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EMAIL 2.0 || FROM CAMPAIGN TO REAL-TIME EXPERIENCE
RELATIONSHIPS ARE EVERYTHING
Micro-moments change player
sentiment in a second
Building meaningful 1:1
relationships requires adapting
to human irrationality
during these micro-moments
INSPIRE THE
WORLD TO PLAY
Everything starts
with our purpose
HOW DO WE CREATE ONE MEANINGFUL PLAYER
EXPERIENCE ACROSS HUNDREDS OF GAMES?
Franchise-Driven Campaigns
Channel Marketing
EA Driven
Limited Player Data Use
Reactive
Unified EA Platform
One Connected Experience
Player Dialogue
Contextual
Intelligent
Traditional Marketing Digital Transformation
1:1 PERSONALIZATION AT SCALE
CAMPAIGNS PLATFORM
REQUIRES A DIFFERENT MODEL
EMAIL’S DIGITAL TRANSFORMATION
CONTENT LIBRARY DYNAMIC TEMPLATEPLAYER DATA 1:1 PERSONALIZATION AT
SCALE
Vast Amounts Of Content, Placed Perfectly
Self-Reported
Appended
Engagement Machine
Time-
Based
Decisions
Trigger
Events
Account
Second Party
Source
Progressive
Profiling
Demographics
Preference
Center
Primary Devices Play Stats
4.2
days / week
15.1
hours / week
.76
DKR
SINGULAR VIEW OF OUR PLAYERS
Unlocks A High Fidelity View Of Friction Points
Play Motivations
Comparative Preferences Currently Playing Profanity Tolerance
Competitive
Social Community
Entertainment Spend
PS4
HD PC Mobile
RELATIONSHIP GROWTH
Increasing Player Value Through Fluid Progression
1 2 3 4
Fallen Active Fallen Loyalist Fallen Elite
Elite NetworkProspect Active Loyalist
Product Interest
No entitlement
Entitled
Less than
X session days
No Key
mode play
X+ Session days
Key Mode play
Spend
Competitive
success
‘or’
Influence value
1 2 3 4
8 7 6 5
No Comp play
‘or’
Fall in influence
Less than 10 days
played
No Key mode
play in X days
Fall in spending
Top X% Spender
‘or’
No play in X days
Lapsed
RELATIONSHIP TIER MIGRATION
Separate Lifecycles For Separate Titles, Segmented By Player Interaction
OPT-OUT
Propensity Model
SHIFT FROM CAMPAIGN TO CONTENT
Collapse messages into content for scale
DYNAMIC PARENT TEMPLATE
Featured
Just For You
STANDARD MODULE
MODULE LIBRARY
Entitles FIFA
Content LibraryEmail Dynamic System
PLAYER
ME:A BF1 FIFA 17
Prospect
Active
Loyal
Elite
Plays BF1 campaignSigns up for Andromeda initiative
Email sends
Tue 2/14Thurs 2/16Fri 2/18
Triggered Content Override Content
GAMESCOM
GAMESCOM Announcement!
Find out the latest details about this year’s Gamescom.
WATCH NOW
EA PLAY
Join us for a world of play
June 10-12 l The Hollywood Paladium l Live on EA.com
Publisher Sale Fri 2/24
SALE
Publisher Sale now on!
Discover all the amazing EA games now on sale
Starwars BattleFront II
Watch the Trailer
WATCH NOW
FIFA
Special offer on Gold Packs
Get Pack
EMAIL 2.0 TECHNICAL IMPLEMENTATION
All Content lives here. Instead of
building a new email, content is
added to this data extension and can
be called with a data match.
Content Repository Content Attributes
All Content that is added to the
content repository has associated
metadata that governs the display:
Player Attributes
Every Player has associated
metadata that also governs
the display of content:
PLATFORM COMPONENTS
Image URL
CTA URL
Header Copy
Body Copy
Start Date
End Date
Lifecycle Stage
Territory
Open/Click History
Session Data
Entitlement Data
Preference Data
1 2 3
CTA Copy
CTA Color
Font Color
Font
Territory
Language
Minimum Age
Platform
Age
Country
Lifecycle Stage
Content History
Listen for
qualifying
Players
(logic governed by
recency, preference,
and attribute data)
Rank franchises
when more than
one qualifying
signal
(logic governed by
spend, session,
entitlement, and
preference data)
Score Players
with current
lifecycle stage
by franchise
Listen for active
content and
then matched
with Players
(logic governed by
start, end date, etc.)
Automation
runs, email
deploys daily
PLATFORM AUTOMATION
ALWAYS LEAD WITH YOUR PURPOSE
OWN THE PLAYER EXPERIENCE
DATA GOVERNS DECISIONING
IF IT’S COMFORTABLE, YOU’RE NOT
CHALLENGING YOURSELF
IN SUMMARY
Email 2.0: From Campaign To Real-Time Experience

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Email 2.0: From Campaign To Real-Time Experience

  • 1. EMAIL 2.0 || FROM CAMPAIGN TO REAL-TIME EXPERIENCE
  • 2. RELATIONSHIPS ARE EVERYTHING Micro-moments change player sentiment in a second Building meaningful 1:1 relationships requires adapting to human irrationality during these micro-moments
  • 3.
  • 4. INSPIRE THE WORLD TO PLAY Everything starts with our purpose
  • 5.
  • 6. HOW DO WE CREATE ONE MEANINGFUL PLAYER EXPERIENCE ACROSS HUNDREDS OF GAMES?
  • 7. Franchise-Driven Campaigns Channel Marketing EA Driven Limited Player Data Use Reactive Unified EA Platform One Connected Experience Player Dialogue Contextual Intelligent Traditional Marketing Digital Transformation
  • 10. EMAIL’S DIGITAL TRANSFORMATION CONTENT LIBRARY DYNAMIC TEMPLATEPLAYER DATA 1:1 PERSONALIZATION AT SCALE Vast Amounts Of Content, Placed Perfectly
  • 11. Self-Reported Appended Engagement Machine Time- Based Decisions Trigger Events Account Second Party Source Progressive Profiling Demographics Preference Center Primary Devices Play Stats 4.2 days / week 15.1 hours / week .76 DKR SINGULAR VIEW OF OUR PLAYERS Unlocks A High Fidelity View Of Friction Points Play Motivations Comparative Preferences Currently Playing Profanity Tolerance Competitive Social Community Entertainment Spend PS4 HD PC Mobile
  • 12. RELATIONSHIP GROWTH Increasing Player Value Through Fluid Progression 1 2 3 4
  • 13. Fallen Active Fallen Loyalist Fallen Elite Elite NetworkProspect Active Loyalist Product Interest No entitlement Entitled Less than X session days No Key mode play X+ Session days Key Mode play Spend Competitive success ‘or’ Influence value 1 2 3 4 8 7 6 5 No Comp play ‘or’ Fall in influence Less than 10 days played No Key mode play in X days Fall in spending Top X% Spender ‘or’ No play in X days Lapsed RELATIONSHIP TIER MIGRATION Separate Lifecycles For Separate Titles, Segmented By Player Interaction OPT-OUT Propensity Model
  • 14. SHIFT FROM CAMPAIGN TO CONTENT Collapse messages into content for scale
  • 15. DYNAMIC PARENT TEMPLATE Featured Just For You STANDARD MODULE MODULE LIBRARY
  • 16. Entitles FIFA Content LibraryEmail Dynamic System PLAYER ME:A BF1 FIFA 17 Prospect Active Loyal Elite Plays BF1 campaignSigns up for Andromeda initiative Email sends Tue 2/14Thurs 2/16Fri 2/18 Triggered Content Override Content GAMESCOM GAMESCOM Announcement! Find out the latest details about this year’s Gamescom. WATCH NOW EA PLAY Join us for a world of play June 10-12 l The Hollywood Paladium l Live on EA.com Publisher Sale Fri 2/24 SALE Publisher Sale now on! Discover all the amazing EA games now on sale Starwars BattleFront II Watch the Trailer WATCH NOW FIFA Special offer on Gold Packs Get Pack
  • 17. EMAIL 2.0 TECHNICAL IMPLEMENTATION
  • 18. All Content lives here. Instead of building a new email, content is added to this data extension and can be called with a data match. Content Repository Content Attributes All Content that is added to the content repository has associated metadata that governs the display: Player Attributes Every Player has associated metadata that also governs the display of content: PLATFORM COMPONENTS Image URL CTA URL Header Copy Body Copy Start Date End Date Lifecycle Stage Territory Open/Click History Session Data Entitlement Data Preference Data 1 2 3 CTA Copy CTA Color Font Color Font Territory Language Minimum Age Platform Age Country Lifecycle Stage Content History
  • 19. Listen for qualifying Players (logic governed by recency, preference, and attribute data) Rank franchises when more than one qualifying signal (logic governed by spend, session, entitlement, and preference data) Score Players with current lifecycle stage by franchise Listen for active content and then matched with Players (logic governed by start, end date, etc.) Automation runs, email deploys daily PLATFORM AUTOMATION
  • 20. ALWAYS LEAD WITH YOUR PURPOSE OWN THE PLAYER EXPERIENCE DATA GOVERNS DECISIONING IF IT’S COMFORTABLE, YOU’RE NOT CHALLENGING YOURSELF IN SUMMARY

Hinweis der Redaktion

  1. Electronic Arts marketing is undergoing a huge transformation, from on-off campaigns to highly personalized, always-on multi-channel journeys.
  2. This is important –foundational- what we're a bout to embark on is complex, sophisticated and hopefully world-class. Sometimes we need to stop and remind ourselves of our purpose.
  3. Today, we create desperate campaigns with varying success metrics. HOW DO WE MAKE IT WORK HARDER?
  4. P: Increase contactability A: Increase email/player Metrics (in and out of game) L: Increase avg value per player EN: Increase influence, value, partnership
  5. *Propensity Models (ie: propensity to purchase, play, spend, churn, etc…) are going to be added in a future date so we can refine our prospect pool and to be able to proactively target and trigger content to players.