Gaming and innovation Hamleys
Gaming and innovation
Hamleys
Contents
Why are we here?
Now and the future
The Innovation Process
Case studies
Gaming explored
Why are we here?
Gap analysis Customer issues Business issues Landscape Opportunities MVPs
How is digital is evolving?
1.0 2.0 3.0
Read Write Learn Merge
4.01990 2000 2010 20201990 2000 2010 2020
InsightKey objectives
Problems
Opportunities
Business
Market
Trends
Deliverables
Market insight
Competition
Digital strategy
Break points
Behaviors
The brand
The consumer
Implementations
Key insights
Roll-out factors
Stage-gate
When?
how?
1-2-1 insight
Research
Peer intelligence
Insight > analysis > review > MVP
Feedback > Iterate > upgrade> Scale
ROI
Living Digital: The Innovation ProcessProblem discovery
• Objectives• Business• Stakeholders• Market/trends
FILTERS•Human•Business•Digital
MAGIC BOX•Client insight•Blue Barracuda•Gaming psychology
Problem‘Film piracy is on the increase’Finger wagging campaigns not working. Increasing bandwidths.
Solution‘Easy beats free’Making legal sources of film easily accessible
M.V.P. 1‘FindAnyFilm.com 1.0”The Google of film.
M.V.P. 2‘FindAnyFilm 2.0’Socialising film discovery
Problem‘Pharma products cost a lot and there is little time to exploit them’Getting adoption into medical practice takes time.
Solution‘Encourage discussion of the data’Physicians trust other physicians
M.V.P. 1‘Rochecongress.info 1.0’A congress utility released at ESMO in Milan
M.V.P. 2’Rochecongress.info 2.0’Further iteration at SABCS in San Antonio
Problem‘The Trust Discount’Lack of trust in eBay means shoppers will pay 20% less for goods than on Amazon
Solution‘With you every step of the way’Research suggested lack of overt customer service was damaging Trust
M.V.P. 1‘The People behind eBay’Site display banners across 5% of UK site
M.V.P. 2‘Online Customer Service’Reworking of OCS architecture, design & tone
Game on!
80% of FFP users have taken unnecessary flights to gain airmilesa
10 trillion unredeemed airmiles
Moneyweek.com
$7 billion estimated global value
Gaming: Before Digital
Gaming: Game Mechanics1. AchievementDefinition: A virtual or physical representation of having accomplished something. Often viewed as rewards in themselves.Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.
2. Appointment DynamicDefinition: To succeed, one must return at a predefined time to take some action. Often related to interval based reward schedulesExample: Cafe World and Farmville where if you return at a set time to do something you get rewards
6. Blissful ProductivityDefinition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Example: World of Warcraft players play on average 22 hours/week. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.
21. Free LunchDefinition: The player feels they are getting something for free due to someone else having done work. The player must feel that they’ve “lucked” into something.Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap.
The art of creating gameplay
Game PlayGame Play
EngagementEngagement
R.O.IR.O.I
RevenueRevenue DataData
Game PlayGame Play
EE
R.O.I.R.O.I.
revenuerevenue DD
TrainingTrainingWebsitesWebsites
Call Centres
Call Centres
ProductsProducts
LoyaltyLoyalty
HealthcareHealthcare HRHR
Game Changers
Living Digital: The Innovation Process
Innovation insight
package
Problem– Gap Analysis– Secondary search– Primary research
Innovation solution package
Solution– Hypothesis– Prototype– Presentation, report, project plans
Innovation implementation
package
MVP– Iterate– Scale