jeff coghlan - camp digital 2016
TRANSCRIPT
We are Technologists and Inventors, we are Creators and Connectors.
We are Strategists that produce apps, games and solutions that Engage, Excite and Amaze.
We are Matmi.
@matmi
• Average gamer over 35 years old• 68% of gamers are over 18• More adult women play games than boys (under 18)
We all like to play
@matmi
Phillips were launching the Sonicare brush for kids and were prompted to rethink its promotion in a child and parent-friendly way.
Situation
The problem was that there was very little awareness of the Sonicare range in English and German-speaking markets, and the campaign needed to be appealing to a young audience whilst delivering a strong educational message.
Problem
Driving awareness within a complicated, low interest product category to a broad audience that includesyoung children.
WD
MP
Bril
liant
Bru
sher
sPh
ilips
Son
icar
e
@matmi
There was a significant increase in awareness of the portfolio as you would expect from a game that was played over 19 million times with an average play time of 7 minutes.
Results
The music industry were searching for innovative ways to deliver unique content to fans.
Situation
Reinventing an existing launch model for the digital world that will engage and deliver to a marketing savvy audience.
Lily
Alle
n
G
orill
az
Iro
n M
aide
nEM
I
@matmi
• 2.9 million game plays worldwide • Thousands of mobile app sales • Average play time 6 mins
Results. Escape to Plastic Beach - Gorillaz:
Results. Escape The Fear - Lily Allen :
• Over 3million players• 20% of users clicked through to Buy in Now• Still achieving 15k engagements a week
Results. Flight 666 - Iron Maiden:
• 1 million+ plays per month worldwide• Average play time of 4.37 minutes• 6 million plays
@matmi
RELATEDNESS AUTONOMY MASTERY PURPOSE
SOCIALISERS FREE SPIRIT ACHIEVERS PHILANTHROPISTS
Like to share with stuff socially. Like
being part of a community
Like to create stuff. Love freedom and being responsible.
Love to learn, get achievements,
personal development
Love to share, gift and help
Intrinsic Gamification (RAMP)
Our work typically addresses challenges like these
@matmi
Boosting Brand EquitySelling products and ServicesEducationStory TellingConnecting with other ideasConnecting with other media (TV , Print etc)Add value to Real World ExperiencesDriving Traffic to websitesGenerating Social BuzzLaunching Products / ServicesChanging BehaviourCapturing DataMonetising fansExperiential MarketingResearchCreating joyImproving health