This document proposes a mobile app game called Monopoly Airport that would allow travelers to play Monopoly using their location in the airport. A survey of 35 travelers found that most experienced delays and were open to interacting via a mobile app. The game would use beacons to determine a player's location on a small map. Players could purchase stores for coupons and upgrade them to charge other players. The goal is to entertain travelers and incentivize spending at airport stores and airlines to boost their business and improve the travel experience. Future plans include integrating social networks and developing a client for airport stores to monitor business from the game.
Mobile Augmented Reality games – such as Niantic’s Pokemon GO – gave the start to a new concept of gameplay in mobile gaming and made people become familiar with this novel concept.
The Gambling industry is catching the trend of Augmented Reality.
The gaming industry can benefit from the AR, thanks to the personalization and involvement of the players which adds a sense of excitement and appeal to a greater number of customers.
HOW CAN OPERATORS IN THE GAMING INDUSTRY ATTRACT, PLEASE AND KEEP THE PLAYERS THROUGH THE AUGMENTED REALITY?
Top 10 Social Loyalty Initiatives by AirlinesSimpliFlying
This document provides examples of airlines creating social loyalty programs to engage customers and increase repeat business. It describes several case studies of airlines partnering with social media platforms like Foursquare, Facebook, and gaming apps to reward customers for social check-ins and interactions. These programs allow customers to earn loyalty points, upgrade benefits like lounge access, and enter contests by sharing their travels on social media. The goal is to strengthen customer loyalty and engagement through innovative social media initiatives.
Google Wallet Plus is a premium version of Google Wallet that allows users to send and receive money with no fees. The marketing plan aims to expand the app's market share worldwide and establish trust among users. Key strategies include targeting the 5 billion mobile payment users, collaborating with Google apps, and offering unique features like requesting and tracking money from others. The plan will implement these strategies through the app's distribution on Google Play, incentives for frequent users, and communication channels for feedback.
Virtual Wallet started as a mobile recharge and bill payment app and has expanded to become a top e-commerce marketplace accessible through their mobile apps. The app allows users to pay bills, purchase a wide range of products, and send and receive money with just a few clicks. Virtual Wallet aims to provide customers with an easy and reliable shopping experience with offers, refund guarantees, and 24/7 customer support.
Citrus would be an e-wallet app allowing users to pay bills, recharge phones, and make transactions from one place. It aims to target teenagers and young adults who prefer mobile payments. The company plans to partner with schools and colleges to allow fee payments and purchases through the app. It will focus on the growing e-commerce market and compete with established wallets like Paytm. An analysis of strengths, weaknesses, opportunities, and threats is also provided.
Mobile Payments Index 2016 [Travel Edition]Filipp Paster
The Adyen Mobile Payments Index reveals huge growth opportunities for travel merchants willing to invest in mobile payments. This report draws on Adyen’s data and real-life examples to provide practical advice for merchants looking to grow market share with mobile payments.
Topics: Mobile Commerce
Industry: Travel & Leisure
The PowerPoint presentation covered several topics related to financial technology including fintech, credit cards, Paytm, Amazon, online banking, and near field communication (NFC) technology. Key points included that fintech uses technology to deliver financial services and products to banks, insurers, and customers. Credit cards combine payment and credit services but have complex fee structures. Paytm is one of India's largest digital payment platforms. Amazon began as an online bookstore and is now the world's largest online retailer and cloud provider. Online banking allows customers to manage their finances remotely via a bank's website. Near field communication technology enables contactless mobile payments using apps from companies like Samsung, Square, Google Wallet, Visa, and Pay
Mobile Augmented Reality games – such as Niantic’s Pokemon GO – gave the start to a new concept of gameplay in mobile gaming and made people become familiar with this novel concept.
The Gambling industry is catching the trend of Augmented Reality.
The gaming industry can benefit from the AR, thanks to the personalization and involvement of the players which adds a sense of excitement and appeal to a greater number of customers.
HOW CAN OPERATORS IN THE GAMING INDUSTRY ATTRACT, PLEASE AND KEEP THE PLAYERS THROUGH THE AUGMENTED REALITY?
Top 10 Social Loyalty Initiatives by AirlinesSimpliFlying
This document provides examples of airlines creating social loyalty programs to engage customers and increase repeat business. It describes several case studies of airlines partnering with social media platforms like Foursquare, Facebook, and gaming apps to reward customers for social check-ins and interactions. These programs allow customers to earn loyalty points, upgrade benefits like lounge access, and enter contests by sharing their travels on social media. The goal is to strengthen customer loyalty and engagement through innovative social media initiatives.
Google Wallet Plus is a premium version of Google Wallet that allows users to send and receive money with no fees. The marketing plan aims to expand the app's market share worldwide and establish trust among users. Key strategies include targeting the 5 billion mobile payment users, collaborating with Google apps, and offering unique features like requesting and tracking money from others. The plan will implement these strategies through the app's distribution on Google Play, incentives for frequent users, and communication channels for feedback.
Virtual Wallet started as a mobile recharge and bill payment app and has expanded to become a top e-commerce marketplace accessible through their mobile apps. The app allows users to pay bills, purchase a wide range of products, and send and receive money with just a few clicks. Virtual Wallet aims to provide customers with an easy and reliable shopping experience with offers, refund guarantees, and 24/7 customer support.
Citrus would be an e-wallet app allowing users to pay bills, recharge phones, and make transactions from one place. It aims to target teenagers and young adults who prefer mobile payments. The company plans to partner with schools and colleges to allow fee payments and purchases through the app. It will focus on the growing e-commerce market and compete with established wallets like Paytm. An analysis of strengths, weaknesses, opportunities, and threats is also provided.
Mobile Payments Index 2016 [Travel Edition]Filipp Paster
The Adyen Mobile Payments Index reveals huge growth opportunities for travel merchants willing to invest in mobile payments. This report draws on Adyen’s data and real-life examples to provide practical advice for merchants looking to grow market share with mobile payments.
Topics: Mobile Commerce
Industry: Travel & Leisure
The PowerPoint presentation covered several topics related to financial technology including fintech, credit cards, Paytm, Amazon, online banking, and near field communication (NFC) technology. Key points included that fintech uses technology to deliver financial services and products to banks, insurers, and customers. Credit cards combine payment and credit services but have complex fee structures. Paytm is one of India's largest digital payment platforms. Amazon began as an online bookstore and is now the world's largest online retailer and cloud provider. Online banking allows customers to manage their finances remotely via a bank's website. Near field communication technology enables contactless mobile payments using apps from companies like Samsung, Square, Google Wallet, Visa, and Pay
Next generation technology miami heat-miami american airlines arena %28 mar...Jonathan Unger
The document discusses potential future technologies at the Miami American Airlines Arena to improve the fan experience. It describes enhancements to the existing Miami Heat mobile app, including using QR codes for check-in and access, GPS to locate friends and share videos, social media integration, mobile food ordering, and "King Cam" to see games from a player's perspective. The app could also provide real-time parking availability, traffic reports, line wait times at concessions and restrooms, and dynamic ticket pricing updates. The goal is to increase fan engagement, convenience, and provide more entertainment value through cutting-edge technology.
The document provides a whirlwind tour of 30 different mobile payment products and solutions from around the world. It describes various approaches for making purchases from apps and websites, using mobile wallets in stores, paying via mobile bills, transferring money between individuals, and turning mobile devices into card readers for merchants. The solutions highlighted span online shopping, social media payments, biometrics, barcodes, near field communication technology, peer-to-peer transfers, and mobile point-of-sale devices.
Cleartrip is an online travel portal that offers services like flight booking, hotel booking, train booking, and cab booking. It aims to make travel simple for customers. It uses both an agent model, where it earns commissions, and a merchant model, where it purchases inventory at wholesale prices and resells at retail prices. Cleartrip targets frequent travelers, businessmen, corporates, travel junkies, and foreigners. It differentiates itself through a simple user interface, comprehensive options, and reliable services.
Savvy is a lifestyle brand founded in 2015 by Melissa Stern and Hannah Hurwitz to promote fashion, independence and adventurousness for women. Their flagship product is the Fantasy Fashion App, a free gaming app that allows women to compete in daily and season-long games based on reality TV, sports and award shows by wagering virtual currency on real-world events for prizes. The app aims to disrupt the exclusively male-dominated fantasy sports industry and provide women an engaging and social gaming experience centered around fashion, shopping and female empowerment.
The Mobile Playbook: 5 Creative Ways to Win in MobileiMedia Connection
This document discusses 5 creative ways to win in mobile: 1) Google Now provides personalized information to users; 2) Google Wallet allows mobile payments; 3) Chrome Experiments tests new features; 4) Field Trip provides local information and points of interest; 5) Google Glasses offers an augmented reality headset. It emphasizes defining value through customer mobile engagement, optimizing digital destinations for mobile, assessing organizational mobile adaptation, measuring the full value of mobile including in-store impact, and using mobile for branding experiences.
18 oct techgoondu.com_ singapore-made mogi app lets you pay for dinner with y...Bridget Kow
The Mogi app allows users in Singapore to pay for meals and purchases using their smartphone. By purchasing credit through the Mogi app via PayPal, users can then display a QR code to merchants to pay and receive discounts. Over 70 retail and dining locations currently accept Mogi payments. The app was created by Singapore company Mobile Media Creations to facilitate easy mobile payments through a merchant terminal that reads the QR code to approve transactions. Mogi aims to encourage customer loyalty and repeat business for merchants through offered discounts.
TheMakeOver is a startup that aims to be India's largest online booking and payment platform. It will offer an e-wallet and ticket booking service, as well as an e-commerce marketplace on its mobile app. Initially, it will rely on revenues from the e-commerce platform by charging commissions from vendors and fees from advertisers. In the long run, it aims to disrupt cash transactions by offering low-cost peer-to-peer payments and capturing essential online services to grow wallet usage, eventually covering payments for transportation, bills and small loans between friends.
Unity Ads Next Games Case Study - FINAL - 042616Rick Armstrong
Next Games is a successful game studio in Helsinki known for Walking Dead: No Man's Land and Compass Point: West. Early on, they struggled with monetizing without intrusive ads but found success integrating rewarded video ads through Unity Ads. Players opted into 75-80% of ads, generating $0.06 ARPDA and boosting engagement. Players even requested more ads when limits were reached, showing how seamless integration benefited both developers and users.
This document provides an overview of the customer development model, which is designed to help startups discover their target markets, locate early customers, validate assumptions, and grow their business. The model outlines four iterative steps: customer discovery, customer validation, customer creation, and company building. It emphasizes testing hypotheses with customers, developing a replicable sales model, driving customer demand to scale, and transitioning to an execution-focused organization. The process is meant to be flexible and focus on learning rather than linear execution. Failure is an option, and the goal is to keep costs low until validating the business model with paying customers.
This document summarizes an analysis of the online travel agency MakeMyTrip. It provides information on MMT's company profile, offerings, market share, consumer touchpoints, and a study of 43 Indian travelers. Key findings include that 60% of hotel bookings are made offline, air tickets represent 95% of online transactions, and processing speed and customer care were rated positively but data entry needs improvement. The document indicates opportunities for MMT to expand into hotel/holiday services and implement service design interventions.
Around the mobile payments world in 35 movesTim Green
Mobile payments are growing rapidly and taking many forms. They include buying items from apps and websites, transferring money to friends, using mobile wallets in stores, paying via mobile bills, and accepting payments with card readers plugged into phones. While mobile wallets currently account for a small portion of US retail payments, the overall mobile payments market is expected to be worth $235.4 billion this year. Many new services are emerging that use innovative technologies and approaches to facilitate mobile transactions for various use cases.
This document provides information about a lab on advertising and public relations at Panteion University in Greece. It discusses the course "Social Media and Entrepreneurship" and covers topics like gamification, how games can affect people's lives, examples of gamification in travel and tourism, and game dynamics. It also lists some forbidden students and instructors.
Vast amount of data is generated at every step of the travel cycle. How to convert this data to derive value for customers? Learn more through this whitepaper
The document discusses how mobile games make money through three pillars: user acquisition, engagement, and monetization. It describes the process of acquiring users through ads and organic discovery. Key metrics for engagement include retention, session frequency and length, and virality/K-factor. Games can monetize through premium, in-app purchases, or ads models. Key monetization metrics are conversion rate, ARPU, and LTV, which is predicted using the monetization or lifetime approach based on past user revenue or retention over time. The document provides an overview of analytics used to optimize the user funnel and maximize revenue.
This document provides an overview of a university workshop on social media and business held by the Department of Media and Culture. It discusses the concept of gamification and how applying game design techniques can make non-game activities more fun and engaging. Several examples are given of how gamification has been used in industries like travel and tourism. The document also lists some key game dynamics and mechanics that can be utilized.
The app AroundU is a location-based role playing game for hotel guests that mixes real life and fantasy achievements. Guests can create avatars and use an accurate 3D map to visit nearby partner locations like shops, restaurants and attractions using augmented reality without leaving their hotel room. Each day, the hotel launches a new mission or assignment through the app that offers rewards for guests, such as receiving a free drink for stamping their avatar at the most partner locations before a deadline. The app enhances the hotel's brand awareness and generates partnerships with other local businesses. However, implementing and maintaining such an app comes with costs and requires dedicated staff.
The app AroundU is a location-based role playing game for hotel guests that mixes real life and fantasy achievements. Guests can create avatars and use an accurate 3D map to visit nearby partner locations like shops, restaurants and attractions using augmented reality without leaving their hotel room. Each day, the hotel launches a new mission or assignment through the app that offers rewards for guests, such as receiving a free drink for stamping their avatar at the most partner locations before a deadline. The app enhances the hotel's brand awareness and generates partnerships with other local businesses. However, implementing and maintaining such an app comes with costs and requires dedicated staff.
This document provides an overview of a university course on social media and business. It discusses gamification, which is using game design techniques to make non-game activities more fun and engaging. Some key benefits of gamification mentioned are encouraging people to do boring tasks and creating fun experiences. Jane McGonigal is quoted discussing how games can make people feel unique and productive. Examples of gamifying travel and tourism are provided, including a frequent flyer program and an app that gamifies local stories and locations for travelers. The document also lists the course teachers and assistants.
White Paper: 5 Ways Airports Can Drive Non-Aviation RevenueGigya
This document discusses 5 ways that airports can drive non-aviation revenue through better understanding passenger identities and personalizing experiences. It describes how airports can use customer data from registration and interactions to improve parking, retail, food/beverage, loyalty programs, and advertising. By managing customer identities across channels, airports can target offers and products more effectively to maximize revenue from non-flight services.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
Directi Case Study Contest 2010- NMIMS Markitechs Directi Group
Team Members: Ankit Dudhwewala, Abhishek Salecha, Deepak Middha, Shreyas Ravi
The team presented their location-based social networking platform called PLACED-AT, which would allow users to check-in and share their location, view real-time traffic information, access third-party applications, and play location-based games. Their presentation covered the key features of the product, potential revenue models including advertising and in-app purchases, and a marketing strategy focusing on social media, contests, partnerships and celebrity promotions to generate awareness of the new platform.
Next generation technology miami heat-miami american airlines arena %28 mar...Jonathan Unger
The document discusses potential future technologies at the Miami American Airlines Arena to improve the fan experience. It describes enhancements to the existing Miami Heat mobile app, including using QR codes for check-in and access, GPS to locate friends and share videos, social media integration, mobile food ordering, and "King Cam" to see games from a player's perspective. The app could also provide real-time parking availability, traffic reports, line wait times at concessions and restrooms, and dynamic ticket pricing updates. The goal is to increase fan engagement, convenience, and provide more entertainment value through cutting-edge technology.
The document provides a whirlwind tour of 30 different mobile payment products and solutions from around the world. It describes various approaches for making purchases from apps and websites, using mobile wallets in stores, paying via mobile bills, transferring money between individuals, and turning mobile devices into card readers for merchants. The solutions highlighted span online shopping, social media payments, biometrics, barcodes, near field communication technology, peer-to-peer transfers, and mobile point-of-sale devices.
Cleartrip is an online travel portal that offers services like flight booking, hotel booking, train booking, and cab booking. It aims to make travel simple for customers. It uses both an agent model, where it earns commissions, and a merchant model, where it purchases inventory at wholesale prices and resells at retail prices. Cleartrip targets frequent travelers, businessmen, corporates, travel junkies, and foreigners. It differentiates itself through a simple user interface, comprehensive options, and reliable services.
Savvy is a lifestyle brand founded in 2015 by Melissa Stern and Hannah Hurwitz to promote fashion, independence and adventurousness for women. Their flagship product is the Fantasy Fashion App, a free gaming app that allows women to compete in daily and season-long games based on reality TV, sports and award shows by wagering virtual currency on real-world events for prizes. The app aims to disrupt the exclusively male-dominated fantasy sports industry and provide women an engaging and social gaming experience centered around fashion, shopping and female empowerment.
The Mobile Playbook: 5 Creative Ways to Win in MobileiMedia Connection
This document discusses 5 creative ways to win in mobile: 1) Google Now provides personalized information to users; 2) Google Wallet allows mobile payments; 3) Chrome Experiments tests new features; 4) Field Trip provides local information and points of interest; 5) Google Glasses offers an augmented reality headset. It emphasizes defining value through customer mobile engagement, optimizing digital destinations for mobile, assessing organizational mobile adaptation, measuring the full value of mobile including in-store impact, and using mobile for branding experiences.
18 oct techgoondu.com_ singapore-made mogi app lets you pay for dinner with y...Bridget Kow
The Mogi app allows users in Singapore to pay for meals and purchases using their smartphone. By purchasing credit through the Mogi app via PayPal, users can then display a QR code to merchants to pay and receive discounts. Over 70 retail and dining locations currently accept Mogi payments. The app was created by Singapore company Mobile Media Creations to facilitate easy mobile payments through a merchant terminal that reads the QR code to approve transactions. Mogi aims to encourage customer loyalty and repeat business for merchants through offered discounts.
TheMakeOver is a startup that aims to be India's largest online booking and payment platform. It will offer an e-wallet and ticket booking service, as well as an e-commerce marketplace on its mobile app. Initially, it will rely on revenues from the e-commerce platform by charging commissions from vendors and fees from advertisers. In the long run, it aims to disrupt cash transactions by offering low-cost peer-to-peer payments and capturing essential online services to grow wallet usage, eventually covering payments for transportation, bills and small loans between friends.
Unity Ads Next Games Case Study - FINAL - 042616Rick Armstrong
Next Games is a successful game studio in Helsinki known for Walking Dead: No Man's Land and Compass Point: West. Early on, they struggled with monetizing without intrusive ads but found success integrating rewarded video ads through Unity Ads. Players opted into 75-80% of ads, generating $0.06 ARPDA and boosting engagement. Players even requested more ads when limits were reached, showing how seamless integration benefited both developers and users.
This document provides an overview of the customer development model, which is designed to help startups discover their target markets, locate early customers, validate assumptions, and grow their business. The model outlines four iterative steps: customer discovery, customer validation, customer creation, and company building. It emphasizes testing hypotheses with customers, developing a replicable sales model, driving customer demand to scale, and transitioning to an execution-focused organization. The process is meant to be flexible and focus on learning rather than linear execution. Failure is an option, and the goal is to keep costs low until validating the business model with paying customers.
This document summarizes an analysis of the online travel agency MakeMyTrip. It provides information on MMT's company profile, offerings, market share, consumer touchpoints, and a study of 43 Indian travelers. Key findings include that 60% of hotel bookings are made offline, air tickets represent 95% of online transactions, and processing speed and customer care were rated positively but data entry needs improvement. The document indicates opportunities for MMT to expand into hotel/holiday services and implement service design interventions.
Around the mobile payments world in 35 movesTim Green
Mobile payments are growing rapidly and taking many forms. They include buying items from apps and websites, transferring money to friends, using mobile wallets in stores, paying via mobile bills, and accepting payments with card readers plugged into phones. While mobile wallets currently account for a small portion of US retail payments, the overall mobile payments market is expected to be worth $235.4 billion this year. Many new services are emerging that use innovative technologies and approaches to facilitate mobile transactions for various use cases.
This document provides information about a lab on advertising and public relations at Panteion University in Greece. It discusses the course "Social Media and Entrepreneurship" and covers topics like gamification, how games can affect people's lives, examples of gamification in travel and tourism, and game dynamics. It also lists some forbidden students and instructors.
Vast amount of data is generated at every step of the travel cycle. How to convert this data to derive value for customers? Learn more through this whitepaper
The document discusses how mobile games make money through three pillars: user acquisition, engagement, and monetization. It describes the process of acquiring users through ads and organic discovery. Key metrics for engagement include retention, session frequency and length, and virality/K-factor. Games can monetize through premium, in-app purchases, or ads models. Key monetization metrics are conversion rate, ARPU, and LTV, which is predicted using the monetization or lifetime approach based on past user revenue or retention over time. The document provides an overview of analytics used to optimize the user funnel and maximize revenue.
This document provides an overview of a university workshop on social media and business held by the Department of Media and Culture. It discusses the concept of gamification and how applying game design techniques can make non-game activities more fun and engaging. Several examples are given of how gamification has been used in industries like travel and tourism. The document also lists some key game dynamics and mechanics that can be utilized.
The app AroundU is a location-based role playing game for hotel guests that mixes real life and fantasy achievements. Guests can create avatars and use an accurate 3D map to visit nearby partner locations like shops, restaurants and attractions using augmented reality without leaving their hotel room. Each day, the hotel launches a new mission or assignment through the app that offers rewards for guests, such as receiving a free drink for stamping their avatar at the most partner locations before a deadline. The app enhances the hotel's brand awareness and generates partnerships with other local businesses. However, implementing and maintaining such an app comes with costs and requires dedicated staff.
The app AroundU is a location-based role playing game for hotel guests that mixes real life and fantasy achievements. Guests can create avatars and use an accurate 3D map to visit nearby partner locations like shops, restaurants and attractions using augmented reality without leaving their hotel room. Each day, the hotel launches a new mission or assignment through the app that offers rewards for guests, such as receiving a free drink for stamping their avatar at the most partner locations before a deadline. The app enhances the hotel's brand awareness and generates partnerships with other local businesses. However, implementing and maintaining such an app comes with costs and requires dedicated staff.
This document provides an overview of a university course on social media and business. It discusses gamification, which is using game design techniques to make non-game activities more fun and engaging. Some key benefits of gamification mentioned are encouraging people to do boring tasks and creating fun experiences. Jane McGonigal is quoted discussing how games can make people feel unique and productive. Examples of gamifying travel and tourism are provided, including a frequent flyer program and an app that gamifies local stories and locations for travelers. The document also lists the course teachers and assistants.
White Paper: 5 Ways Airports Can Drive Non-Aviation RevenueGigya
This document discusses 5 ways that airports can drive non-aviation revenue through better understanding passenger identities and personalizing experiences. It describes how airports can use customer data from registration and interactions to improve parking, retail, food/beverage, loyalty programs, and advertising. By managing customer identities across channels, airports can target offers and products more effectively to maximize revenue from non-flight services.
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
Directi Case Study Contest 2010- NMIMS Markitechs Directi Group
Team Members: Ankit Dudhwewala, Abhishek Salecha, Deepak Middha, Shreyas Ravi
The team presented their location-based social networking platform called PLACED-AT, which would allow users to check-in and share their location, view real-time traffic information, access third-party applications, and play location-based games. Their presentation covered the key features of the product, potential revenue models including advertising and in-app purchases, and a marketing strategy focusing on social media, contests, partnerships and celebrity promotions to generate awareness of the new platform.
Massively multiplayer data challenges in mobile game analyticsJak Marshall
I gave this talk at the Institute of Mathematics and its Applications Conference for Early Career Mathematicians at Warwick University on November 2016.
The talk details my experiences of working in the mobile games industry as a data scientist, drawing on my experience working at both Sega Hardlight and Exient Malta studios.
It was the final talk of the day and it was well received.
Massively multiplayer data challenges in mobile game analyticsJak Marshall
I gave this talk at the IMA Early Career Mathematicians' Conference at Warwick University on the 5th November 2016.
It was the final talk of the day and it was well received by the professional mathematicians and students that were in attendance.
IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 1...Market Engel SAS
Exploring the opportunities for media owners, app developers, marketing agencies and mobile network operators to generate extra revenue, attract new customers by tapping into the mobile real money gaming boom. Gambling on mobile devices will generate €19bn of revenue worldwide in 2018 (H2 Gambling Capital). Mobile is an unstoppable force in the gambling industry. Almost half of on-line betting in the UK has already switched to mobile, and no major gambling operator can afford not to have a mobile site. Mobile is disrupting gambling in less obvious ways by bringing in a whole new type of customer, and opening up the opportunity to brands and marketeers from outside the traditional industry to promote casual, entertainment focussed, gambling games direct to mobile. Recently we’ve noticed a growing number of non-gambling companies approach us with an interest in entering the sector. They are attracted by the potential to increase revenues, to attract, retain and engage customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is designed to meet that need. These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To help answer these questions we invited a sample of our UK customers to participate in a mobile survey. Nearly 4000 participated. In this White Paper you will get many of the answers and insights you need to map out your path into mobile entertainment gambling.
Our survey reveals which social and other media channels they use, the gender split
of players, the average game play session time, peak times of play, and the top 5 regions in the UK for cash game players. We think you’ll agree with us that, with the right partner and strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network.
The leisure and tourism industry is falling behind in embracing mobile technologies. While most large travel companies have an online presence, 60% do not have a mobile-friendly website and 71% lack a mobile app. This is slowing their progress, as consumers increasingly plan trips and make bookings on mobile devices. Some travel agents argue resources are better spent on sales teams than mobile apps. However, companies like Expedia and TripAdvisor that offer user-friendly mobile booking are seeing higher growth and loyalty. To keep up, the industry must understand consumers' mobile behaviors and develop strong mobile strategies.
Approach to Omni Channel strategy for betting and gaming industryVikas vardhan soni
Building and implementing an Omni Channel strategy for a betting and gaming operators. This documents try to encapsulate few ideas which can help in chalking path of Omni channel convergence.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
This document provides 6 hacks backed by science to boost game retention in mobile games. The hacks are: 1) Emphasize investment and progress by allowing continued progress. 2) Encourage collection through collectible sets and achievements. 3) Use specific calls-to-action in push notifications. 4) Foster community through social features. 5) Add randomness to reinforce returning behavior. 6) Listen to why users are dropping through in-app surveys to understand drop-off points.
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
POKKT is a mobile-first in-app video ad monetization platform that works with developers to integrate video ads into mobile apps. They serve ads to over 20 million unique users per month in India and Southeast Asia, delivering up to 60 million video ads per month. POKKT integrates their SDK to serve opt-in video ads that are more engaging for users and generate higher viewing rates than interruptive ads.
1. Monopoly Game App Project Proposal
Enterprise Innovation, Spring 2015
Carnegie Mellon University
Chloe Chen
Chih Chi Hu
Tangent Chang
Introduction
A traveller’s experience at the airport often contributes greatly to the overall satisfaction
of a trip. For most travellers, the airport experience is often full of surprises, mainly delays that
take a huge toll on their experience. Our goal is to enhance the travel experience for those who
are spending extra unplanned time in the airport. Specifically within the airport, we can take
advantage of the traveller’s micro location, and incorporate that into an interactive mobile app.
With current bluetooth low energy technologies such as the iBeacon, indoor positioning
systems can support real time micro location analytics. By adding this interactive feature along
with suitable incentives, a normal game of monopoly can become exciting and addictive. By
providing the travellers with a fun way to interact with one another, the shops, and the airlines,
we can enhance the overall travel experience for all parties involved.
Survey
For the first phase of the prototyping cycle, we wanted to learn about the current market
potential and opportunities for a location based mobile game. So we conducted a survey
containing twelve questions that covered the participant’s background, their relevant airport
experiences, and their preferences or interests at airports.
From the thirty-five anonymous responses gathered, we were able to identify the
following key factors to shape our interactive location based mobile application: (see Appendix
for a sample survey, as well as a summary of graphical results). The survey results really helped
to solidify our game concept and point us to a unique space of opportunity that hasn’t really
been explored yet.
1. Business Opportunities
From the participants feedback, we noticed that about 60% of the travellers have
experienced some sort of delay in the airport, in most cases due to flight delays and weather
1
2. conditions. The top three activities while waiting were hanging around, using the internet, and
eating. This shows that there simply is a bigger need for interaction and activities during delays
to kill time. With this insight in mind, we determined that in addition to attracting the typical
travellers who spend about an hour of pre-boarding time in the terminal, we could attempt to
engage those that are spending hours waiting for their delayed flights.
2. Initial Target Customers
The majority of participants in the survey ranged from ages 15-35. We found that the
most common type of travel was for vacation (67%) or for business (21%). These travellers
typically travelled alone (55%) or with a group (23%), this is exclusive of children or elderly,
because that could potentially make it more difficult for a user to focus on interacting with a
mobile application. With this in mind, we decided to focus on the large number of travellers
that typically travel alone or in groups that are open and interested in physical movements
within the airport.
3. Possible Incentives and Motivation to Attract Users
We also wanted to find out the level of interaction with strangers most people were
comfortable with. In the survey, at least 66% of the participants indicated that they were open to
the idea of interacting via a mobile application and a stunningly 97% of the participants
indicated they would be open to exploring the airport. This indicates to us that people are open
to a location based mobile application. To further incentivize users, we also wanted to hear
what travellers would be most interested in if discounts or monetary incentives were included
in terms of ads or various other means. More than 50% of participants indicated that food
discounts would be the best coupon possible for a person waiting for their flight. Keeping in
mind that we could potentially get the restaurants, food stalls, stores, and airlines to
participate, we decided to focus on monetary forms of incentives rather than social incentives
for the initial prototype.
Game Design
After identifying the requirements of our initial prototype, we embarked on a journey to
design a game that could encapsulate and satisfy our customers. We intend for the monopoly
game mobile application to be attractive, addictive, and lots of fun.
1. Rules
In general, each player, in turn, rolls dice and then moves forward (clockwise around the
board) the number of spaces indicated by the sum of the numbers rolled. Effective actions
includes purchasing, upgrading, paying for others and special events.
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3. 1.1. Game Flow
Colored actions are shown in mockups (See Appendix for the UI mockups)
1.2. Map
After logging in the game, the player will be assigned to a sub-map, based on the
location using iBeacon. Sub-maps are small pieces of the whole airport. The player won’t
play the game in the whole airport but in a smaller part instead.
1.3. Money
Each player will be allocated certain amount of virtual money in the beginning.
This money can be used for purchasing, upgrading and paying for others.
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4. 1.4. Purchase and Upgrade
When a player lands on an unowned store, he/she can choose to purchase that
store. As a reward, the player will get a coupon of that store. In the next time the player
lands on his/her store, the player can upgrade it which means other players have to pay
more every time they land on this store.
1.5. Special Event
When a player lands on a restroom or a reception, he/she will have a special
event occasionally, including being rewarded money and losing some money, going to
jail and being frozen for several turns.
2. Money & Credit
Since there are two different usage of currencies, one can be only used in the game and
another one can be convert into real rewards, such as coupon or mileages, we decided to
separate them into virtual money and credits. Virtual money can be used for purchase, upgrade
or payment; credits is used for buying coupon or exchanging other rewards.
However, according to the clickable mockups experience, this two-currency design is
annoying. The buying coupon flow, players buy coupons right after buying stores, is not smooth
since these transactions are similar and make players feel repeated.
3. Play Mode
We would like to provide two play mode: single player and multi-player. The former one
is playing with AI, and the latter one is playing with real people.
If a player choose multi-player mode, then he/she has to choose a play room which has a
capacity limit or create his/her own private room which can be shared with other friends
through FB or other social network application, and our system will assign other real players
who are in the same sub-map into this room.
However, there are a lot of problems in the multi-player mechanism, and the most
important one is execution time of each player’s turn. Player may spend a long time for his/her
turn, and others have to wait for him/her. For example, if one player want to use coupon in his
turn, he/she may spend 10 minutes to do so (buying things or waiting for coffee), but other
players can't wait so long. Hence we think that, multi-player mode is possible for the players
who are already friends, but for the strangers, we need to consider more.
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5. Business Model
The ultimate goal of this game is to build an integrated ecosystem, which involves
passengers, airport stores as well as airlines. For the passengers, our game offers them with
entertainment to kill time as well as opportunity to win coupons or other benefits; For the
stores in the airport, our game would help to increase foot traffic, thus promoting sales of the
merchant; For Airlines, our game would help to enhance customer loyalty, and reduce anxiety
within the passengers in case there is a delay because of unexpected circumstances. These three
parties are dynamically connected with each other, and a well-established ecosystem would
enhance the travel experience as a whole, as well as bringing benefits to each of them. Based on
our investigation and research, we have the reason to believe that there is significant market
potential.
Road Map
To further enhance the experience, we are going to explore the possibilities from three
different aspects as follows:
1. Integrate with Social Network
As one step further from playing with UI or travel companions, we want to provide the
option so as to link the game account with social network accounts, thus the passenger can play
with his/her friends on Facebook/Twitter/Foursquare/etc., they can compete in the game and
“brag” about achievements, which we think would enhance user elasticity.
2. Develop Client for Airport Stores
Besides the client we developed for the passenger/player, we also want to provide game
client for the stores in the airport in the following phase. The merchants can use that for
monitoring sales, coupon status, and they can monitor real-time foot traffic into the store, so as
to decide whether engaging in the game would help to boost the sales.
3. Integrate with Wearable Technology
Another interesting idea is that we may combine the game with the wearable
technology. With the recent launching of Apple Watch, wearable technology has been a heated
topic these days, and it would be very beneficial to our game as well. Imagine when someone
holds a drink in his hand and wants to continue the game, then wearable device is a good
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6. option to go. Wearable devices help to free people’s hands, so it would be a good platform for
our game app.
Conclusion
Thanks to Campbell and Professor Stuart’s feedback after our presentation in class, we
have discussed some more ideas to implement in the future.
First of all, we would like to extend the boundary of our game. To be specific, while some
passengers/players are willing to engaging in the game which requires him to walk around,
some passengers/players may prefer to sit in the waiting lobby but still want coupons. We can
explore this side of the game which doesn’t require physical movements of players.
Secondly, we may consider incorporating the idea of Asynchronous Gaming into our
mobile app. Take Facebook friends, Jack and Amy, as an example. Suppose Jack has enjoyed a
Monopoly Game during his stay in Dubai Airport one week ago, now Amy is transferring
through Dubai, while playing the Monopoly Game, rather than joining a random game
(assuming no other friends are close by), it might be more engaging for her to continue a game
that Jack was playing in. If she lands on one of Jack’s existing properties, she might be paying
Jack the fine, and Jack would receive a notification accordingly. With this idea, the interactions
within the game can become more personal to both players and serve as yet another way to
incorporate the aspect of social networking into the game.
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