narrator                 Do you find the Summer Holidays…                     Prim, and formal                   text

Child                    BORE-RING!                                           Loud obnoxious                     text

Narrator                 Do you need some…                                    Prim, and formal                   text

Voiceover                ADVENTURE!                                           IMPACT, Hollywood style            text

Narrator                 Or perhaps some..                                    Prim, and formal                   text

Voiceover                DANGER!                                              IMPACT, Hollywood style            bomb

SFX                      Loud explosion noise                                 Immediately after previous         explosion flash

Narrator                 Or maybe you are in the mood for..                   Prim, and formal                   text

Voiceover                LUUURVE!                                             IMPACT, Hollywood style            Heart + text

Narrator                 Then you need some…                                  Formal                             blank

Voiceover                Books!                                               IMPACT, Hollywood style            books

Narrator                 Go on a Voyage this summer and leave boredom behind Purring, smoooooth                  Boat     sails    through
                         with…                                                                                   fading bookpile

Voiceover                The Reading Voyage                                   Hollywood style - warm             logo



Library and Information Services                                                            The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                                           Pilot 1: Marketing reading using computer games
                                             Page 23
Narrator                 The Reading Voyage.                                              Efficient,               Official, Fade to image of boat
                                                                                          professional                        with waving flag
                         Escape with a book to adventure fun, or wherever you like
                         to go.

                         Not only do we have thousands of great reads, we’ll give
                         you prizes too including, including fridge magnets, stickers
                         and more.

                         Starts July 16th at your local library…ask staff for details



References
LEWIS, ANDREW. Review of Multi-Lib Phase One. Maidenhead: Library and Information
Services, Royal Borough of Windsor and Maidenhead, 2005.

LEWIS, ANDREW. Marketing Library Computers To Young Children Using Multimedia. In:
New Review of Children's Literature and Librarianship. vol 11(1) Routledge, April 2005.




Library and Information Services                                                                         The Royal Borough of Windsor and Maidenhead
MultiLib Phase 2. Report number 3                                                                        Pilot 1: Marketing reading using computer games
                                             Page 24

Contenu connexe

Similaire à Andrewlewis multilib-phase2-report3-rbwm-2006-10-11

Master's Dissertation - The Effectiveness of Online Brand Communities and Use...
Master's Dissertation - The Effectiveness of Online Brand Communities and Use...Master's Dissertation - The Effectiveness of Online Brand Communities and Use...
Master's Dissertation - The Effectiveness of Online Brand Communities and Use...Zach B. Miller
 
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...Heuristics for developing and evaluating smartphone mobile websites - Vasilei...
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...Vasileios Xanthopoulos
 
dtvreport_outsidethebox
dtvreport_outsidetheboxdtvreport_outsidethebox
dtvreport_outsidetheboxMatt Spaloss
 
Units 14,15 Assignment Brief
Units 14,15 Assignment BriefUnits 14,15 Assignment Brief
Units 14,15 Assignment BriefZaxapias
 
Economic value-of-the-advertising-supported-internet-ecosystem’
Economic value-of-the-advertising-supported-internet-ecosystem’Economic value-of-the-advertising-supported-internet-ecosystem’
Economic value-of-the-advertising-supported-internet-ecosystem’IAB Netherlands
 
Making the Transition from Conventional Web to Contemporary Digital Experienc...
Making the Transition from Conventional Web to Contemporary Digital Experienc...Making the Transition from Conventional Web to Contemporary Digital Experienc...
Making the Transition from Conventional Web to Contemporary Digital Experienc...OpenText
 
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...Manjunath Jois
 
iPad as a pedagogical device
iPad as a pedagogical deviceiPad as a pedagogical device
iPad as a pedagogical deviceFrode Kyrkjebø
 
Units 2, 3, 22 Assignment Brief
Units 2, 3, 22 Assignment BriefUnits 2, 3, 22 Assignment Brief
Units 2, 3, 22 Assignment BriefZaxapias
 
Intead suny presentation 2014 final
Intead   suny presentation 2014 finalIntead   suny presentation 2014 final
Intead suny presentation 2014 finalMichael Waxman-Lenz
 
Digital communication in video game industry
Digital communication in video game industryDigital communication in video game industry
Digital communication in video game industryMathieu Desgurse
 
2008 Senior Thesis Project Reports
2008 Senior Thesis Project Reports2008 Senior Thesis Project Reports
2008 Senior Thesis Project ReportsDaniel Wachtel
 
Assistive Computing Technology For Learning To Write Braille....................
Assistive Computing Technology For Learning To Write Braille....................Assistive Computing Technology For Learning To Write Braille....................
Assistive Computing Technology For Learning To Write Braille....................Amy Roman
 

Similaire à Andrewlewis multilib-phase2-report3-rbwm-2006-10-11 (20)

Master's Dissertation - The Effectiveness of Online Brand Communities and Use...
Master's Dissertation - The Effectiveness of Online Brand Communities and Use...Master's Dissertation - The Effectiveness of Online Brand Communities and Use...
Master's Dissertation - The Effectiveness of Online Brand Communities and Use...
 
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...Heuristics for developing and evaluating smartphone mobile websites - Vasilei...
Heuristics for developing and evaluating smartphone mobile websites - Vasilei...
 
Mfb2011
Mfb2011Mfb2011
Mfb2011
 
dtvreport_outsidethebox
dtvreport_outsidetheboxdtvreport_outsidethebox
dtvreport_outsidethebox
 
Dissrtation. New media platforms
Dissrtation. New media platformsDissrtation. New media platforms
Dissrtation. New media platforms
 
BeeT 3D documentation
BeeT 3D documentationBeeT 3D documentation
BeeT 3D documentation
 
Master thesis
Master thesisMaster thesis
Master thesis
 
Units 14,15 Assignment Brief
Units 14,15 Assignment BriefUnits 14,15 Assignment Brief
Units 14,15 Assignment Brief
 
Economic value-of-the-advertising-supported-internet-ecosystem’
Economic value-of-the-advertising-supported-internet-ecosystem’Economic value-of-the-advertising-supported-internet-ecosystem’
Economic value-of-the-advertising-supported-internet-ecosystem’
 
Customer Experience Management
Customer  Experience ManagementCustomer  Experience Management
Customer Experience Management
 
Making the Transition from Conventional Web to Contemporary Digital Experienc...
Making the Transition from Conventional Web to Contemporary Digital Experienc...Making the Transition from Conventional Web to Contemporary Digital Experienc...
Making the Transition from Conventional Web to Contemporary Digital Experienc...
 
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...
Master Thesis - A Column Generation Approach to Solve Multi-Team Influence Ma...
 
iPad as a pedagogical device
iPad as a pedagogical deviceiPad as a pedagogical device
iPad as a pedagogical device
 
Units 2, 3, 22 Assignment Brief
Units 2, 3, 22 Assignment BriefUnits 2, 3, 22 Assignment Brief
Units 2, 3, 22 Assignment Brief
 
ictreport.pdf
ictreport.pdfictreport.pdf
ictreport.pdf
 
Intead suny presentation 2014 final
Intead   suny presentation 2014 finalIntead   suny presentation 2014 final
Intead suny presentation 2014 final
 
Intead SUNY Presentation 2014 Final
Intead SUNY Presentation 2014 FinalIntead SUNY Presentation 2014 Final
Intead SUNY Presentation 2014 Final
 
Digital communication in video game industry
Digital communication in video game industryDigital communication in video game industry
Digital communication in video game industry
 
2008 Senior Thesis Project Reports
2008 Senior Thesis Project Reports2008 Senior Thesis Project Reports
2008 Senior Thesis Project Reports
 
Assistive Computing Technology For Learning To Write Braille....................
Assistive Computing Technology For Learning To Write Braille....................Assistive Computing Technology For Learning To Write Braille....................
Assistive Computing Technology For Learning To Write Braille....................
 

Plus de Andrew Lewis

Coping strategies for using data when developing customer services
Coping strategies for using data when developing customer servicesCoping strategies for using data when developing customer services
Coping strategies for using data when developing customer servicesAndrew Lewis
 
Using evidence from users to improve web services
Using evidence from users to improve web servicesUsing evidence from users to improve web services
Using evidence from users to improve web servicesAndrew Lewis
 
Delivering Digital at the V&A
Delivering Digital at the V&ADelivering Digital at the V&A
Delivering Digital at the V&AAndrew Lewis
 
Designing Evidence - Planning how to capture specific user behaviour as reada...
Designing Evidence - Planning how to capture specific user behaviour as reada...Designing Evidence - Planning how to capture specific user behaviour as reada...
Designing Evidence - Planning how to capture specific user behaviour as reada...Andrew Lewis
 
Coping with Chaos - Digital Services in an Unpredictable Consumer Landscape
Coping with Chaos - Digital Services in an Unpredictable Consumer LandscapeCoping with Chaos - Digital Services in an Unpredictable Consumer Landscape
Coping with Chaos - Digital Services in an Unpredictable Consumer LandscapeAndrew Lewis
 
Thinking Holistically about Mobile-Responsive Services
Thinking Holistically about Mobile-Responsive ServicesThinking Holistically about Mobile-Responsive Services
Thinking Holistically about Mobile-Responsive ServicesAndrew Lewis
 
How to plan responsive web services
How to plan responsive web servicesHow to plan responsive web services
How to plan responsive web servicesAndrew Lewis
 
Publishing data by default - How to respond to a multi-channel, multi-device ...
Publishing data by default - How to respond to a multi-channel, multi-device ...Publishing data by default - How to respond to a multi-channel, multi-device ...
Publishing data by default - How to respond to a multi-channel, multi-device ...Andrew Lewis
 
Making Cultural Heritage Mobile: Challenges and Possibilities
Making Cultural Heritage Mobile: Challenges and PossibilitiesMaking Cultural Heritage Mobile: Challenges and Possibilities
Making Cultural Heritage Mobile: Challenges and PossibilitiesAndrew Lewis
 
Digital Asset Management. What is it and why do it?
Digital Asset Management. What is it and why do it?Digital Asset Management. What is it and why do it?
Digital Asset Management. What is it and why do it?Andrew Lewis
 
Making your website responsive for Mobile users - some starter things you sho...
Making your website responsive for Mobile users - some starter things you sho...Making your website responsive for Mobile users - some starter things you sho...
Making your website responsive for Mobile users - some starter things you sho...Andrew Lewis
 
The Future is Incremental
The Future is IncrementalThe Future is Incremental
The Future is IncrementalAndrew Lewis
 
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013Digital Media at the V&A, Bits2Blogs, Newcastle, 2013
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013Andrew Lewis
 
The Realities of Moving to Digital First
The Realities of Moving to Digital FirstThe Realities of Moving to Digital First
The Realities of Moving to Digital FirstAndrew Lewis
 
Technology Projects. What could possibly go wrong
Technology Projects. What could possibly go wrongTechnology Projects. What could possibly go wrong
Technology Projects. What could possibly go wrongAndrew Lewis
 
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17Andrewlewis multilib-phase2-report4-rbwm-2007-01-17
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17Andrew Lewis
 
Cultural Sector Online Strategy Forum 2 October 2012
Cultural Sector Online Strategy Forum 2 October 2012 Cultural Sector Online Strategy Forum 2 October 2012
Cultural Sector Online Strategy Forum 2 October 2012 Andrew Lewis
 
Mixing it up: Developing and implementing a tagging system for a content-rich...
Mixing it up: Developing and implementing a tagging system for a content-rich...Mixing it up: Developing and implementing a tagging system for a content-rich...
Mixing it up: Developing and implementing a tagging system for a content-rich...Andrew Lewis
 
Practical experiences of evidence based change management using Google Analytics
Practical experiences of evidence based change management using Google AnalyticsPractical experiences of evidence based change management using Google Analytics
Practical experiences of evidence based change management using Google AnalyticsAndrew Lewis
 

Plus de Andrew Lewis (19)

Coping strategies for using data when developing customer services
Coping strategies for using data when developing customer servicesCoping strategies for using data when developing customer services
Coping strategies for using data when developing customer services
 
Using evidence from users to improve web services
Using evidence from users to improve web servicesUsing evidence from users to improve web services
Using evidence from users to improve web services
 
Delivering Digital at the V&A
Delivering Digital at the V&ADelivering Digital at the V&A
Delivering Digital at the V&A
 
Designing Evidence - Planning how to capture specific user behaviour as reada...
Designing Evidence - Planning how to capture specific user behaviour as reada...Designing Evidence - Planning how to capture specific user behaviour as reada...
Designing Evidence - Planning how to capture specific user behaviour as reada...
 
Coping with Chaos - Digital Services in an Unpredictable Consumer Landscape
Coping with Chaos - Digital Services in an Unpredictable Consumer LandscapeCoping with Chaos - Digital Services in an Unpredictable Consumer Landscape
Coping with Chaos - Digital Services in an Unpredictable Consumer Landscape
 
Thinking Holistically about Mobile-Responsive Services
Thinking Holistically about Mobile-Responsive ServicesThinking Holistically about Mobile-Responsive Services
Thinking Holistically about Mobile-Responsive Services
 
How to plan responsive web services
How to plan responsive web servicesHow to plan responsive web services
How to plan responsive web services
 
Publishing data by default - How to respond to a multi-channel, multi-device ...
Publishing data by default - How to respond to a multi-channel, multi-device ...Publishing data by default - How to respond to a multi-channel, multi-device ...
Publishing data by default - How to respond to a multi-channel, multi-device ...
 
Making Cultural Heritage Mobile: Challenges and Possibilities
Making Cultural Heritage Mobile: Challenges and PossibilitiesMaking Cultural Heritage Mobile: Challenges and Possibilities
Making Cultural Heritage Mobile: Challenges and Possibilities
 
Digital Asset Management. What is it and why do it?
Digital Asset Management. What is it and why do it?Digital Asset Management. What is it and why do it?
Digital Asset Management. What is it and why do it?
 
Making your website responsive for Mobile users - some starter things you sho...
Making your website responsive for Mobile users - some starter things you sho...Making your website responsive for Mobile users - some starter things you sho...
Making your website responsive for Mobile users - some starter things you sho...
 
The Future is Incremental
The Future is IncrementalThe Future is Incremental
The Future is Incremental
 
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013Digital Media at the V&A, Bits2Blogs, Newcastle, 2013
Digital Media at the V&A, Bits2Blogs, Newcastle, 2013
 
The Realities of Moving to Digital First
The Realities of Moving to Digital FirstThe Realities of Moving to Digital First
The Realities of Moving to Digital First
 
Technology Projects. What could possibly go wrong
Technology Projects. What could possibly go wrongTechnology Projects. What could possibly go wrong
Technology Projects. What could possibly go wrong
 
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17Andrewlewis multilib-phase2-report4-rbwm-2007-01-17
Andrewlewis multilib-phase2-report4-rbwm-2007-01-17
 
Cultural Sector Online Strategy Forum 2 October 2012
Cultural Sector Online Strategy Forum 2 October 2012 Cultural Sector Online Strategy Forum 2 October 2012
Cultural Sector Online Strategy Forum 2 October 2012
 
Mixing it up: Developing and implementing a tagging system for a content-rich...
Mixing it up: Developing and implementing a tagging system for a content-rich...Mixing it up: Developing and implementing a tagging system for a content-rich...
Mixing it up: Developing and implementing a tagging system for a content-rich...
 
Practical experiences of evidence based change management using Google Analytics
Practical experiences of evidence based change management using Google AnalyticsPractical experiences of evidence based change management using Google Analytics
Practical experiences of evidence based change management using Google Analytics
 

Andrewlewis multilib-phase2-report3-rbwm-2006-10-11

  • 1. Multi-Lib Phase 2 Report 3: Pilot 1 Marketing the Reading Voyage July – August 2005: • Using computer games to deliver cartoon trailers • Automated capturing of user-behaviour information using game data Andrew Lewis October 2006 Library and Information Services The Royal Borough of Windsor and Maidenhead Supported by a Research and Development grant from MLA South East.
  • 2. Reading Voyage July – August 2005: Executive Summary In this pilot a combination of animated films and interactive computer games were used under controlled conditions to market reading to children, to demonstrate these media’s usefulness in automated data collection of user behaviour, and to investigate the efficiency of such methods. The pilot was successful in achieving its objectives. A measurable impact of getting children onto the annual Summer Reading Scheme using these media was demonstrated. The level of impact per unit staff resources was comparable in scale to other traditional promotional methods, and results indicate that a proposed model of distributing content to large audiences could make these methods an efficient marketing tool as the size of the target audience increases. The pilot also successfully demonstrated the use of computer games to affect users physical behaviour in a library, and their use to record data about children’s behaviour in an automated way without using staff intervention. The results demonstrate simple but clear practical illustrations of how game technology multimedia can be used as a serious tool in libraries for marketing to children, as a means of measuring user behaviour in a non-intrusive way and as an efficient method of providing data about customers and services for planning development.
  • 3. Contents Scope ...................................................................................................................... 4 Background ............................................................................................................. 4 Objectives................................................................................................................ 4 Resources used....................................................................................................... 5 Method .................................................................................................................... 6 Method used for cartoon trailer 6 Method used for computer games passwords 9 Results .................................................................................................................. 12 Results for cartoon trailer 12 Analysis of results for cartoon trailer 14 Results for computer games passwords 19 Analysis of results for computer game passwords 20 Conclusions ........................................................................................................... 21 Success against objectives 21 Overall conclusions 21 Appendix A – Reading Voyage Vocal recording scripts for voiceovers ................. 23 References ............................................................................................................ 24 Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 3
  • 4. Scope The report is not presented as a detailed case study, but as practitioner research is offered to the professional library community for use when considering the use of multimedia within libraries. Background The use of cartoon-type advertisements had previously been used during the 2004 summer reading scheme (Reading Rollercoaster) to promote reading, and to test the use of multimedia as a means to record user activity in an automated way. This pilot builds upon the limitations of these earlier investigations by adding a more focussed level of data recorded, and comparing impact for use of resources with other staff work on the scheme. This work is described in more detail in works detailed under references. Objectives Animated films and interactive computer games were used under controlled conditions with the intention of: • Marketing the summer Reading Voyage scheme to children across Borough libraries • Demonstrating the use of automatically collected data as an indication of predescribed user behaviour in this marketing campaign • Comparing the level of resources required by this method with other marketing methods used in this campaign. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 4
  • 5. Resources used The pilot was delivered using the library’s popular children’s computer games service, which are provided to develop children’s ICT basic skills and confidence. These games are available on all library public computers. The games, aimed at a target audience of 5-11, are very popular, and average about 5000 downloads each month. Because of this existing popularity, they offered an ideal vehicle for attracting children in the target group for the Summer Reading Challenge. The main resources produced were an animated trailer that played before the games were loaded, and a new game provided specifically for the pilot, and only available during the Reading Challenge, which required special codes to unlock extra content. Supporting printed marketing material was produced with special codes on, that were needed to access the content. The standard reading scheme registration cards provided by the Reading Agency were adjusted to allow children to more specifically indicate where they found out about the promotion. In addition, a diary was kept throughout the pilot, of the time spent for creating the media and for making it available as required. For comparison, the time librarians spent physically promoting the service by traditional means was obtained from their separate documentation. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 5
  • 6. Method The pilot lasted for two calendar months, from 1st July 2005, about 2 weeks before the Challenge started, until 31st August 2006, about a week before the Challenge ended, and consisted of two main methods, one using cartoon trailers the other using games passwords. Method used for cartoon trailer The first part of this pilot exposed children to an advertisement trailer to raise awareness of the Reading Challenge. The success of this was measured by the number of people who indicated that they had found out about the scheme from a library computer. This was measured by adjusting the standard Reading Challenge registration card. In Fig. 1, the area in the box was added. Figure 1 Adjusted feedback section on TRA Reading Challenge registration card When they launched the games children normally saw the standard interface listing what games are available. Figure 2 The standard games interface on public computers in 2005 Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 6
  • 7. For the duration of the pilot, an animated promotional cartoon trailer, lasting about 30 seconds was displayed every time a child accessed the games. Key to the pilot was the fact that every child accessing the games was exposed to this trailer before they could see the interface. The trailer animated marketing combined images from the Reading challenge, with additional specially created material and vocal recordings. The design was full screen colour with bold graphics, stark headline facts and key messages delivered in a comic and striking way. The storyboard is below. For a full transcritption of this trailer see Appendix A. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 7
  • 8. Do you find the summer holidays.. BOR – ING!! Do you need some… ADVENTURE! BOOOM!.. Or maybe… you’re in the mood for… luuurrve Then you need the Reading Voyage Escape with a book to… romance… adventure… not only that, but prizes too… The Reading Voyage, starts, etc Figure 3 Outline storyboard for the Reading Voyage Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 8
  • 9. Method used for computer games passwords After the trailer had played, an amended version of the games interface was visible with an optional extra game, available only for the duration of the pilot Figure 4 Games Interface in 2005 with new game option displayed The number of accesses of the main interface was recorded which gave the total number of time the trailer was seen in the pilot. The game itself was a simple music making game, which allowed the player to turn on sound effects by pressing keys on the keyboard. Each letter key when pressed would start a repeating sound effect. By pressing different combinations, the user could make their own music play using the sequenced effects. Figure 5 Music game with restricted content showing how to get the extra content Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 9
  • 10. Although the game was playable with the top row of letter keys (Q,W,E,R,T,Y,U,I,O,P) the other sound effects controlled by other keys were only accessible by entering a special code. The game told children to ask staff in their library for a password if they wished to access the extra content. (see fig. 5) Each library was issued a set of tickets to give out to any child who reacted to this incentive. A fixed number of tickets were issued at each different library, and these tickets had a unique code identifying that library. (see fig 6.) Figure 5 Marketing leaflet (front and back views) showing marketing messages and password Staff were issued with instructions about how to issue the tickets. These told them to issue a separate ticket for every child who asked, and to count the total number they gave over the period of the whole pilot. A separate ticket was issued every time. This was strictly enforced to measure exactly how many times the incentive caused a child to react, and ask for marketing material. Once a child had entered the code from the ticket into the game, they were able to play the full game. This made available sound effects for all keys, and also displayed stick figures that danced in time with the music, the children created. Different steps were linked to different sound effects. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 10
  • 11. Figure 6 Music game shoing full version unlocked by passwords Although the extra content made available looked the same in each library, a separate file was downloaded for each separate library, corresponding to the code for that library. The number of downloads for each file was recorded. This indicated how many times the distinct codes had been entered corresponding to that library, and this was compared to the number of tickets given out. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 11
  • 12. Results Results for cartoon trailer Timings Event Date Date media went live: 1st July 2006 Date media was removed: 31st August 2006 Reading Challenge started: 16th July 2006 Reading Challenge ended 5th September 2005 Resource inputs recorded to promote the Reading Voyage Task Input Time spent designing and creating the promotional trailer: 17 hours Time spent by librarians promoting Reading Challenge in traditional activities: 254 hours Time spent by volunteers promoting Reading Challenge in traditional activities: 104 hours Total spent promoting Reading Challenge in traditional activities: 358 hours Time spent on Reading Voyage that is independent of scale of operation (admin, etc) 232 hours Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Pilot 1: Marketing reading using computer games Page 12
  • 13. Time spent on Reading Voyage that is dependent of scale of operation (events etc.) 126 hours Reading Voyage Material Resources spent £1,176 Equivalent hourly rate used to compare material costs with staff time costs (RBWM 2005 scale 6): £11.31 Equivalent staff resource used based upon materials spent (£1176/£11.31) 104 Number of schools visited: 8 Impact of promotions as indicated by children on Reading Voyage registration cards Means of promotion: Numbers joining School: 352 Library: 72 Library (staff): 310 Library (computer): 6 Cartoon trailer file downloads (how many times the trailer was viewed) month number Jul-05 1259 Aug-05 1536 Total 2795 Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Pilot 1: Marketing reading using computer games Page 13
  • 14. Analysis of results for cartoon trailer The amount of staff time it took to create the cartoon trailer promotion was 17 hours, which was designing, recording and delivering the media content. The results show that the trailer did have a measurable impact on uptake of the reading scheme with 6 children who undertook the scheme directly attributing this to finding out about it from the computers on their registration cards. However given that the overall uptake was 1047, this represents just 0.6% of people who took part did so because of this method of promoting it. Traditional methods of promotion included administering the scheme, managing school visits to 8 schools, organising 35 events in libraries, and distributing posters and materials to libraries. It is however difficult to be sure about how far these methods can be exactly attributed to the feedback options available to children on their registration cards. There is no way of telling exactly whether a child who indicated they found out from “staff “ meant extra promotional staffing or operational staffing (not counted). In addition the cost of materials is an extra resource on top of the staff costs. To compare return on investment between the two methods, some adjustments were made to the raw data for traditional methods. Firstly the cost of traditional promotional materials was converted to an equivalent cost in staff terms. Then three separate figures were created as benchmarks: unweighted impact, weighted impact upper limit, and weighted impact lower limit Unweighted impact assumed that all impact except the option “computer” was attributed purely from the traditional promotional staffing input (non-operational) involved. The limitation on this was that potentially significant factors such as word of mouth, having done it last year, and operational staff alerting children are discounted. No allowance for cost of materials was included. Weighted impact lower limit assumed that all impact was attributed to traditional activity except that from the options “computer”, “staff” and “posters”. This was on the assumption that “staff” meant operational staff. “library” was included as being for promotions in the Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Pilot 1: Marketing reading using computer games Page 14
  • 15. library. Posters were put up by operational staff. In addition an equivalent staff resource weighting was added for the cost of materials. Weighted impact upper limit made the same assumptions as weighted impact lower limit but it was also assumed “from staff” meant promotional staff rather than operational staff. As well as creating three possible figures for comparison, a separate factor to be compared was the extent of which the input resource was dependent upon the scale of operation. For the cartoons the work to create and distribute the content was a single task that was the same no matter how many times the resource was used. For traditional methods, this was true for administration, but for running events, and providing materials, the resource input increases as the size of promotion increases Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Pilot 1: Marketing reading using computer games Page 15
  • 16. The following table is a comparison of the cartoon promotion against the traditional methods based upon the overall findings in this study with a scaling factor to indicate the effect of scale of promotion on return on investment impact return independent dependent total method % independent on investment input input input games 0.35 17 0 17 100.00% traditional 2.91 232 126 358 64.80% unweighted impact traditional 1.8 232 230 462 50.22% weighted impact upper limit traditional 1.13 232 230 462 50.22% weighted impact lower limit This table shows the effect of economy of scale as the scale of promotion increases promotion size (multiples of sample) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 games 0.35 0.71 1.06 1.41 1.76 2.12 2.47 2.82 3.18 3.53 3.88 4.24 4.59 4.94 5.29 5.65 6.00 6.35 6.71 7.06 7.41 7.76 8.12 8.47 8.82 traditional (unadjusted) 2.91 4.30 5.12 5.66 6.04 6.32 6.54 6.72 6.86 6.98 7.08 7.16 7.24 7.30 7.36 7.41 7.45 7.50 7.53 7.57 7.60 7.62 7.65 7.67 7.70 traditional (adjusted 1.80 2.41 2.71 2.89 3.01 3.10 3.17 3.22 3.26 3.29 3.32 3.34 3.36 3.38 3.39 3.41 3.42 3.43 3.44 3.45 3.46 3.46 3.47 3.48 3.48 higher) traditional (adjusted 1.13 1.51 1.70 1.82 1.89 1.95 1.99 2.02 2.04 2.07 2.08 2.10 2.11 2.12 2.13 2.14 2.15 2.15 2.16 2.16 2.17 2.17 2.18 2.18 2.19 lower) Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 16
  • 17. Impact return on investment relation to audience size 10.00 9.00 8.00 Return on investment (impact per unit input) 7.00 6.00 games traditional (unadjusted) 5.00 traditional (adjusted higher) traditional (adjusted low er) 4.00 3.00 2.00 1.00 0.00 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 audience sam ple scaling factor This analysis shows that for the scale independent model of a single piece of work distributed to as wide an audience as possible the return on investment (cartoon method) overtakes that of models where input is dependent on extra work (traditional methods). Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 17
  • 18. Using figures in this in this study increasing the promotion size by between 5 and 9 times would indicate that the cartoon method would be as efficient as traditional methods. Even with no weighting the efficiency will still be overtaken at a scaling of around 22. Assumptions made about attribution of impact of promotional methods to input Method indicated Assumption School A proportion of staff time could be directly attributable to staff time indicated as 8 school visits were conducted – could range from 0 to 352. Library (not attributed) Not attributed as most likely to be operational staff or posters put up by them. Library (staff) Not attributed to project staff time as this likely to mean told by operational staff Library (computer) Directly attributed to cartoon trailer production input, as no other promotion of the scheme appeared on the computers Library (poster) Not attributed to project staff input as provided by separate operational staffing Assumptions made about relation of input to scale of audience Method indicated Assumption Administration, co-ordinating ordering of packs, receipting are assumed to be independent of scale of Reading Voyage operation. traditional staff resource Materials, and staff resources needed for running events are assumed to be dependent of scale of operation In this analysis, promotional activity subsumed within general operational staff time is not included. Cartoon trailer resource Creation of media content is a one off piece of work and independent of scale of operation Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 18
  • 19. Results for computer games passwords total total % who accesses accesses accessed old ascot cookham container datchet dedworth eton etonwick maidenhead sunninghill windsor of music extra extra windsor game content content Jul-05 289 45 15.6 10 2 1 9 1 1 1 7 1 2 10 Aug-05 281 46 16.4 0 9 1 11 2 0 12 6 0 2 3 Total 570 91 16.0 10 11 2 20 3 1 13 13 1 4 13 tickets handed out 3 7 0 3 1 0 9 11 1 4 0 Indicated joined scheme 0 2 1 0 1 0 0 2 0 0 0 The total number of tickets handed out over the 2-month pilot was 39. Assumptions about methods used in computer password pilot Method Assumption/limitation Handing out tickets That each ticket was issued to a separate child (this cannot be guaranteed, as staff work shifts, but where known staff indicated this was the case) games downloads That the number of downloads is not necessarily the same as the number of users (this cannot be known) Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 19
  • 20. Analysis of results for computer game passwords It was clear that the incentive of obtaining extra content did measurably cause children in libraries to act in the predicted way, by asking for the marketing material that was created for the promotion. Over the 2-month period, the game was accessed 570 times in total, and in 16% of these accesses, the player also accessed the extra content, which required the password from the marketing ticket. The actual number of children who asked for the tickets was 39, and they accessed the content 91 times in total, and average of 2.33 times per child. Because as far as was reported by staff, each ticket was issued to an individual child, this meant that the child was keeping hold of the ticket between accesses. It is not possible to say if this meant that they took the ticket away with them, as they may just have played twice on the same visit, but it was possible that they took the ticket home and brought it back in next time. This raises the intriguing possibility that the incentive could be used to cause children to distribute the marketing material outside of the library, for example by passing onto their friends or a family member There were some anomalies in the results in that some libraries reported that no tickets were handed out, yet the game download data showed that the passwords had been used. This was never explained, although it was possible that staff had given out the passwords without handing out the tickets. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 20
  • 21. Conclusions Success against objectives Marketing the summer Reading Voyage scheme to children The cross-promotion of the reading scheme using cartoon trailers was successful in demonstrating a measurable impact upon uptake of the scheme. Although the modest, there was conclusive evidence from children’s direct feedback on their registration cards that this was how they found out about the Reading Voyage. Comparison of resources involved in marketing methods Although the impact in absolute numbers appears very small relative to the traditional event based marketing methods used, by comparing impact per unit of staff input the difference was much less, at about a quarter as effective as the event based promotions. In addition the data collected indicated that by scaling up the audience size of the promotion by a factor of between 5 and 8, the efficiency of this method could be predicted to match that of traditional methods. This is a positive concept requiring further investigation, but some caution may be advisable in these results, as the effectiveness of this scheme relied on a pre-existing computer game service already well used on library computers by children customers of the library. They were easy to identify and target, and this is likely to have been a factor in the success of this pilot. Automatic data as an indication of predrescribed user behaviour The data derived from the password-controlled game showed that customer behaviour that had been predicted in advance had successfully been demonstrated to have occurred, and in a significant number of children. The incentives to gain extra content in the promotional game had caused approximately 16% of all children who played the game to approach staff and ask for marketing material. In addition the data indicated that there was repeat use, and that this may have meant that the marketing material had been further distributed outside the libraries. Overall conclusions Computer games are a complex and powerful medium. Although the scale and scope of this pilot is modest, various aspects of the medium’s significant potential have been Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 21
  • 22. demonstrated. These include their ability to deliver movie-like content, the use of game incentives to influence behaviour, and the use of game data to record activity in unobtrusive ways. The creation of multimedia content can be labour intensive, but once produced the content can be most effectively used by distributing to as many customers as possible. This model offers a scalable efficient vehicle for promotion. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 22
  • 23. Appendix A – Reading Voyage Vocal recording scripts for voiceovers Character Script Vocal notes on screen imagery Narrator Do you find the Summer Holidays… Prim, and formal text Child BORE-RING! Loud obnoxious text Narrator Do you need some… Prim, and formal text Voiceover ADVENTURE! IMPACT, Hollywood style text Narrator Or perhaps some.. Prim, and formal text Voiceover DANGER! IMPACT, Hollywood style bomb SFX Loud explosion noise Immediately after previous explosion flash Narrator Or maybe you are in the mood for.. Prim, and formal text Voiceover LUUURVE! IMPACT, Hollywood style Heart + text Narrator Then you need some… Formal blank Voiceover Books! IMPACT, Hollywood style books Narrator Go on a Voyage this summer and leave boredom behind Purring, smoooooth Boat sails through with… fading bookpile Voiceover The Reading Voyage Hollywood style - warm logo Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 23
  • 24. Narrator The Reading Voyage. Efficient, Official, Fade to image of boat professional with waving flag Escape with a book to adventure fun, or wherever you like to go. Not only do we have thousands of great reads, we’ll give you prizes too including, including fridge magnets, stickers and more. Starts July 16th at your local library…ask staff for details References LEWIS, ANDREW. Review of Multi-Lib Phase One. Maidenhead: Library and Information Services, Royal Borough of Windsor and Maidenhead, 2005. LEWIS, ANDREW. Marketing Library Computers To Young Children Using Multimedia. In: New Review of Children's Literature and Librarianship. vol 11(1) Routledge, April 2005. Library and Information Services The Royal Borough of Windsor and Maidenhead MultiLib Phase 2. Report number 3 Pilot 1: Marketing reading using computer games Page 24