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December 2nd, 2009

The Fun Imperative

Bad Advertising.JPG

How do you engage an audience that is barraged with marketing messages and are not interested in hearing about your brand?

The answer used to be disruptive experiences which often led
to more annoying and shocking ads in more places (see above).

Thankfully marketers are moving away from disruption and
toward adding value as the means to engage a potential customer. Now the
question becomes:  What can you do to add
value and how do you successfully integrate this with your brand or product?

One answer is to add elements of play to your marketing, or more
appropriately, adding elements of marketing to a fun customer experience.

At a recent conference I attended I had the pleasure of
hearing Ken Eklund speak on “The Seriousness of Play”.  The talk underscored what I experience
firsthand in playing games with my kids: play is a great enabler of creative
thought, social interaction, memory and learning.  “Gaming is common ground, it allows marketers
to engage with customers and change their relationship with them.  Think about the Olympics impact on foreign
relations.” says Mr. Eklund.

To give you a sense of what I am talking about below are a
few examples of using games to engage an audience: 

Jeep’s “Way Beyond Trail” (Way
Beyond Trail is at the 2:00 mark) was a choose-your-own-adventure
video putting the audience in the driver’s seat (no pun intended).  This
program resulted in over 173K visitors spending more than two minutes on the
site. In fact, the average time spent was over nine minutes.

Volkswagen’s “The Fun Theory” shows how customers can be engaged using simple game mechanics that around a purpose. 

Think fun and function need to be at odds?  Eloqua designed a game like sales
presentation
that won a B2B
category Forrester Groundswell Award and drove a 18-20
percent conversion rate from those who engaged in this application.

Many
companies are building the play right into the product.  Foursquare is the hottest new
mobile social network is not least because it is designed as a game. 

foursquarescreen.jpg

Unfortunately these examples are the exception, not the
rule.  So what is holding back marketers
from this area?

  • No one is asking for gaming – stakeholders will
    not tell you this is a requirement, customers typically will not ask for it in
    usability, and it never shows up in customer use cases.  No one was asking for an ipod either.  The fact that gaming is still unexpected is
    an opportunity to surprise and delight your audience.
  • Often the metrics do not fit neatly with
    existing marketing dashboard measurements. 
    This should not stop you.
  • Like any entertainment product, many games
    fail.  Experiment when possible to
    mitigate risk and determine what will work. Do not put all your eggs in one
    basket, create a few inexpensive prototypes and test them with your audience to
    determine what works

If customer engagement and social relevance are the new holy
grails of marketing then designing for play should be put on the agenda of all
marketers.

So how do you do it? 
I turned to Ken Eklund a leading game designer and creator of A World Without
Oil to lend his expertise to the problem. Below are a few principles he
outlined for thinking about game design

  • It is all about the gamer – know your audience
    and what matters to them
  • Add thick value – create a game that does more
    than just entertain. Make the participants better people.  Provide education.  Create relationships between players. If all
    else fails give out prizes.
  • Design for non-gamers – create an easy on ramp
    and make the subject matter relevant to a broad audience

Bottom line – make it fun and people will engage.

Russ Hopkinson

@rhops

Thanks to Ken Eklund
(@writerguygames) for the interview.

7 icon: comments 0 icon: connections + Share
  • Jeff Narvid says:

    Another issue is probably simply the name: gaming. Games used for learning/training/employee development have been struggling with this issue as well, bouncing between learning games, serious games, immersive learning simulations, etc. The “game” word is probably the best one but it also has the highest turn-off value. No one is asking for “gaming” (and maybe that’s where the “pleasant surprise” factor comes in), but perhaps they’d be doing more asking if it was called something else – immersive marketing? brand play? adver-tainment (yuck – that sounds terrible).

  • Russ Hopkinson says:

    Jeff – totally agree. The lack of a common vernacular is a problem. Often when we discuss gaming with clients they immediately think thin-games or console video games (and start pressing the red button under the desk to call security ala Mr. Burns).
    One thing that has been heartening for me though are the more serious evaluations of the importance of play that have hit the mainstream this year. There is a good TED talk on the matter here.
    http://bit.ly/TtAyg
    One of the things Ken and I discussed is the cultural gap that needs to be bridged between game designers and marketers. Hopefully agencies can be that bridge.

  • Tom Kasperski says:

    We need to keep in mind “games” or game mechanics are different from “play”. People can play games, but games aren’t a requirement for play.
    Eklund’s principles are good, but I would add one more: Use Csíkszentmihályi’s “flow” components when designing interactive experiences e.g. balance ability level with challenge level.

  • Brian Riggs says:

    This past year I signed up to coach my five yearr old daughter’s soccer team. I’m not sure why I was nervous but I was and I put a ton of unnecessary pressure on myself to do a good job. In the weeks leading up to our first practice I reached out to several friends for advice on how to best conduct practice. Of all the things I was told the one the stuck with me and the one that worked best was from a friend who told me to make practices fun. In doing so the team always seemed to be positive, light hearted, and ready to learn.
    Understanding that the world isn’t filled with five year olds it may still be worthwhile to remember we are all human and when at ease are more apt to open our hearts and minds.

  • Susan Weinschenk says:

    The Eloqua sales presentation is pretty interesting… what is their technology for doing that do you think? It definitely “sucked” you in to keep going.

  • Woods says:

    LOL @ picture!

  • Rıfat özkan says:

    Jeff – totally agree. The lack of a common vernacular is a problem. Often when we discuss gaming with clients they immediately think thin-games or console video games (and start pressing the red button under the desk to call security ala Mr. Burns).

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