Swan(sea) Song – personal research during my six years at Swansea ... and bey...
3RDSENSE creds October 2011
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2. WHO ARE WE? Established in 2002 We are a team of 20 technology creatives working out of our North Sydney studio We are creators of Apps and Games with over 200 projects under our belt. We work on web, mobile, desktop and social platforms
3. HOUSE PROJECTS We are the publisher of Fizzy.comwhich has over 750,000 members We are the publisher of games like Swords and Sandals. Our games are played more than 20 million times every month
5. CUT-THROUGH CONNECTION ACTION There are over 1000 Apps published every day - how do you get noticed above the noise and CUT-THROUGH? Getting noticed is only the first step, nowadays customers expect to be engaged – how do you create Apps which make a real CONNECTION? Your Apps have to work for your business, get a return - How do you make sure your Apps drives your customers to ACTION?
6. WHAT WE DO We use Intelligence, Technology and Creativity to develop Apps which CUT-THROUGH the noise, CONNECTwith your customers and drive the ACTIONS you want
9. JETSTAR NEW ZEALAND Background In 2011, Jetstar NZ wanted to communicate the customer promise of ‘low fares, good times’, with a focus on good times, whilst engaging customers across online and social platforms. Target Audience Adults, 18 to 34 Actions Make people aware that Jetstar are all about ‘good times’ Make people aware of Jetstar’s international destinations Motivate people to give their details (generate a database) Motivate people to engage with the brand across social media
10. JETSTAR NEW ZEALAND Intelligence Client is Jetstar New Zealand – Solution should be NZ themed. Engaging across social platforms is an objective – Facebook and Twitter should be integrated. Target audience is currently obsessed with ‘Angry Birds’ – a game-based solution that utilises a familiar/similar format would work well. Creativity – Solution – Happy Landings Happy Landings is a fun & challenging online game that takes players on an epic journey as they control a bird named ‘Manu’ who needs the player’s help to make a safe landing across many of Jetstar’s international destinations. Includes Facebook + Twitter integration & 45 custom-built levels.
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12. MEDICAL OBSERVER Background Medical Observer is a freely distributed magazine that goes out to every GP in Australia. In 2011, Medical Observer wanted to increase registrations to their website and drive traffic. Target Audience Doctors, 30 to 55 – Around 20,000 in Australia Actions Motivate GPs to visit the Medical Observer website, & return Motivate GPs to register as a member on the website
13. MEDICAL OBSERVER Intelligence According to Medical Observer, GPs were known to traditionally be intelligent, competitive and time-poor individuals, who were motivated by challenges that made them think, as well as elevating their status – a ‘cognitive’ solution that pitted all GPs against each other in a way that didn’t require a huge time investment. Creativity – Solution – Australia’s Smartest GP Who is Australia’s Smartest GP? – A quiz-based competition designed to look and feel like ‘Who Wants to Be a Millionaire’, with 2,500 questions from 6 categories. Doctors registered to participate for the chance to win $5k. Run as a ‘game of skill’.
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17. Penguin Books Australia Background In 2010, Penguin had it’s 75th birthday. To celebrate, Penguin Books Australia were releasing 75 new books as part of their ‘Popular Penguin’ range. They wanted to promote their 75th birthday, and the new range of books, online. Target Audience Adults, 24 to 40, book lovers, female skewed Actions Make people aware of the 75th birthday & new range of books, thus resulting in a purchase of the book Motivate people to give their details (generate a database) Motivate people to ‘Like’ them on Facebook – be social
18. Penguin Books Australia Intelligence Penguin were already investing in growing their Facebook community – Facebook should be integrated. The target audience loves puzzle/strategy games – that type of game would work. Book lovers like reading and storylines – the game should have reading as a game mechanic. Creativity – Solution – Penguin Party Penguin have invited 75 characters from their most popular books to their 75th party. The player must match all 75 characters with the books they come from – a creative spin on ‘Where’s Wally’. Penguin Party featured Facebook Connect, allowing players to share individual books & hints with friends.
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20. K-Zone: “The Zone” Background In 2011, Pacific Magazines wanted some fun and interactive content for the ‘K-Zone’ website that would drive their community to purchase an online paid subscription service. Target Audience Kids, 8 to 12, male-skewed Actions Motivate people to purchase an online subscription Motivate people to purchase the magazine Motivate people to become more loyal to the K-Zone community
21. K-Zone: “The Zone” Intelligence Online game-based virtual communities targeting kids, like Club Penguin and Moshi Monsters, have proven to be very successful in generating revenue through subscriptions, downloads, etc – an online virtual world for kids! The target market loves games – games should be central. Creativity – Solution – The Zone A virtual world that allows kids to live out their fantasy of being an alien on another planet! ‘The Zone’ allows kids to create a human character who then turns into an alien. It also features a virtual shop with a host of exciting items. Kids use their alien character to play a number of custom-built games.
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23. RSPCA Australia Background In 2011, RSPCA Australia wanted to engage, interact and connect with their Facebook community to achieve a number of key business objectives. Target Audience Females, 25 to 50 Actions Motivate people to donate online – drive donations Motivate people to learn about the RSPCA - educate Motivate people to become fund-raisers and campaigners for the charity, across social media platforms - viral
24. RSPCA Australia Intelligence RSPCA Australia already had a substantial Facebook community – the platform works for the brand. Research shows the target audience IS on Facebook playing social games, like FarmVille – a social game is the perfect fit. Creativity – Solution – Rescue Shelter An ‘Animal Rescue Shelter Management Game’ that has players building and managing their own virtual RSPCA shelter on Facebook. ‘Rescue Shelter’ utilises a virtual economy (virtual currency + virtual items), a reward-based education system & a number of fun social interactive activities.
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26. Huggies Background In 2011, Kimberly-Clark approached Ignite Media Brands with the idea to use Nickelodeon characters ‘Annie & Archie’ to promote Huggies Pull-Ups, in a way that positively showed how Pull-Ups can aid in toilet training. – as part of the wider ‘Stop, Potty Time’ TVC campaign/creative. Target Audience Kids, 2 to 5 – and their Mothers, 25 to 40 Actions Increase awareness of Huggies Pull-Ups and a positive affinity with the brand, with the goal of driving purchases Drive engagement time for kids – Give Mums something they can give their kids to play and learn with, encouraging kids to recognise when it is ‘Potty Time’
27. Huggies Intelligence A high proportion of the target audience (mums) owns an iPhone – an app with a touchscreen interface would be effective. Smart phone games have proven to be popular with kids as young as 2 – a simple game, with intuitive touchscreen controls, bright colours and attention-grabbing sounds would work. Creativity – Solution – Potty Time An iPhone game where kids navigate either Annie or Archie through one of six fun-filled mazes, with the goal of reaching a toilet at the end. Collectable Huggies Pull-Ups along the way earned kids extra time to finish each level, whilst positively reinforcing the brand. Themes and sounds from the Potty Time TVC were used throughout.
30. Swords and Sandals Background In 2010, 3RDsense’s hugely popular ‘gladiatorial combat’ online game franchise ‘Swords and Sandals’ reached over 350 million game plays after 5 years. To extend the life of the franchise and attract a new audience, it was time to go mobile. Target Audience Young Males, 10 to 18 Actions Extend the life of the franchise beyond online and create a new direct revenue path – mobile! Attract a new global audience of hopeful gladiators!
31. Swords and Sandals Intelligence The game would need to be adapted and customised to suit the iPhone – The game would need new touchscreen controls and the graphics would need a complete overhaul. Existing players would need new content to motivate them to purchase – a new area was included, with bonus mini-games. Creativity – Solution – Swords and Sandals – Click Here An immensely popular iPhone game that has since... Become the #1 Role-Playing iPhone Game in 17 countries Generated over 200,000 downloads (including paid & free) Seen over 10 million virtual gladiators fall on the sand!
35. Let’s start a conversation… If you’re looking for an App that CUTS THROUGH the noise, CONNECTS with your target audience and drives the ACTIONS you want, get in touch. 02 89 231 200 commercial@3rdsense.com www.3rdsense.com