4 years 1 week ago
The Loyalty Game Slide 1

A big thank you to all who attended our Executive Briefing, The Loyalty Game today. You can have a look at the slides again after the break.We really enjoyed the event and hope you found it useful. Of course it was probably just the start of your Gamification journey. Let's catch up soon for the next instalment. You can see the full slideshow after the jump.

4 years 1 month ago

We're running an event on the 16th August about Gamification and how it can be used to increase Customer Loyalty. We're calling it The Loyalty Game. It's aimed at senior management of pretty much any organisation that has customers. It's aimed at senior management because the development of a Loyalty Strategy is typically something which involves several areas of a business. It can't just be a marketing initiative that doesn't involve anyone else (I'm not sure any marketing initiative should only involve the marketing team, but you probably understand what I'm getting at).

4 years 1 month ago

You've seen the controversy, now play the Facebook game: Boonie's Over Beer?

Our latest game developed for Canadian Club and their agency, The Works. The game features iconic Australian cricketer David Boon with the challenge to find him in his hidng spots dotted around the snowfields as quickly as possible.The game is also tied in with a competition promotion; competitors who find all of the Boonie's  and Boonie items can win a range of Canadian Club swag.

Find Boonie, his moustache and his new favourite drink, Canadian Club.

4 years 1 month ago

Twelve months ago, you’d be forgiven for thinking Apple’s App Store was the platform to reach your brand’s growing audience of smart phone and tablet users. What a difference a year makes.

According to estimates from market researcher, IDC, Android handsets now account for 30% of Australian smart phone sales to iPhone’s 40%. This makes sense considering HTC, LG, Samsung, Motorola and Sony Ericsson are all on board with Android. Global Android sales have reached 500,000 units a day, with Android and Apple sales neck and neck in the US.

Nokia, Blackberry and HP/Palm’s smart phone offerings are gaining market share and Windows’ new OS, Mango, is just weeks away from launch. By all accounts, it's another strong challenger to Apple and Android's market dominance.

4 years 1 month ago

‘Likes’ have become the barometer for a brand’s success on Facebook. But how many times have you ‘liked’ a brand on a whim, and how much does it really say about your relationship with the brand?

Research from digital services firm, ExactTarget, suggests fan growth is simply not enough for brands. Consumers are becoming frustrated by the poor quality, frequency and commercial nature of branded communications on Facebook.

Brands must re-evaluate their strategies to remain relevant or risk isolation and Facebook’s social features hold the key. Games and applications such as ‘CityVille’ and ‘60 Photos’ are some of the most consumed content on Facebook. In fact, 50% of Facebook logins are specifically to play games and access applications.

4 years 2 months ago

Market research group, Gartner, believes gamification will have as great an impact on consumer goods marketing as Facebook and Amazon. Furthermore, Gartner predicts over 70% of Global 2000 companies will have at least one gamified service by 2014.

The reason for all this fuss? Gamification is already proving to have the power to motivate consumers and alter their behaviour.

Motivators such as status, achievement, reward, competition and self-expression have been driving gamers to play for years. For brands and organisations, gamification uses these drivers to influence consumer behaviour, driving customer acquisition, engagement and loyalty to, ultimately, increase average customer spend.

4 years 2 months ago

With the growth of the internet, Facebook and smart phones, games have seen an explosion in popularity. Where in the past, games were associated with kids and a young, largely male audience, the shift in platforms and technologies means games now reach a much broader demographic.

Take a look at those playing FarmVille, CityVille, Angry Birds and the like and you’ll find a very different type of player than the traditional console game. Thanks to the huge uptake of these type of casual games, the average Australian game player is 30, up 6 years since 2005. It’s no coincidence that the average social game player on Facebook is the same age. More than half of Facebook’s 670 million global users play games and this equates to more than 6 million Aussies.

4 years 3 months ago

Zynga, the social gaming giant and creator of FarmVille, has recently invested in Grockit, an online service that applies social game mechanics to education.

Grockit assists teachers and tutors in preparing students for a variety of tests using collaborative exercises, social graphs, points and achievements.

The move has grabbed the attention of venture capitalists and educators alike, sparking discussion as to the future of education in this digital - and increasingly social - world.

4 years 3 months ago

In a promotion straight out of the gamification handbook, Nescafe has become one of the first Australian brands to reward users with virtual points that can be redeemed for real-world products and discounts.

Cup of Rewards is a new promotional site that encourages consumer engagement and product purchase by giving users the chance to collect the Nescafe virtual currency, coffee 'beans'. The beans can be earned by completing both online and real world activities.

Online, users earn beans for signing up, getting their friends to sign up and playing the simple games on the site. In the real world, Nescafe instant coffee jars feature a 'beans token' or code which the user enters on the site for points (the larger the jar, the more points).

4 years 4 months ago

This week we launched an Australian first with the RSPCA - a social game on Facebook that aims to raise funds for their vital work.

RSPCA Animal Rescue is a first for an Australian not-for-profit and takes the popularity of Facebook games like Farmville and Cityville to generate a new revenue stream for the RSPCA's vital work.

RSPCA Rescue Shelter (link) tasks the player with building and running their own animal shelter. Just like a real life shelter, sick, injured and abandoned animals arrive at the shelter and the player must house, feed and care for them.


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