Everybody plays. But who with what? In Hungary, 4 million people play – and the dinamically progressing digital game industry produces numerous remarkable figures.
You can twist it, twirl it, twine it as much as you want, but you can’t deny the fact that Ernő Rubik is a world sensation. The game designer’s latest development seems to be a huge payoff again: a traditional game meets modern technology in Touch Cube. This knowledge is the focus of the presentation: how can we achieve success by forging innovative technologies and ancient game mechanisms together.
What does a citizen expect of a major national movement? Maybe it is better if we don’t even ask. But this action is not the ordinary: the factual addressment and alignment of society is at stake for the May 21st trash collecting program. We will find out crucial information about the efficiency of used online tools at first hand: right from the government spokeswoman.
Why and how does SAP expect inspiration from videogame industry to rethink it’s software development policy and acquire 1 billion business users? Through this extraordinary dual lecture, business relations of gaming and gaming relations of business will also be revealed.
Games and playfulness are serious marketing tools. Consumers participate voluntarily. We provide the frames in which the consumer himself decides, experiments,experiences. How can T-Mobile render its brand values (Inspiration, Innovation, Simplicity) and promise (Life is for Sharing) perceiveable and lively through games and playfulness?
Business related similarities between reality and the world of poker are examined by this lecture. The audience can instantly profit from the given patterns, by applying them to everyday decision making.
The case study introduces the creation and success of the first Hungarian crowd-funded band. Tens of thousands of teenagers were moved by the 2010 program, as they were involved in most of the important producing decisions. The action was based on Coca-Cola’s loyalty program which also holds some instructive game elements.
Let’s play pretend that not only professional studies are welcome in the program, but to enhance the digestion of lunch and presentations – we improvise a brief concert.
As a finishing chord of the MyCokeBand program-stream the frontman of the crowd-funded band stands before the microphone of Universal Music. Kristóf brings us closer to the man behind the marketing machine.
How can seemingly different services like multiplayer games and social marketing behave so similarly? This presentation holds the answer.
The unique experience of Honfoglaló („Home occupier”) is learning while playing. By applying this factor, marketing experts can reach distinctive brand values. Applying this to the gaming experience means a „discrete call” for the advertisers, i. e. the user merely recognises the amount of time spent actively with the advertisement. The running NATO operation dating to 2009 is a good example…
Gamification will change your business. Using the techniques of games, you can create engagement with your customers that goes far beyond what is possible with simple marketing and advertising. In this short talk, we'll cover some of the most important aspects of gamifying your company, including player types, motivations and rewards.
TNS conducted a research which segmented and examined the gamers by means of motivation and usage. Furthermore, attitude towards ingame advertising is an important factor. Detailed results of the study are introduced in this lecture.
Even the chain store itself wasn’t aware how successful the tool was that they developed. How can a particular application affect us more than an other? What is the key to marketing success? Do we possess it or at least know where to look for it?
...by means of the gaming – innovation – effectiveness model. How can we become a live brand? Nowadays, creative advertising is not enough – you need new creativity. With marketing, you have to take on usefulness, pushing messages through consumers is not enough anymore. The new, playful approach gives us an innovative perspective, which provides new ways of effectiveness.
The main advantage of online advertising is exact measurability. Every activity has the possibility of becoming a game, that can be quantified and measured (i.e. a competition). It seems logical for gamification to play a more important role in online marketing. But before taking a dive into this spreading trend, we should stop for a bit and think, how can a gamified ad be effective? Gamification can either be a trap or a unique tool in the hands of a marketing expert. After the lecture, it will be more comprehensible, why.