making people happy, for fun and profit

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Mobile Web Summit 2.0, 4 th June 2009 Leveraging the benefits of enhanced communication with an audience Making people happy, for fun and profit

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A talk I've just done at Mobile Web Summit, on cherry-picking tiny pieces of social goodness and applying them to mobile applications.Includes case studies of our work for Puzzler Media, the worlds first mobile Ghost Detector (for Discovery US), and Smule.

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Page 1: Making people happy, for fun and profit

Mobile Web Summit 2.0, 4th June 2009

Leveraging the benefits of enhanced communication with an audienceMaking people happy, for fun and profit

Page 2: Making people happy, for fun and profit

Engagement goes by many names and covers many activities. I’m not going to talk

about most of them today.

I’m going to talk about Sudoku, paranormal detectives,

and the trombone

Page 3: Making people happy, for fun and profit
Page 4: Making people happy, for fun and profit

League tables as loyalty driver

Simplest possible mechanic gives 18% response

Non-entrants average 2.97 plays

League participants average 7.48 plays- 1.98 plays before first league entry, but 5.59 after

Page 5: Making people happy, for fun and profit
Page 6: Making people happy, for fun and profit

Most Haunted Live: usage patterns

4500 participants , 91.72% opt-in with name and location

Average session length of 18.7 minutes

Page 7: Making people happy, for fun and profit
Page 8: Making people happy, for fun and profit
Page 9: Making people happy, for fun and profit
Page 10: Making people happy, for fun and profit

Everyone likes to play

Where am I going with all this?

Opportunity lies beyond SMS, in applications

People want to be part of something bigger

Page 11: Making people happy, for fun and profit

Mobile Web Summit 2.0, 4th June 2009

Thank you.

I’ve been [email protected]