heineken better beer experience
DESCRIPTION
Detailed description of our approach to creating a better beer experience for HeinekenTRANSCRIPT
Investment Case
CAPTIVE MEDIA
A Better Beer Experience at Bars
“Our strategy is all about providing these unexpected moments”
Heineken Frontier Brief
• Meet the ‘Millennials’, ‘Gen Y’, or ‘Born Digital’ generation
• Born between 1982 and the late nineties. Now aged 18 – 34
• They are very hard to engage
• They:
• are exposed to over 600 advertising messages a day1)
• filter these messages as never before
• are out and about 30% more than a decade ago
• watch less TV, and consume less traditional media
• Worse, recent research suggests that they don’t respond much to Digital either
• [Research by UC Berkley and eBay finds response to paid search is less than 0.4%]
Meet the generation who have switched off to traditional media
Note 1) Source: Media Matters
• Our starting point: the consumer’s
relationship to media has
changed! Traditional media are
less effective for Gen Y
consumers
• Our focus: achieving “cut
through” through a uniquely
novel and talkable experience in
the bar
• The battleground: Leisure venues:
bars, clubs, restaurants, initially in
the UK – but with global ambition
• Our philosophy: do something
different!
At Captive Media we think deeply about ‘nudging’ consumer behaviour at the point of sale
Our Influences
• The new path to purchase:
McKinsey estimate that 40% of all
purchase decisions are make at
the point of sale. For drinks brands
this can be as high as 70%
• Thaler and Sunstein: Nudge.
Influencing consumer behaviour
requires different a different
approach. Gamification is a
powerful tool
• Ogilvy Labs: a test bed for new
customer engagement
technologies. We are an Ogilvy
lab partner
• Captive – 55 seconds
• Interactive, so has a return path for advertisers
• Highly engaging
We are building a new media channel in licensed retail
So far we have installed 30 venues in London and we’re now busy installing around the UK
7
0 20 40 60 80
Intuitive
Hygienic
Newsworthy
Enjoyable
Agree
Disagree
% of total responses
Customers were asked whether they thought Captive
Media’s system was . . .
“Fun, pleasurable, fulfilling!”
“Genius! Alan Sugar would be
impressed”
“One of the best ideasI’ve heard of, absolutely
genius”
“Funny, innovative,clever idea”
Source: survey of 50 respondents, conducted between July to October 2011 2
“That is awesome!That is like a man’s
dream”
Research confirms that Gen Y consumers love the technology
“Took a photoand showed my
mates!”
• Heineken and Captive Media each exemplify one of three “Future Trends” for brands
• View clip by clicking or going to www.onlinemba.com/blog/future-of-advertising/
We have something in common with Heineken: we both feature in the Online MBA’s thought piece: The Future of Advertising
9
25%
Tiger’s Sales Share at VenueWeekly Tiger unit sales as % of total weekly bottled beer unit sales
4.21 %
9.74 %
0
2
4
6
8
10
12
Source: Venue’s EPOS data
Prior Year(Jan+Feb2011)
Captive Media
Pilot (Jan+Feb2012)
Note. This is one of a number of test promotions conducted since July 2011.
For full details of this and other trials see www.captive-media.co.uk/case-studies
• Tiger Beer ran a promotion on-screen in Jan/Feb 2012
• They used a number of different creative executions
• Tiger’s share of bottled beer sales at the venue more than doubled
• Average weekly sales nearly tripled compared to the same period last year
• Sales even topped the peak Christmas period
We have also doubled sales of one of Heineken’s brands,
Tiger, in an early pilot
To view actual footage of this
particular promotion click here
10
Our technology can deliver a three part experience for Heineken
consumers – bringing the brand right to top of mind in each venue
1. ‘Ambient loop’ plays during
approach
The customer views the
screens as soon as they enter
the washroom, and whilst they
approach the screen
Leverage existing TV / video
assets – playing up to 40 times
an hour
2. Interactive Game experience.
Once at the bowl, the screen
detects the player and activates
the game
Games last between 30 – 70 secs,
or until the player’s ‘ammo’ runs
out!. (see game ideas below)
This is what gets consumers talking
to each other
3. Call to action. The parting
thought
Extends the engagement beyond
the Captive Media unit and onto a
player’s mobile.
Examples include: on-line
leaderboards for competitions,
vouchers (see next pages)
0 sec 10 20 30 40 50 1:00 1:10 1:20 1:30
1 2 3
Ambient Loop Interactive Session Call to Action
Part 1. We can play Heineken’s current TV and video assets up to 40 times and hour on each unit
Leverage existing TV and Digital Out of
Home video assets
… playing up to 40 times an hour on each screen in each venue
The customer views the screens as soon as they enter the
washroom, and whilst they approach the screen
This amounts to over one million gross impressions per month
across the current installed base
The Tiger Beer sales uplift cited above used only this ambient
media
Part 2. We will develop a bespoke interactive Heineken game, with which each and every male bar-goer will engage
The Heineken in-bar game
Our unique game experience works best as an extension of
your wider mutli-channel marketing mix. For example:
• To activate the Open Your City / London Unlocked
campaign, a driving game where the user navigates
around a cityscape populated with interesting
locations or events. He collects points for discovering
them
• To activate Heineken’s Champions League
sponsorship, a football themed game – eg simple
penalty shoot out as shown
All game concepts will be branded and themed with
Heineken colours and imagery. We’ll work with your
Marketing team to develop a bespoke game that meshes
with your campaign objectives. (see process slide below)
>> Played by all male customers in the bar – not just those
who have a particular app or device on their person!
>> Our own screen network will number 100 screens in the
UK by Christmas 2014, serving over 250,000 games per
month
Part 3. The game engagement extends to real-world action, via the user’s mobile phone
At the end of each game, the screen displays a call to action. There are three types:
Type 1: Compete. Enter Global Online Leaderboard
• Each game allows players to enter their score and name on a global leaderboard,
displayed at the end of each game, between games, and on-line.
• Players compete against their friends. Or for their country! For the London Olympics
we staged a five country athletics game (which was won by Spain, alas)
• Social Media integration: Players can tweet their score – along with an auto-
populated Heineken hashtag
• Facebook integration is an added option we can explore with you
Type 2: You’ve won! Claim your prize
• Games can be configured to be “winnable” – eg collect 10 points to win a free
bottle of Heineken
• We have partnerships with more than one mobile voucher fulfillment app enabling
us to deliver vouchers to players’ mobile phones IF they score highly. A great
talking point
Type 3: Just go to the bar and buy a Heineken!
• Sometimes simple is best. A common call to action is simply to display the product
with a call to action to sample it at the bar. If near term sales uplift is the goal, this
is highly effective – having driven a 12.4% sales uplift for the brand pictured here,
and up to 50% uplifts for other drinks brands (see case studies at
http://www.captive-media.co.uk/case-studies/)
Process: we’ll work with your Marketing team to develop a bespoke game that meshes with your current campaign
Stage 1: Game / Experience Development
We begin by taking a proper creative brief from your marketeers, then follow a four step process: 1) Creative brief
development, 2) Brainstorming / game concept design, 3) Artwork, including sign off, 4) Game coding and testing.
The process end to end can take as little as 6 weeks, and culminates with a light hearted demonstration and testing
event with your team
Stage 2: Deployment / Execution
Where do you want to achieve most impact? In which locations do you most want Heineken to be top of mind? Our
units can be installed in a morning. We can agree with you to invest a portion of the prize budget in installing the
technology in venues that best support Heineken’s Marketing themes:
• In or near Champion’s league venues – even stadia
• In selected top music venues – or venues featured in Open London
• In key influencer /Style bar venues where Heineken would like to boost distribution. We are often able to secure
distribution for bottled product at venues where we install our game
Stage 3: Measurement and Feedback
With the game deployed we can measure its impact in three ways
1. We can measure sales impact directly by gathering EPOS data from the venues at which the game is playing
2. We interview customers in the bar (alongside a control group) to measure things like brand recall, brand association
and even purchase intention. You can see examples at www.captive-media.co.uk/case-studies/.
3. We can also film footage of customer’s emotional reaction to the activation. It is the strength of this reaction – and
the conversations it starts – which constitute the greatest value. See an example here or at
https://www.youtube.com/watch?v=2a6gKCIida0
Summary: Six advantages of Captive Media
Well timed – 90 secs in washroom; 55 seconds
at screen … just before next purchase decision
Captive – Truly captive audience. No distractions and impossible to avoid.
Interruptive and engaging
Targeted Reach – Perfect gender targeting: 10,000 impacts per month per venue. (Non-
interactive) screens in Ladies
Talkable – Creates Zealots. Lots of them. 90% of men tell friends
Flexible. Each screen networked; ad copy can change by day / time of day / weather!
Accountable –logs every game played, reporting by timeslot vs. EPOS data