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Metaverses and Advergaming Strategy and
Proposal




                   Rahul Nambiar, Master of Digital Marketing,
                   Class of 2010, IE Business School
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School




                                          Table of Contents
1. Company .............................................................................................................. 2
  a. Background ........................................................................................................ 2
  b. Disruption caused by Online Commerce ............................................................ 2
  c. Key Marketing Initiatives..................................................................................... 2
2. Metaverses and Advergaming for Air France ....................................................... 3
  a. Why a Metaverses and Gaming strategy?.......................................................... 3
  b. Proposed Strategy.............................................................................................. 3
  c. Key Elements of the activity................................................................................ 4
    1. Viral Advergame – “Catch the flight”............................................................... 4
     2. In Game Banner Ads ...................................................................................... 4
     3. Virtual Worlds ................................................................................................. 5
  d. Budgets Allocation.............................................................................................. 5
3. Key Success Factors ............................................................................................ 6




                                                                                                                        1ď‚—
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School




     1. Company

               a. Background
                   In 1933 five French airlines merged to form Air France, and the new company set up its hub at the main airport
                   of the Ile de France Region in Paris. Seventy-five years later, that hub, Paris–Charles de Gaulle, had grown to
                   be one of the most efficient in Europe, providing the largest number of connections within the shortest time
                   span. By 2007 Air France had expanded its U.S. cities served to thirteen. In total that year, Air France served
                   185 destinations in 83 countries and its total fleet size stood at 383 aircraft. The traffic increased steadily over
                   the years and most recently the average increase in revenue per seat per available kilometer at 5.1 percent1.
                   Financially the company is still privately held hence the details of the balance sheet and budgets will not be
                   publicly available.

               b. Disruption caused by Online Commerce
                   The travel industry was one of the fastest movers in the online commerce. With strong technology systems
                   backing the booking methodology, the travel industry were the fastest to tap on to the online commerce
                   methodology for booking tickets especially because the target category for the travel companies were
                   increasingly using online commerce for reducing time. With more and more intermediate companies and travel
                   agents coming up with online booking websites, the airline companies are finding it hard to catch up.

               c. Key Marketing Initiatives
                   The typical customer lifecycle for the travel industry can be described as per the image below:




                                                      Figure 1 : Customer Relationship Cycle2
                   In the case of travel companies, the most important driver of revenues and booking patterns is the Loyalty and
                   Awareness of the offers, and it has been seen that customers are beginning to be more and more demanding
                   and less loyal, especially when we look at some of the key points raised at the Microsoft Travel Marketing
                   summit3 June’ 09. The highlight of the discussion point - “there has been 19% decline in brand loyal travelers
                   between 2006 and 2008.”

                   Looking from this angle the strategy adopted by Air France at a high level seems to follow this pattern:




    1 Air France Internet Marketing White Paper by Kellogg School of Management
    2 http://www.emergence-media.com/wp-content/uploads/2008/10/socialrep-customer-lifecycle.png
    3 Forrester Analyst Report- http://blogs.forrester.com/ebusiness_strategy/2009/06/observations-after-the-microsoft-travel-
marketing-summit-.html

                                                                                                                                     2ď‚—
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School



                       Generating high branding and awareness – Air France has just gone through a complete re
                        branding activity4. The SVP of Corporate communication of Air France in his press release – “This
                        new graphic identity aims to communicate what Air France is today: a company loyal to its national
                        identity and to the values to which it is attached, but also becoming—most notably through the
                        creation of the Air-France KLM group—a global brand with half of its clients being from countries other
                        than France”
                       Keeping the right mix is the key – Brand versus Performance Advertising5
                   ď‚·    Showcase travel safety especially after the recent crash6




2. Metaverses and Advergaming for Air France

         a. Why a Metaverses and Gaming strategy?
            Air France is going through a rebranding effort and with the advent of online commerce the writing on the wall is
            pretty much clear that there needs to be created a high branding and awareness in their target customer segment
            and a direct connect with the customer is needed to highlight all the key features of the brand:
                       ď‚· Economic
                       ď‚· On Time
                       ď‚· Safe Travel
                       ď‚· Great food and In flight entertainment
            Advertising through Virtual Worlds and gaming brings some of the key elements required to help the strategy –
            Engagement with the brand to highlight the features, viral effect and Buzz needed to maintain brand awareness.

         b. Proposed Strategy




4 Air France Rebranding - http://www.brand-image.com/pdf/AirFrance_Brandimage_PR.pdf
5 Definition of the right social marketing metrics http://www.forrester.com/Research/Document/Excerpt/0,7211,53600,00.html
6 Hopes Dim for Air France Jet Missing Over Ocean http://online.wsj.com/article/SB124385144990571769.html

                                                                                                                           3ď‚—
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School



            The key strategy proposed for Air France is to divide budgets into 3 key areas 60% on Viral Advergame, 30% on
            performance based online banners at online gaming sites and 10% for virtual worlds. The detailing out of each of
            the activity follows.

         c. Key Elements of the activity

                 1. Viral Advergame – “Catch the flight”
                     The Advergame which is to be developed will revolve around the concept of “Catch the flight”, an
                     interactive flash based game which will be hosted in the link: http://www.catchtheflight.com.

                     Highlights
                               The game will need to bring in the key aspects of the objective of the program – Brand
                                Engagement, Safety, on time travel and In flight entertainment
                           ď‚·    Multi level game will be scored and every 1000 game points will add 1 Mileage point to the
                                frequent fliers, Every 10 referrals will add 2 Mileage points
                           ď‚·    Non- Frequent fliers will get an opportunity to win a ticket between any 2 destination of their
                                choice
                           ď‚·    Game will be hosted on Facebook to attract the 200 Million users; referral program will be
                                applicable here for frequent fliers. The URL http://www.catchtheflight.com will be redirected to
                                the Facebook game page
                               Idea is to bring in 2 key aspect of advergames together – Viral and Social Sharing

                     Performance Parameters
                           ď‚·    Brand Engagement score will be generated for each user based on the following table


                                 State of User                               Points
                                 Starts the game                             1 Point
                                 Crosses a level                             2 Points
                                 Refers a friend                             0.5 Points
                                 Completes the Game                          5 Points

                               The campaign has to generate an average Brand engagement score of 3.5.

                           ď‚·    Other target numbers
                                 Number of Users Played                      100,000
                                 Viral Video Views                           1 Million



                 2. In Game Banner Ads
                     The popularity of games in the in the demographics of Male 25 + in age is evident. Hence, the proposal
                     to have banner ad campaigns in the major online gaming website is natural and goes with the strategy.

                     Highlights:
                           ď‚·    Offer based online banner ads targeted at the online gaming community. The top 3 online
                                gaming website will be targeted through the online gaming ad network
                           ď‚·    Cost will be CPM based, but success measurement through CPC and conversion
                           ď‚·    Branding Led but Performance oriented

                     Performance Parameters

                     The value for CPM for Ads has been taken from internet7 . The table below shows the estimated
                     performance parameters which can be used for judging the success of the campaign




7 Advertising CPM’s http://executivesummary.wordpress.com/2008/02/08/virtual-world-biz-model-advertising-cpms/

                                                                                                                             4ď‚—
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School




             The average booking size and conversion rates are as per the SEM campaign report

        3. Virtual Worlds

             Popularity of second life towards the target segment is clear from the following Kzero report graphic:




             The key virtual worlds to be present primarily for branding purpose are:
                         Second life – 14 Million Users – US based target audience
                         HiPiHi – China based target audience
             Second Life is the most popular and hence the investment will need to be diverted in using the following
             spaces in Second Life:

                             Branding of Aircrafts                                   Airport Branding




             Performance Parameter
             Since, this is a branding led campaign; the performance of the campaign will be solely based on
             Impressions. Target Impressions will be based on a daily budget which can be allocated.

 d. Budgets Allocation

The following table describes the budget allocation for the program. The figures mentioned are purely an estimate and
does not reflect anything from the actual annual marketing budget. The marketing budget data was not available as
the company is private owned.

Estimating Marketing Spends from the Kellogg’s report, here we are looking at 5% of the online marketing budget to
move towards this initiative.




                                                                                                                      5ď‚—
Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School



                                                                                                         % Spend for
                                                                      Online                             Current
         Annual Revenues          Marketing %      Budget             Marketing %        Budget          Campaign            Budget
         $ 5,000,000,000                    2%     $ 100,000,000                 5%      $ 5,000,000                   5%    $ 250,000


        We can budget the activities as below:


                  Total Budget           $ 250,000


         Sl.
         No.      Campaign              Item                                          Budget %      Budget Value
                  Viral Advergaming                                                         60%     $     150,000
                                        Game Production and Creative
                                        Development Costs                                   60%     $       90,000

           1
                                        You Tube Video Production                           10%     $       15,000
                                        Maintaining the Video Channel , Facebook
                                        group and Game                                      10%     $       15,000
                                        Email Campaign for Game                             20%     $       30,000
                  In Game Ads                                                               30%     $       75,000
           2                            Ad Creation                                          5%     $        3,750
                                        Impressions cost                                    95%     $       71,250
                  Virtual World                                                             10%     $       25,000
           3                            Banner Creation                                      5%     $        1,250
                                        Media Space Cost/Impressions Cost                   95%     $       23,750

        Budgets mentioned are at an annually basis, the campaign management team will need to work out the allocation
        based on a monthly basis. At an average we are looking at spending -$22,500 per month on these activities.




3. Key Success Factors

The key factors which can determine the success of the program
    ď‚·     Project Planning and Execution
    ď‚·     Getting the right team for managing the campaign
    ď‚·     Finding the right agency for creative and development
         Remember – Design is an output and not input8
    ď‚·     Integration with other marketing campaigns
    ď‚·     Measurement of the Parameters in critical
    ď‚·     Daily check on the performance of the campaigns
    ď‚·     Review meetings with top management to discuss on progress
    ď‚·     Adaptation of Campaign Strategy based on performance
    ď‚·     Promote and Cross Promote
    ď‚·     Monitoring Social Communities, listening and acting on the suggestions
    ď‚·     Game is social so Marketing also needs to track it closely




8 “7- Point plan for marketing in Virtual Worlds” - KZero Research

                                                                                                                            6ď‚—

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Rahul Nambiar Air France June09

  • 1. Metaverses and Advergaming Strategy and Proposal Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School
  • 2. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School Table of Contents 1. Company .............................................................................................................. 2 a. Background ........................................................................................................ 2 b. Disruption caused by Online Commerce ............................................................ 2 c. Key Marketing Initiatives..................................................................................... 2 2. Metaverses and Advergaming for Air France ....................................................... 3 a. Why a Metaverses and Gaming strategy?.......................................................... 3 b. Proposed Strategy.............................................................................................. 3 c. Key Elements of the activity................................................................................ 4 1. Viral Advergame – “Catch the flight”............................................................... 4 2. In Game Banner Ads ...................................................................................... 4 3. Virtual Worlds ................................................................................................. 5 d. Budgets Allocation.............................................................................................. 5 3. Key Success Factors ............................................................................................ 6 1ď‚—
  • 3. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School 1. Company a. Background In 1933 five French airlines merged to form Air France, and the new company set up its hub at the main airport of the Ile de France Region in Paris. Seventy-five years later, that hub, Paris–Charles de Gaulle, had grown to be one of the most efficient in Europe, providing the largest number of connections within the shortest time span. By 2007 Air France had expanded its U.S. cities served to thirteen. In total that year, Air France served 185 destinations in 83 countries and its total fleet size stood at 383 aircraft. The traffic increased steadily over the years and most recently the average increase in revenue per seat per available kilometer at 5.1 percent1. Financially the company is still privately held hence the details of the balance sheet and budgets will not be publicly available. b. Disruption caused by Online Commerce The travel industry was one of the fastest movers in the online commerce. With strong technology systems backing the booking methodology, the travel industry were the fastest to tap on to the online commerce methodology for booking tickets especially because the target category for the travel companies were increasingly using online commerce for reducing time. With more and more intermediate companies and travel agents coming up with online booking websites, the airline companies are finding it hard to catch up. c. Key Marketing Initiatives The typical customer lifecycle for the travel industry can be described as per the image below: Figure 1 : Customer Relationship Cycle2 In the case of travel companies, the most important driver of revenues and booking patterns is the Loyalty and Awareness of the offers, and it has been seen that customers are beginning to be more and more demanding and less loyal, especially when we look at some of the key points raised at the Microsoft Travel Marketing summit3 June’ 09. The highlight of the discussion point - “there has been 19% decline in brand loyal travelers between 2006 and 2008.” Looking from this angle the strategy adopted by Air France at a high level seems to follow this pattern: 1 Air France Internet Marketing White Paper by Kellogg School of Management 2 http://www.emergence-media.com/wp-content/uploads/2008/10/socialrep-customer-lifecycle.png 3 Forrester Analyst Report- http://blogs.forrester.com/ebusiness_strategy/2009/06/observations-after-the-microsoft-travel- marketing-summit-.html 2ď‚—
  • 4. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School ď‚· Generating high branding and awareness – Air France has just gone through a complete re branding activity4. The SVP of Corporate communication of Air France in his press release – “This new graphic identity aims to communicate what Air France is today: a company loyal to its national identity and to the values to which it is attached, but also becoming—most notably through the creation of the Air-France KLM group—a global brand with half of its clients being from countries other than France” ď‚· Keeping the right mix is the key – Brand versus Performance Advertising5 ď‚· Showcase travel safety especially after the recent crash6 2. Metaverses and Advergaming for Air France a. Why a Metaverses and Gaming strategy? Air France is going through a rebranding effort and with the advent of online commerce the writing on the wall is pretty much clear that there needs to be created a high branding and awareness in their target customer segment and a direct connect with the customer is needed to highlight all the key features of the brand: ď‚· Economic ď‚· On Time ď‚· Safe Travel ď‚· Great food and In flight entertainment Advertising through Virtual Worlds and gaming brings some of the key elements required to help the strategy – Engagement with the brand to highlight the features, viral effect and Buzz needed to maintain brand awareness. b. Proposed Strategy 4 Air France Rebranding - http://www.brand-image.com/pdf/AirFrance_Brandimage_PR.pdf 5 Definition of the right social marketing metrics http://www.forrester.com/Research/Document/Excerpt/0,7211,53600,00.html 6 Hopes Dim for Air France Jet Missing Over Ocean http://online.wsj.com/article/SB124385144990571769.html 3ď‚—
  • 5. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School The key strategy proposed for Air France is to divide budgets into 3 key areas 60% on Viral Advergame, 30% on performance based online banners at online gaming sites and 10% for virtual worlds. The detailing out of each of the activity follows. c. Key Elements of the activity 1. Viral Advergame – “Catch the flight” The Advergame which is to be developed will revolve around the concept of “Catch the flight”, an interactive flash based game which will be hosted in the link: http://www.catchtheflight.com. Highlights ď‚· The game will need to bring in the key aspects of the objective of the program – Brand Engagement, Safety, on time travel and In flight entertainment ď‚· Multi level game will be scored and every 1000 game points will add 1 Mileage point to the frequent fliers, Every 10 referrals will add 2 Mileage points ď‚· Non- Frequent fliers will get an opportunity to win a ticket between any 2 destination of their choice ď‚· Game will be hosted on Facebook to attract the 200 Million users; referral program will be applicable here for frequent fliers. The URL http://www.catchtheflight.com will be redirected to the Facebook game page ď‚· Idea is to bring in 2 key aspect of advergames together – Viral and Social Sharing Performance Parameters ď‚· Brand Engagement score will be generated for each user based on the following table State of User Points Starts the game 1 Point Crosses a level 2 Points Refers a friend 0.5 Points Completes the Game 5 Points The campaign has to generate an average Brand engagement score of 3.5. ď‚· Other target numbers Number of Users Played 100,000 Viral Video Views 1 Million 2. In Game Banner Ads The popularity of games in the in the demographics of Male 25 + in age is evident. Hence, the proposal to have banner ad campaigns in the major online gaming website is natural and goes with the strategy. Highlights: ď‚· Offer based online banner ads targeted at the online gaming community. The top 3 online gaming website will be targeted through the online gaming ad network ď‚· Cost will be CPM based, but success measurement through CPC and conversion ď‚· Branding Led but Performance oriented Performance Parameters The value for CPM for Ads has been taken from internet7 . The table below shows the estimated performance parameters which can be used for judging the success of the campaign 7 Advertising CPM’s http://executivesummary.wordpress.com/2008/02/08/virtual-world-biz-model-advertising-cpms/ 4ď‚—
  • 6. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School The average booking size and conversion rates are as per the SEM campaign report 3. Virtual Worlds Popularity of second life towards the target segment is clear from the following Kzero report graphic: The key virtual worlds to be present primarily for branding purpose are: ď‚· Second life – 14 Million Users – US based target audience ď‚· HiPiHi – China based target audience Second Life is the most popular and hence the investment will need to be diverted in using the following spaces in Second Life: Branding of Aircrafts Airport Branding Performance Parameter Since, this is a branding led campaign; the performance of the campaign will be solely based on Impressions. Target Impressions will be based on a daily budget which can be allocated. d. Budgets Allocation The following table describes the budget allocation for the program. The figures mentioned are purely an estimate and does not reflect anything from the actual annual marketing budget. The marketing budget data was not available as the company is private owned. Estimating Marketing Spends from the Kellogg’s report, here we are looking at 5% of the online marketing budget to move towards this initiative. 5ď‚—
  • 7. Rahul Nambiar, Master of Digital Marketing, Class of 2010, IE Business School % Spend for Online Current Annual Revenues Marketing % Budget Marketing % Budget Campaign Budget $ 5,000,000,000 2% $ 100,000,000 5% $ 5,000,000 5% $ 250,000 We can budget the activities as below: Total Budget $ 250,000 Sl. No. Campaign Item Budget % Budget Value Viral Advergaming 60% $ 150,000 Game Production and Creative Development Costs 60% $ 90,000 1 You Tube Video Production 10% $ 15,000 Maintaining the Video Channel , Facebook group and Game 10% $ 15,000 Email Campaign for Game 20% $ 30,000 In Game Ads 30% $ 75,000 2 Ad Creation 5% $ 3,750 Impressions cost 95% $ 71,250 Virtual World 10% $ 25,000 3 Banner Creation 5% $ 1,250 Media Space Cost/Impressions Cost 95% $ 23,750 Budgets mentioned are at an annually basis, the campaign management team will need to work out the allocation based on a monthly basis. At an average we are looking at spending -$22,500 per month on these activities. 3. Key Success Factors The key factors which can determine the success of the program ď‚· Project Planning and Execution ď‚· Getting the right team for managing the campaign ď‚· Finding the right agency for creative and development ď‚· Remember – Design is an output and not input8 ď‚· Integration with other marketing campaigns ď‚· Measurement of the Parameters in critical ď‚· Daily check on the performance of the campaigns ď‚· Review meetings with top management to discuss on progress ď‚· Adaptation of Campaign Strategy based on performance ď‚· Promote and Cross Promote ď‚· Monitoring Social Communities, listening and acting on the suggestions ď‚· Game is social so Marketing also needs to track it closely 8 “7- Point plan for marketing in Virtual Worlds” - KZero Research 6ď‚—