making people happy, for fun and profit
DESCRIPTION
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.TRANSCRIPT
Mobile Web Summit 2.0, 4th June 2009
Leveraging the benefits of enhanced communication with an audienceMaking 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
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
Most Haunted Live: usage patterns
4500 participants , 91.72% opt-in with name and location
Average session length of 18.7 minutes
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