building brand awareness through real-world gamification

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Building Brand Awareness Through Real-world Gamification Rob Jonas VP EMEA Neset Dereli Interactive Marketing Communication Manager

Post on 17-Oct-2014

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How Turkish Airlines partnered with InMobi to bridge brand awareness from the real-world to mobile devices.

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Page 1: Building Brand Awareness Through Real-world Gamification

Building Brand Awareness Through Real-world Gamification

Rob Jonas VP EMEA

Neset Dereli Interactive Marketing

Communication Manager

Page 2: Building Brand Awareness Through Real-world Gamification

578M mobile consumers 93.4B impressions per month 165 countries

North America

119 M NORTH AMERICA

149 M EME

16 M JAPAN

246 M APAC

Africa

35 M AFRICA

Latin America

22 M LATIN AMERICA

Touching 40% of mobile Internet users globally, on average 200 times a month

Page 3: Building Brand Awareness Through Real-world Gamification

Simplifying Mobile Advertising

Mobile Analytics & Research

Universal Analytics & Research Solutions

Mobile Reach

Largest Independent Mobile Ad Network

Mobile Creative

The Leading HTML5 Ad Creation Platform

Page 4: Building Brand Awareness Through Real-world Gamification
Page 5: Building Brand Awareness Through Real-world Gamification

Mobile is Part of Daily Life

39% While watching

TV

67% Lying in bed

47% Waiting for something

25% Commuting

22% Spending time

with family

15% Shopping

19% In the bathroom

15% social event

Source: InMobi Media Consumption Aug 2012 Sample size: n = 11,040

Globally, Mobile web time is “me”

time: it is usually a personal

rather than a shared media experience

Page 6: Building Brand Awareness Through Real-world Gamification

Why Mobile?

Personal

Reach

Targeting

Social

Engaging

Contextual

Page 7: Building Brand Awareness Through Real-world Gamification

Global Media Consumption The average mobile web user in Germany consumes 7.2 hours of media daily. Mobile devices represent 27% of this time.

Mobile share has overtaken TV and is catching up to Online Media.

Source: InMobi Media Consumption May 2012 Sample size: n = 11,040

Page 8: Building Brand Awareness Through Real-world Gamification

Source: InMobi May 2012; IAB 2012

39% of Global smartphone and tablet owners use their device while watching TV

Page 9: Building Brand Awareness Through Real-world Gamification

It’s personal, emotional and intimate

The Power of Touch

Page 10: Building Brand Awareness Through Real-world Gamification

Always On Device

Page 11: Building Brand Awareness Through Real-world Gamification

InMobi Targeting

Geographical Content/Time

OS/Handset Audience

Page 12: Building Brand Awareness Through Real-world Gamification

8% Shopping

7% Local Search

12% E-mail

14% General Info

(Search, Sports,

News etc.)

18% Play Games

19% Entertainment

(music, videos

etc.)

22% Social Media

(e.g. Facebook,

Twitter etc.)

Sample size: n =10,699

Source: InMobi & On Device Research, Mobile Media Consumption Research Feb 2012

Mobile Devices

are Innately Social

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Page 15: Building Brand Awareness Through Real-world Gamification

QR Flags by Turkish Airlines

Gamification to Engage the Consumer during the

Olympics

Connecting the Physical World to

the Digital Landscape

Page 16: Building Brand Awareness Through Real-world Gamification
Page 17: Building Brand Awareness Through Real-world Gamification

QR Flags Mobile Banners

Page 18: Building Brand Awareness Through Real-world Gamification
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Page 20: Building Brand Awareness Through Real-world Gamification

Reach Consumers

Engagement

Personal

Targeting

Contextually Relevant

Page 21: Building Brand Awareness Through Real-world Gamification
Page 22: Building Brand Awareness Through Real-world Gamification

Individual Personal Experiences with Mobile Device

Context Phone

Bespoke, personalized

ads are targeted at the user

based off the assimilated context

Device learns user patterns and is aware

of its surroundings

Contextual Awareness

Information about the user pinged back

to the ad server

Page 23: Building Brand Awareness Through Real-world Gamification
Page 24: Building Brand Awareness Through Real-world Gamification
Page 25: Building Brand Awareness Through Real-world Gamification

Rob Jonas VP EMEA InMobi

Neset Dereli Interactive Marketing Communication Manager Turkish Airlines

Facebook.com/inmobi Twitter.com/inmobi

Thank you.