web marketing

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PROLOGO Slide usate per il modulo di web marketing del master in economia e gestione della comunicazione e dei media dell’Università Torvergata Giugno 2012

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Slide usate per il modulo di web marketing del master in economia e gestione della comunicazione e dei media dell'Università Torvergata (giugno 2012).

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Page 1: Web marketing

PROLOGO

Slide usate per il modulo di web marketing del master in economia e gestione della comunicazione e dei media dell’Università Torvergata

Giugno 2012

Page 2: Web marketing

5 ore di lezione!

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3 livelliIl noioso mondo del web marketing 

La sfida è entrare nella testa del consumatore Tecnologie persuasive e Gamification

Punti e PremiSe rispondete correttamente

Se intervenite in modo sensato

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WEB MARKETINGINSERT COIN TO START

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LEVELONE

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BRANDProperties

OnlineMedia

Consumatori

Social Media Motori di ricerca

direct marketing

SMO / Digital PrADV / Digital Pr SEO

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PROPERTIES

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Brand properties

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Storytelling

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Storytelling

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Storytelling

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Storytelling

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Storytelling

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ONLINE MEDIA

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Online media / Advertising

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Online media / Advertising

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Online media / Digital Pr

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SOCIAL MEDIA

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Social media / Presenza sui social network

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Social media / Integrazione durante gli eventi

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Social media / Social Media Optimization

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SEARCH ENGINES

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Motori di ricerca / Search Engine Optimization

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DIRECT MARKETING

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Direct Marketing / Email Marketing

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UNLOCK LEVEL TWO?

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LEVELONE

LEVELTWO

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Sfide # 1 / Ubiquità

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Con la mobilità cambia il contesto

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Sfida # 2 / Engagement

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Ferrero

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Uniqlo UK

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Coca Cola Cina

http://www.isobar.com/en/work/#!/work/coca-cola-coke-food

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Bmw Mini Svezia

http://www.isobar.com/en/work/#!/work/mini-getaway-stockholm

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7eleven Taiwan

http://www.isobar.com/en/work/#!/work/7-eleven-interactive-billboard

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Il valore ha un significato diverso per azienda e consumatore

Ricavi > Costi = ProfittoAzienda

Consumatore

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I prodotti risolvono problemi e soddisfagno bisogni

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Il web marketing diventa servizio aggiuntivo rispetto al prodotto

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Dobbiamo entrare nella testa del cliente

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UNLOCK LEVEL THREE?

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LEVELONE

LEVELTWO

LEVELTHREE

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La tecnologia mi aiuta a coinvolgere i consumatori

PERSUASIVE TECHNOLOGIES

GAMIFICATION

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La tecnologia mi aiuta a coinvolgere i consumatori

STRUMENTOAumenta le capacitàUno strumento può essere

persuasivo quando:* permette di raggiungere un

obiettivo più facilmente* guida attraverso un processo

ATTORE SOCIALECrea relazioniUn attore sociale può esserepersuasivo quando:* premia con feedback positivi* fornisce un modello per il comportamento target

MEDIUMOffre esperienze

Un medium può essere persuasivo quando:* permette di esplorare relazioni di causa ed effetto

* consente di ricostruire ambienti

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Tecnologie persuasive / Strumento

Semplificare un compito

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Tecnologie persuasive / Strumento

Definire una sequenza predefinita di azioni

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Tecnologie persuasive / Strumento

Personalizzare le informazioni

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Tecnologie persuasive / Strumento

Suggerire il comportamento giusto

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Tecnologie persuasive / Strumento

Monitorare un comportamento

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Tecnologie persuasive / Strumento

Sorvegliare l’esecuzione di un comportamento

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Tecnologie persuasive / Strumento

Usare rinforzi positivi

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Tecnologie persuasive / Medium

Simulare reazioni di causa ed effetto

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Tecnologie persuasive / Medium

Simulare ambienti

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Tecnologie persuasive / Medium

Simulare oggetti

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Tecnologie persuasive / Attore sociale

Aspetti fisici

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Tecnologie persuasive / Attore sociale

Aspetti psicologici

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Tecnologie persuasive / Attore sociale

Aspetti linguistici

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Tecnologie persuasive / Attore sociale

Dinamiche sociali

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Tecnologie persuasive / Attore sociale

Ruoli sociali

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Un contributo esterno

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UNLOCK SOME FUN: )

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Giochiamo a fare i marketer

Albero dei problemi del clienteTipologia di giocatore

Device mobili+

Obiettivo di businessMeccaniche di gioco

=Progetto di web marketing

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Obiettivo

Aumentare la frequenza di visita a un supermercato

Aumentare l’ammontaredello scontrino

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10 meccaniche di gioco

Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

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10 meccaniche di gioco

Virtual items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges.

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10 meccaniche di gioco

Appointment dinamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

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10 meccaniche di gioco

Cascading information

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

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10 meccaniche di gioco

Communal discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

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10 meccaniche di gioco

Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

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10 meccaniche di gioco

Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

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10 meccaniche di gioco

Viral Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

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10 meccaniche di gioco

Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

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10 meccaniche di gioco

Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.