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Gamification

Date post: 13-Jan-2015
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What should your big mobile idea be? Where does mobile behaviour intersect with your brand? How can you use gaming techniques to sustain engagement with your brand story?
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GAMIFICATION Taronga Zoo – iPhone application David McGowan Business Director
Transcript
Page 1: Gamification

GAMIFICATIONTaronga Zoo – iPhone application

David McGowanBusiness Director

Page 2: Gamification

Taronga Zoo – Introduction

How do we engage families with the Taronga message through mobile devices?

Page 3: Gamification

“What should our big mobile idea be?”

“Where does mobile behaviour intersect with our

brand?”

Page 4: Gamification

Mobile Web Browsing – iPhone FTW

Page 5: Gamification

Taronga Zoo – Focus Groups

“How do we engage families with the Taronga message through mobile devices?”

What we found:

• Parents are happy for kids to use their Smartphones, often acting as a micro babysitting tool.

• Children are bored with educational messages

• Children love games, collecting, competing

• User generated content is king!

• Parents and children play together with shared mobile play

Page 6: Gamification

Competition Status, Achievement

Personalisation, self expression

Reward

Discovery Collecting Taking photos Content

Audience Behaviour - Gamification

Page 7: Gamification
Page 8: Gamification
Page 9: Gamification

Competition Status, Achievement

Personalisation, self expression

Reward

Discovery Collecting Taking photos Content

Page 10: Gamification

Results

• 55,000 downloads in first month

• No 1 Educational game in the app store

• Featured game in iTunes app store

• 5,500 opt ins for Taronga emails via the app

• 35% return more than twice, average depth over 15 pgs

• AWARD “Best Mobile Game”, AIMIA – 3 category finalist

Page 11: Gamification

Thanks for your time!


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