More Related Content Similar to Mobile Marketing: Supercharge Your Brand From Your Customer's Pocket (20) Mobile Marketing: Supercharge Your Brand From Your Customer's Pocket1. Mobile Marketing:
Supercharge Your Brand
From Your Customer’s Pocket
Michael Oliver
Kurt Karlenzig
The Marketing Store Worldwide
© 2011 The Marketing Store. All rights reserved. .
2. Michael J Oliver Kurt Karlenzig
@michaeljoliver @Kurtkar
The Marketing Store Worldwide
@marketingstore
tmsw.com
© 2011 The Marketing Store. All rights reserved. .
3. Established in 1986
904 people worldwide
Part of the HAVI group
birmingham | buenos aires | chicago | hong kong | london
paris | santiago | sao paolo | shanghai | sydney | toronto
© 2011 The Marketing Store. All rights reserved. .
4. 2 © 2011 The Marketing Store. All rights reserved. .
5. Mobile Marketing
Supercharge Your Brand From Your Customer’s Pocket
Agenda
Growth
Behavior
Gamification
Marketing Opportunities:
DEVELOPING YOUR ROADMAP
2 © 2011 The Marketing Store. All rights reserved. .
6. GROWTH
3 © 2011 The Marketing Store. All rights reserved. .
7. Massive Mobile Adoption
SOURCE-‐
MARY
MEEKER-‐
MORGAN
STANLEY
4 © 2011 The Marketing Store. All rights reserved. .
9. SMARTPHONES OUTSOLD PCS
for the first time ever in Q4 2010
PCs SMART PHONES
92.1
MM 100.9
MM
UNITS UNITS
SOURCE-‐
IDC
DATA
6 © 2011 The Marketing Store. All rights reserved. .
10. 2013
Mobile web use
is predicted to eclipse
fixed internet use by the end of
© 2011 The Marketing Store. All rights reserved. .
11. There
are
more
mobile
phones
in
the
world
than
toothbrushes
>90%
Americans
have
phone
within
reach
24/7
Average
response
Nme
for
email
is
48
hours-‐
4
minutes
for
a
text
Mobile
Coupons
have
10x
redempNon
© 2011 The Marketing Store. All rights reserved. .
12. Social web is mobile
© 2011 The Marketing Store. All rights reserved. .
13. “Revolution doesn’t happen
when society adopts new
technology –
it happens when society
adopts new behaviours”
- Clay Shirky
© 2011 The Marketing Store. All rights reserved. .
14. New Behaviour
SOURCE-‐
MARY
MEEKER-‐
KPCB
-‐
FEB
2011
© 2011 The Marketing Store. All rights reserved. .
16. BEHAVIOUR
© 2011 The Marketing Store. All rights reserved. .
17. BEHAVIOUR
SOURCE-‐
EMARKETER-‐
MARCH
2011 © 2011 The Marketing Store. All rights reserved. .
18. Moms & Apps
Shopping Apps - US Mom Smartphone Owners
Retailer apps
(Walmart,
Target,
Etc.) 52% Deal sites
(Groupon, Etc.) 49% Barcode
scanners
42%
Coupon apps 37% Price comparison Location-based apps
for nearby deals 22%
34%
SOURCE-‐
EMARKETER-‐
MARCH
2011
© 2011 The Marketing Store. All rights reserved. .
19. © 2011 The Marketing Store. All rights reserved. .
20. Our Customers
Growing Interest in Mobile Interaction
2009 2010 2011
Over 1 MM codes 70% of audience >25% web visits
Were entered via mobile Voted via mobile sms via mobile
© 2011 Hasbro
© 2011 The Marketing Store. All rights reserved. .
21. © 2011 The Marketing Store. All rights reserved. .
22. © 2011 The Marketing Store. All rights reserved. .
23. © 2011 The Marketing Store. All rights reserved. .
24. The Angry Bird Effect
© 2011 Rovio
© 2011 The Marketing Store. All rights reserved. .
25. © 2011 Rovio
© 2011 The Marketing Store. All rights reserved. .
27. 2000-2010 Social Layer
Connections + Connectivity
© 2011 The Marketing Store. All rights reserved. .
28. 2008 - Facebook Connect
2000-2010 Social Layer
Connections + Connectivity
© 2011 The Marketing Store. All rights reserved. .
29. 2010 - Facebook Open Graph
2000-2010 Social Layer
Connections + Connectivity
© 2011 The Marketing Store. All rights reserved. .
30. 2010-2020 Game Layer
Influence + Engagement
2000-2010 Social Layer
Connections + Connectivity
The game layer on top of the world
Seth Priebatsch © 2011 The Marketing Store. All rights reserved. .
31. Gamification
The process of using game thinking and game mechanics
to solve problems and get people to do stuff.
© 2011 The Marketing Store. All rights reserved. .
32. game thinking & mechanics
+++ Status +
Sticky
Access Cost
Power
+ Stuff +++
Gamification - Designing for Engagement
Gabe Zichermann
© 2011 The Marketing Store. All rights reserved. .
33. game thinking & mechanics
Turns
Action points
Auction or bidding
Capture/Eliminate
Catch-up
Dice
Movement
Resource management
Risk and reward
Role-playing
Tile-laying
Game modes
Goals
Loss avoidance
Piece elimination
Puzzle guessing
Races
Structure building
Territory control
Victory points
Combination conditions
© 2011 The Marketing Store. All rights reserved. .
34. AR(Augmented Reality) X Motion Sensor X GPS X Coupon = iButterfly
© 2011 The Marketing Store. All rights reserved. .
35. I gain points
User Value Business Value
The Gamification Battlefield I check in
Buster Benson, The Game Always Wins
© 2011 The Marketing Store. All rights reserved. .
36. You get answers & build reputation,
we grow our platform
User Value Business Value
The Gamification Battlefield
Buster Benson, The Game Always Wins
© 2011 The Marketing Store. All rights reserved. .
37. {
Loyalty vs. Engagement
Emotions vs. Demographics
Gamification Metrics Rule
Design for Motivation
Design Over Time
© 2011 The Marketing Store. All rights reserved. .
38. © 2011 The Marketing Store. All rights reserved. .
39. Know the engagement style of your players
What’s your Engagement Style?!
Acting!
Express!
Express Compete!
Compete
Content! Players!
Explore!
Explore Collaborate!
Collaborate
Smart Gamification Interacting!
Amy Jo Kim, Ph.D.
© 2011 The Marketing Store. All rights reserved. .
40. Know the engagement style of your players
What’s your Engagement Style?!
Acting!
Build Create Win Challenge
Design Purchase
Express!
Express Compete!
Compete
Decorate Showoff
Choose Taunt
Customize Compare
Content! Players!
Collect Comment Like
View
Rate Greet
Vote Explore!
Explore Collaborate!
Collaborate
Share
Review Help
Curate Give
Smart Gamification Interacting!
Amy 40 Kim, Ph.D.
Jo
© 2011 The Marketing Store. All rights reserved. .
41. Know the engagement style of your players
What’s your Engagement Style?!
Acting!
Build Challenge
Express!
Express Compete!
Compete
Content! Players!
Explore!
Explore Collaborate!
Collaborate
Curate Give
Smart Gamification Interacting!
Amy 41 Kim, Ph.D.
Jo
© 2011 The Marketing Store. All rights reserved. .
42. Recency
Frequency
Engagement = Duration
Virality(sharing)
Ratings
Gamification - Designing for Engagement
Gabe Zichermann
42
© 2011 The Marketing Store. All rights reserved. .
43. 43
© 2011 The Marketing Store. All rights reserved. .
44. ROAD MAP
18 © 2011 The Marketing Store. All rights reserved. .
49. Examples
© 2011 The Marketing Store. All rights reserved. .
50. Examples
© 2011 The Marketing Store. All rights reserved. .
51. Examples
© 2011 The Marketing Store. All rights reserved. .
52. Key Takeaways
• Mobile web reach has hit a mass adoption tipping point.
• SoLoMo behaviour is flipping marketing models
• New behaviour is evolving around the always on always
connected lifestyle requiring new engagement models
• Marketers must approach mobile with a plan to deliver
experience and value
• Build a roadmap and strategy around the intersection with
your customers lifestyle and your brand
© 2011 The Marketing Store. All rights reserved. .
53. Thank you
Michael J Oliver Kurt Karlenzig
@michaeljoliver @kurtkar
The Marketing Store Worldwide
@marketingstore
tmsw.com
© 2011 The Marketing Store. All rights reserved. .