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A Marketing Tool Based on Games for Smart Devices

A Marketing Tool Based on Games for Smart Devices. Pantelis Christodoulou, Ioannis Diamantis , S . Dragoumanos , A . Kakarountas. TEI of Ionian Islands. Overview. Incentive System Concept System Description User Experience Conclusion. Incentive.

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A Marketing Tool Based on Games for Smart Devices

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  1. A Marketing Tool Based on Games for Smart Devices Pantelis Christodoulou, IoannisDiamantis, S. Dragoumanos, A. Kakarountas TEI of Ionian Islands

  2. Overview • Incentive • System Concept • System Description • User Experience • Conclusion

  3. Incentive • There are numerous marketing tools, mainly focusing on Push notifications and Geotagging, Geolocation and Geofencing • Younger people are attracted mainly due to the artistic design of the interface and not by the usability or the actual offers • Create a multidisciplinary-inspired application targeting a dynamic and highly promising target group

  4. System Concept • There are games focusing on marketing • although a game developer may provide the fun needed, the motivation for the users to actually buy the product is relatively low • The aim is to enter the user in a positive spiral • earn tangible rewards • promote the firm, have more fun etc. • The concept of the system is to have a game taking place in two parallel worlds, the virtual and the real world. Incorporating elements that LeBlanc proposes

  5. System Description • Centralized service (for the moment) • Cloud computing • A system with users (players, firms) and administrators • The heart of the system is a platform where the client adds its firm digital material (i.e. logo) • The output is a maze game

  6. Development • The platform was developed using C# • Game engine – Unity 3D • Porting to mobile devices for the moment is achieved using Intel XDK • Native solutions under development • Event triggered using QR codes (for the moment)

  7. User experience

  8. User Groups • GROUP A: MMORPG (Massively multiplayer online role-playing game) addicted users., • GROUP B: They play online games but they have satisfactory control over their time, • GROUP C: They just use FB and play some social games in it and • GROUP D: They’ve never played computer games.

  9. Evaluation (1/2) • Users of group A seem to be disappointed by the graphics, the speed of the game, and the lack of cooperation in the virtual world. For those that didn’t quit, the fun part was the “hard fun”. • Users of group B entered the game and started playing despite the low quality graphics. They find it entertaining to search in the virtual world, although they’d love some cooperation in there.

  10. Evaluation (2/2) • Users of group C were not very comfortable with the Human Computer Interaction. It was not easy navigating in the virtual world for them, but the thought they can be on the top ranking of a leaderboard available to everyone motivated them the most. • Users of group D had a hard time navigating in the virtual World, but those that managed to do it, they were eventually engaged to the game till the end.

  11. Conclusions • We tested some new features like the constant interaction between the virtual and the real world. • Most users found the game to be entertaining and fun • The interaction between real and virtual made MMORPG addicted users to feel entertained in the real world, which was a surprise for us. • Users that have never played a computer game were motivated to do so even

  12. Thank you

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