2. Content
1. Wie zijn we?
2. Wat verwachten jullie?
3. Waarom games inzetten als marketing-/ trainingsmiddel?
4. Hoe kan je ze gebruiken als marketing-/ trainingsmiddel?
5. Waar is meer informatie?
4. 1/5: Wie…?
Consultancy
Concepts
ABN Amro Bank
ACN / Schiphol Airport
BelCompany
Fontys Hogescholen
Footlocker Europe
Gemeente Amsterdam
Haven Amsterdam
Hogeschool van Amsterdam
Holland Casino
Novamedia
Red Bull
Unilever
Vodafone Retail
Ziggo
Player 1
Player 2
5. 1/5: Wie…?
Player 1
Player 2
ABN Amro Bank
ACN / Schiphol Airport
BelCompany
Fontys Hogescholen
Footlocker Europe
Gemeente Amsterdam
Haven Amsterdam
Hogeschool van Amsterdam
Holland Casino
Novamedia
Red Bull
Unilever
Vodafone
Ziggo
ABN Amro Bank
ACN / Schiphol Airport
BelCompany
Fontys Hogescholen
Footlocker Europe
Gemeente Amsterdam
Haven Amsterdam
Hogeschool van Amsterdam
Holland Casino
Novamedia
Red Bull
Unilever
Vodafone Retail
Ziggo
Consultancy
Concepts
7. Wie overweegt serious games of gamification in te zetten?
Waarom wel?
Waarom niet?
2/5: Wat willen jullie?
8. Some Facts to kick off?
#Downloads of Angry Birds games
75 Million - 350 Million - 1 billion
The average gamer is
18 years old
36 years old
54 years old
9. Some Facts to kick off?
What would you offer the publisher of Candy Crush
750 Million - 2 billion - 6 billion
23. 3/5: How can We?
I - Wat is het doel van de game?
1. Op organisatie niveau
2. Op het niveau van de speler
3. In de game...?
II - Wie gaat de game spelen?
1. Primaire drijfveren en motivaties
2. Wat moeten spelers gaan kunnen/weten/ervaren/snappen/willen?
3. Binnen welke context?
III - Wat is de essentie van de content die we erin gaan stoppen?
85. copyright BrandNewGame 2012
4/5: How to play the game?
Practice with post-its and Play for real in the app
the ‘plastic playground’
APP =
GUIDE
THROUGH
GAME
86. 3/5: How can We?
Wie heeft zijn plan voor 2016 al af?
126. 3/5: How can We?
A game concept to train store staff
Objective: Turn sales employees into caring partners that sell based on a
personal sales conversation instead of best functional offering
Target: 700 employees in 140 stores
Essence: BelCompany improved the contents of their service concept
and wanted to train and measure the sales skills of store employees.
127. 3/5: How can We?
A game concept to train store staff
The required evolution was to experience the effect of speaking the same
language as different types of clients and adjusting the speed and
contents of the sales conversation.
128. 3/5: How can We?
SPELER: Dylan
Winkel: Utrecht Binnenstad
TALENT
Klanten geholpen
19
Tevreden klanten
13
verdient
14.500
144. 3/5: How can We?
Gamified training - player dashboard
145. A Game to Train Marketeers
Objective: Create Awareness Change Behavior
Target: 100 marketeers of a big telecom-, tv- internet provider
Essence: create awareness for the intranet portal that contains loads
of information of consumer segments and train marketeers to work
more ‘segment-conscious’...
http://www.segmentenchallenge.nl/
3/5: How can We?
148. A Game concept to Train Helpdesk employees in up- and cross-selling
Objective: Teach employees to translate product features into consumer
benefits
Target: 1.400 ‘customer touchpoint’ employees (retail helpdesk staff)
Essence: 3 product area’s (telephone, tv and internet) and 3 consumer
segments (starters, families and senior citizens) with their specific
product features and needs.
3/5: How can We?
149. 5 DAGEN
5 VRAGEN
= EEN WEEK
LEERZAME LOL
WEET JIJ DE HARTEN VAN ONZE
KLANTEN TE VEROVEREN EN
TEGELIJKERTIJD EEN MAXIMALE
OMZET TE SCOREN?
DE ULTIEME KLANTBELEVING
“ALTIJD IETS VOOR JOU“
STARTERS
GEZINNEN
SENIOREN
TV
INTERNET
BELLEN
BEHOEFTEN KENMERKENMATCH
= =
€+SCORE = +
JOUW PERSOONLIJKE
RESULTAAT IN EEN
INFOGRAPHIC?
3/5: How can We?
150. 5 DAYS
5 QUESTS
= A WEEK OF
FUN LEARNING
DO YOU KNOW HOW TO STEAL THE
HEARTS OF OUR CLIENTS AND
INCREASE THE TURNOVER?
THE ULTIMATE CLIENT SATISFACTION
“ALWAYS SOMETHING FOR YOU“
STARTERS
FAMILIES
SENIOR C
TV
INTERNET
TELEPHONE
NEEDS FEATURESMATCH
= =
€+SCORE = +
YOUR PERSONAL RESULT
IN AN INFO-GRAPHIC
3/5: How can We?
157. 3/5: How can We?
A game concept to address compliance
Objective: Create awareness and teach contents of 12 compliance
documents
Target: 3.300 employees and service providers
Essence: Address and teach the consequences of the most important
possible scenario’s about security, legal issues, privacy, corporate
values and more...
168. 3/5: How can We?
Results
72% of all Ziggo employees played the game voluntarily (1.827 employees)
An average of 3,2 times
Scores improved 12% compared to the first played game
724 multiplayer battles registered
More than 500 hours of engagement
Demo http://ziggo.flavour.nl
169. 3/5: How can We?
A game to stimulate students to study earlier
Objective: motivate students to engage with the curriculum in an earlier
stage and make it more ‘personal’.
Target: 160 students
Essence: challenge students to engage with four courses in their first
semester: economics, business administration, law and marketing.
170. 3/5: How can We?
A game to stimulate students to study earlier
Students form teams, choose a name logo, choose a brand and product
Every other week define one question per course to level up in the
‘Branson building’ to grow out to be the best ‘Management Team’ in 8
weeks.
Teams could challenge each other through battles (one theory question
per course - to be answered individually).