Research about mobile marketing in Brazil.
Starting with desk research, community research and conclusions
1 of 14
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Online research and community research
1. Group 5
Final Presentation
project online research and community
EMS - February 2013
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2. Table of Content
Setting the scene
Concept Board
Consumer Feedback
Final Concept Board
Personal Takeaways
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Q&A
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3. Brazilians love to play!
Anytime, anywhere, with everyone and in any social setting
Current mobile market in Belgium and
Online games are Europe
definitely better
because they are more Differences and similarities in Brasil
practical
Gaming is very popular, especially for Gen X
and Y
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4. Consumer Board
We play games
mobile, online
and offline
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5. Consumer Feedback
BLAH
Consumer Feedback
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6. Q&A #1 How did you start playing something?
Recommended by a friend, would you share a game yourself?
Why/when would you recommend or share a game result to
your friends?
Friends = key person
Facebook and YouTube most effective channels
Quality, reliability, usability, service,
confidence, full satisfaction, excellent
manufacturing, fair price, innovative &
durability are important drivers for gamification
Combine online and offline game elements
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7. Q&A #2 What kind of driving factors are important for you to start
playing games?
Fun
Funny elements Call to action e.g. play and win
are easier to
remember Link between real and virtual
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8. Q&A #3 Which branded games have you ever played? What were the
most important elements of the games that made it that good
or that bad?
50% played branded games
Volkswagen Fox, Wall Mart & Todinho
Most of the
people I know like
playing games Integration offline and virtual elements,
good structure of the game & the game
relevance
Note: Brazilians love branded gamification when
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9. What else did the consumer say?!
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10. What else did the consumer say?!
Using funny elements in a campaign
is
an excellent idea! There is a whole
generation of Brazilians who love to play
games
a good way of connecting with the
customers
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11. Final Concept Board
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12. Personal Takeaways
Understanding the consumer language
A community is fun and human
Getting more consumer insights
Getting answers on questions you dont had
Communication without disturbing
Real-time feedback
Gamification is a long-term story
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13. Q&A time!
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New York, NY 10001 | F: 555.123.4567 | www.carecounseling.com
14. Thank You
Bart Van den Langenbergh
Mieke Vandenholen
Kathleen Mentrop
Arno Deheegher
Pieter De Moor
Koen Cleymans
Neslihan Erer
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