How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research
Games and Play in Ambient Marketing
Transcript of Games and Play in Ambient Marketing
Games and Play in Ambient Marketing MCMV10006 Game Studies: Serious/Game/Play Gamification is a widespread trend that has also affected advertising, especially ambient marketing. Two case studies are presented to identify how game elements have been purposefully included in marketing executions. Analysis of the gamification elements present in these two examples observes a transformation of ambient marketing to ambient gaming. Keywords: gamification, ambient marketing, outdoor advertising, ambient gaming K.R. Waldbillig - 3924548 11/18/2012
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Introduction
The rise of technology has forced marketing to reinvent itself – marketers have had to
become less like artists and more like game designers.1 Dalsace and Markovitch (2009)
predict that the adoption of techno-marketing2, or marketing that utilizes information
communication technology, will determine the evolution of the marketing industry as a whole.
Coupled with technology, the traditional non-game context of marketing can take on design
elements of videogames; ambient marketing is being gamified.3
The challenges to gamifying marketing are that its messages are distributed
simultaneously on multiple channels, are encountered in many forms of interface, and are
processed using a variety of apparati. Effectiveness and return-on-investment are measured
on several scales alone and in confluence. When a gaming perspective is introduced, the
objective of the marketing and the ability to measure it is drawn into question. Gamification
itself has a distinct discourse that divides it from traditional video games, but to date it has not
been applied directly to ambient marketing discourse. The variety between and among specific
instances of this type of marketing warrants a red thread among theoretical claims. To
understand how ambient marketing is gamified, we must also consider the effects of
communication networks and ubiquity of software as well as the effects of pervasive urban
screens.
The main purpose of this study is to reveal how theories about gamification and play
can inform the implementation of ambient marketing. The goal of this research is to stimulate
discussion amongst practicing marketers in order to produce more cost-effective ambient ads.
First, I draw on descriptions from marketing scholars to define what ambient marketing is and
isn’t. Second, I examine the existing gamification discourse to understand how its viewpoints
would affect the design of ambient marketing. Finally, I analyze two specific case studies to
illustrate the marketing theory’s intersections or diversions from gamification theory.
Paraphrasing Jesper Juul – having a clear understanding of how gamification functions in
ambient marketing can show how we can create new kinds of games that try new things.4 I
will argue that we need to extend the definition of ambient marketing to include ambient
games, which will help uncover ways to make the outdoor medium more memorable, make the
1 Jenkins, Henry. (2005) <Games, The New Lively Art> Handbook of Computer Game Studies. MIT Press: Cambridge. Pg 175-189 2 Dalsace, Frédéric and Dmitri G. Markovitch. (2009) <Is Marketing Becoming a Dirty Word? A Longitudinal Study of Public Perceptions of
Marketing> www.hec.fr Groupe HEC, Paris. 3 Deterding, Sebastian et. al.(2011). <From Game Design Elements to Gamefulness: Defining ‘Gamification’? MindTrek ’11. Tampere, Finland. ACM. Page1. 4 Juul, Jesper. (2003) <The Game, The Player, The World: Looking for A Heart of Gameness> Half-Real. Page 2.
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message more impactful, and encourage diffusion past the boundaries of the urban public
space.
What is Ambient Marketing?
Traditionally, ambient marketing (also known as outdoor or guerilla
marketing/advertising) has been considered as advertising in unusual and unexpected places.
Instead of the familiar environment expected when voluntarily deciding to play a game in front
of a screen, these advertisements are encountered unpredictably in an urban public setting.
Hutter and Hoffman (2011) describe guerilla marketing “as an attempt of gaining the attention
of a large number of recipients at relatively low costs by means of a surprise effect and a
diffusion effect”.5 The surprise effect is particularly important, considering the regularity and
volume of advertising messages to which the average human is exposed on a daily basis. The
diffusion effect characterizes ads that evoke emotions and stimulate the consumer to share his
branded experience socially. Wisneski et. al. (1998) confirm that instead of information
competing for relatively limited real estate, ambient displays move information off the screen
into the physical environment.6 Ambient displays are part of a broad ‘umbrella’ term ambient
media, which encompass ambient intelligence, ambient marketing/advertising, and ambient
entertainment.7
Yet marketing and advertising are expected to show up on Facebook, on social games
like Words with Friends, even in meetups in the virtual world of Second Life. The door of a
restroom stall, the sidewalk towards a school, and the grocery store floor are all possible non-
traditional spaces where marketing messages can be conveyed. The audience becomes
habituated to not only the non-traditional location of the ads, but over time becomes indifferent
to their content. That’s not to say that advertising on these channels can’t be partially effective,
but it tends to be quite cost intensive. Luxton and Drummond (2000) confirm: “the ‘unusualty’
raises the level of interest of the consumer and hence their willingness to expend cognitive
effort to process the message”.8 Novelty is regarded as an essential feature of all advertising,
but today’s fragmented and noisy media landscape makes it paradoxically more difficult to
reach consumers, even in spaces that are still considered non-traditional. Thus, marketers 5 Hutter, Katharina and Stefan Hoffman. (2011) <Guerilla Marketing: The Nature of the Concept and Propositions for Further Research> Asian
Journal of Marketing. Volume 5 No 2. Page 1. 6 Wisneski, Craig, et al. (1998) <Ambient displays: Turning architectural space into an interface between people and digital information>
Cooperative buildings: Integrating information, organization, and architecture. Tangible Media Group, Penn State University. 7 Wierzbicki, Robert J., Christian Sommerschuh, and Stefan Bernstein. (2010) <Digital Housepaint – A New Class of Ambient Media>
fachgruppe Ambient Media. University of Applied Sciences Mittweida, Germany. 8 Luxton, Sandra and Lachlan Drummond. (2010) <What is this thing called ‘Ambient Advertising’?> Australian & New Zealand Marketing
Academy Annual Conference. Anzmac.info
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have shifted to providing brand ‘experiences’ that engage consumers on several channels
throughout the purchase process in order to build deeper relationships.9 As we will see,
gamification can be considered an expansion of such a branded experience, as it invites the
audience to interact with the brand message in novel ways.
Luxton and Drummond (2000) also include in their definition of ambient marketing that
“it is the first or only ad execution to do so”10 which extends both novelty and quality
thresholds. However, this also creates criteria for gamification, in that some traditional game
mechanics may be considered “blasé” by the audience. Cronin (2006) says this attitude results
because of the audience’s indifference and unwillingness to process the outdoor medium in
general. 11 To confirm Cronin’s research, Tracy Stokes of Forrester Research (2011) states
that today, most digital out-of-home installments still don’t have the creativity necessary to
make a meaningful impact.12 In a 2011 study of brand perception, it was confirmed that target
audiences exhibit little engagement with non-interactive outdoor billboards, as opposed to
other media such as TV (Wilson and Till).13 If the type of engagement that marketers desire to
foster with ambient ads is gameful, game-like, or gamified, then Ben Schouten of TU/e (2011)
guides them “to design for playful activities that are seamlessly integrated within our daily lives
or in such a way that the boundaries between other activities and play disappear or blur”.14
Finally, Eyles and Pinchbeck (2011) present research results which argue that gamification
has altered the way that ambient play is implemented in the real world.15 This calls for an
investigation of which gamification principles morph through ambient marketing and how they
might transform to ambient gaming.
What is Gamification?
The subcultures of hardcore gaming and computer programming defer on whether there
should be an overtly corporate marketing or product placement purpose to games. Game
studies scholar Ian Bogost would contend that anyone trying to sell badges and leaderboards
9 Moor, Elizabeth. (2003) <Branded Space: The scope of ‘new marketing’> Journal of Consumer Culture. Volume 3 No. 1. Sage. Page 40. 10 (as cited by) Abdul-Razzaq et. al. (2009) <Cutting Though The Clutter: A Field Experiment Measuring Behavior Responses to an Ambient
Form of Advertising>. Australian & New Zealand Marketing Academy Annual Conference. 30 November 2009. Duplication.net.au 11 Cronin, A.M. (2006) <Advertising and the metabolism of the city: urban space, commodity rhythms> Environment and planning D: Society
and Space. Volume 24. Page 626. 12 Stokes, Tracey. (2011) <Digital Remakes Out-Of-Home Advertising> Forrester Research. Access to full report provided by Bentley
University. 13 Wilson, R. T. and B. D. Till (2011) <Effects of outdoor advertising: Does location matter?> Psychology & Marketing. Volume 28, Issue 9.
Wiley. Page 932. 14 Schouten, dr. Ben. (2011) <Role of Play> Inaugural lecture. Department of Industrial Design. alexandria.tue.nl Page 14. 15 Eyles, Mark and dr. Dan Pinchbeck.(2011) <Playful ambiance> DiGRA 2011 Conference: Think Design Play. eyles.co.uk Page 14.
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as ways to increase sales is “bullshit”.16 He argues that it’s the emotion and skill development
invested in playing games that yields rewards, not social status gained through arbitrary
achievements. Even with the hype about ambient media and ambient gaming, there are valid
doubts about the ability to measure direct causal increases of customer acquisition rates or
product sales because of gamification. Following Bogost’s logic, marketers who consider an ad
successful just for the sake of metrics, or for the mere usership of its game elements, aren’t
looking deeply enough. Furthermore, measuring the success of a gamified ad cannot take
place in a vacuum with the redemption of rewards, but rather the motivations of the user to
play the game in the first place. Bogost goes so far as to say that gamified marketing that
exists solely for the purpose of capturing customer data and disregards of the material benefit
of the user is ‘exploitationware’ where real rewards are replaced with virtual ones.17
Even Gabe Zichermann himself contends that marketing isn’t just about free stuff.18 At
the core of his take on the topic are pleasure and status, two factors that can sometimes
coincide directly with ambient marketing’s purposes. Yet for Gabe, the bottom line success
measurement of gamification is increase in sales. He even goes so far as to criticize “lazy
marketers who give discounts” and that free stuff “does nothing for your brand long-term”. He
maintains that by borrowing engagement tactics from games, marketing can convince
consumers to take loyalty and purchasing actions.19 As will be indicated in the case study
analysis, actual implementation of ambient marketing conflicts with Zichermann’s discourse in
that marketers wanting to providing positive brand experiences and wanting to increase sales
are two mutually exclusive objectives that call for different types of ambient gaming executions.
Sebastian Deterding’s main argument is that gamification is different from playfulness,
and scholars get hung up on this difference because a game is thought of as a designed
artifact rather than an experience.20 He reviews vendors that sell gamification and considers
most ‘gamified’ applications to share the outline of Foursquare: the gamifier wants the user to
take an action, and when he does he is rewarded by points, which are then displayed as a
status on a leaderboard or by possessing a certain badge. An experience having these
16 Bogost, Ian. (2011) <Gamification is Bullshit, a position statement at the Wharton Gamification symposium> bogost.com 17 Bogost, Ian. (2011) <Persuasive Games: Exploitationware> Gamasutra.com Includes 95 comments. 18Moth, David. (2012) <Gabe Zichermann:gamification isn’t about offering free stuff, its about status> Econsultancy.com cited from TNW
conference. 19 Zichermann, Gabe and Joselin Linder. (2010) <Everyone Wins: Games in Your Business> Game-Based Marketing. New Jersey: John
Wiley & Sons. Page 200. 20 Deterding, Sebastian. (2012). <Moving Outside the Box: From Game-Centered Interventions to Playful Contexts> Gamification Research
Network. Gamification-research.org
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features uses gameful design to produce desired actions that are repeatable.21 Like Bogost,
he’s critical about such points and leaderboards being generalized as game elements,
whereas those elements are actually mere feedback loops that encourage further gameplay.
For marketers who want to incentivize product trial, a challenge should be created that goes
beyond earning meaningless badges and provides rewards beyond the product itself.
Deterding et. al. (2011) suggests that gamification shouldn’t be delimited to specific usage
contexts, but admits that “improvement of the user experience” represents its current
predominant use.22
Jane McGonigal is decidedly an advocate of gamification, in that getting rewarded for
doing everyday things should inspire people to do things that are better for themselves and for
the planet. Thus, getting rewarded in some way by an ambient advertisement would fit with her
concept of gamification. Her concept proffers that some games work to create abilities, such as
resilience, that will help ordinary people live longer and more fully.23 It’s unlikely that in this
sense gamification can be connected directly to ambient advertisements, unless the underlying
marketing message can be associated with doing some kind of social or personal good.
McGonigal also discusses immersive entertainment, whereby pervasive game elements, or
ordinary objects or actions that function as game elements, serve to blur the lines between
virtual and reality game environments.24 However, there is very little evidence to suggest that
the game elements themselves survive as ‘gamified’ past the audience’s engagement with
them in the urban context. In fact, Johan Huizinga (1938) argues:”certain play-forms may be
used consciously or unconsciously to cover up some social or political design”.25
Huotari and Hamari (2012) broaden Deterding et. al’s definition of gamification to
include service marketing, “because the majority of gamification implementations aim towards
goals of marketing”.26 They argue that games are actually a service, where the core service is
augmented by gameplay. If we consider marketing in and of itself a service, which follows from
the logic of the brand wanting to provide experiences rather than messages, we can draw the
conclusion that gamification is in fact more deep than just providing simple rewards in the form
21 Deterding, Sebastian. (2010) <Pawned. Gamification and Its Discontents> Slideshare.net Slide 15. 22 Deterding, Sebastian et. al.(2011) <From Game Design Elements to Gamefulness: Defining ‘Gamification’?> MindTrek ’11 Tampere,
Finland. ACM. Page 3. 23Siggraph 2012. (2012) <Keynote Speaker Jane McGonigal> Siggraph.org 24 McGongigal, Jane. (2003) <’This is Not a Game’: Immersive Aesthetics and Collective Play> Digital Arts & Culture Conference
Proceedings. Melboune, Australia. Avantgame.com. 25 Huizinga, Johan. (1938) <Play-Element in Contemporary Civilization> Homo Ludens. London: Routledge & Kegan Paul. Page 205. 26 Huotari, Kai. (2012) <Defining Gamifcation – A Service Marketing Perspective> MindTrek 2012. Tampere, Finland. ACM. Page 3.
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of virtual or material goods. The game’s purpose is providing “hedonic, challenging, and
suspenseful experiences for the players or gameful experiences”.
Now that we have an understanding of the schools of gamification thought, let’s see
how the ambient marketing discourse and the gamification intersect by examining two case
studies. The first is McDonald’s, the second Coke Zero.
Case Study: McDonald’s A large high-resolution LCD billboard is permanently installed on the side of the offices
of TeliaSonera at the corner of Birger Jarlsgatan and Kungsgatan/Suregatan (Stureplan) in
downtown Stockholm, Sweden. Well-reputed DDB Stockholm, the agency of record for
McDonald’s Sweden, decided to harness the billboard at various times of day for a few months
during the spring of 2010. The following screenshots (with letters added) are from a film
compiled at by the agency to evidence and explain the ad’s execution.27
The first panel (A) shows the positioning of the billboard as well as the perceptual size
of the images from eye-level from several hundred meters away. It also evidences the potential
for a relatively large amount of automotive traffic as well as foot traffic. Throughout
predetermined dayparts, the content sequence is displayed on the screen offering passersby 27 DDB Stockholm. (2010) <catch the goodies> Jobb. ddb.se. Copyright 2012.
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the opportunity to receive a free McDonald’s sundae, or coffee, or apple pie in exchange for
using a camera to capture a photo of that item as displayed on the billboard. Each prize was
displayed separately with its own textual instructions to ‘catch a photo of a __ and get one for
free’ (i.e. a consumer can not capture a coffee and a pie in the same photo). The second panel
(B) shows that capturing a photo of the item was more difficult than a simple point-and-shoot
because the images of the items move quickly across the screen in conflicting directions and
are surrounded by other non-related images. The third panel (C) shows the relative position of
a user to the billboard when he uses his mobile phone’s camera to capture a photo of the
billboard. The fourth panel (D) shows a participant sharing her phone screen with a
McDonald’s employee, to evidence that she has indeed succeeded to capture a photo of the
free item. The photos were accepted only at the closest McDonalds, about 150 meters away
and within eyeshot from the location of the billboard. There is no information available from the
agency as to how many photos were redeemed for free products, or if there were any
disclaimers or other rules provided to participants or employees involved in the game’s
facilitation.
Case Study: Coke Zero At Antwerp Centraal, an interactive vending machine prompted specific participants to
‘Unlock the 007 in you’ after entering their names for a chance to win tickets to the Skyfall
James Bond movie premiere.
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Participants had to navigate through the station within seventy seconds in order to
reach a designated platform. This installation was executed and filmed, then edited into a
highlight scene sequence, by Belgian agency Duval Guillame Modern to showcase the
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partnership between Coca-Cola’s coke zero product and the movie.28 The first panel (1)
shows the positioning of the vending machine in the station, as well the high resolution touch
screen still atypical to most other coke zero machines. There is no way to tell if there is
typically a vending machine in this location, or if one was placed there for the first time. The
second panel (2) shows a participant entering his name using the touch screen and noticing
the violinist who happens to be playing the introductory measures to the Bond theme. The third
panel (3) shows the screen on the vending machine that certain participants received after
entering their names. There is no information available that indicates how participants were
chosen to participate in the experience; as evidenced in the edited film sequence all
participants are men. The fourth panel (4) signals to the participant that the time clock has
begun and in order to win the tickets he must navigate from the vending machine and reach a
certain platform before time runs out. Participants then turn from the machine to face the
station before them and rush through a staged obstacle course where there are various forms
of blockades to them reaching the goal.
The fifth panel (5) is the first of such obstacles, where a janitor’s cart blocks the
escalator and his active sweeping activities bar the path to the staircase. Although not pictured
in these sequences, there are a group of beatboxing musicians also offering a rendition of the
Bond theme to the station as participants scale the staircases. The sixth panel (6) shows a
woman in a red dress who approaches and shouts out the name of the running participant as if
she is an acquaintance of his. This and all other activities occur in the ambient space of the
station, where there are other non-participant passersby moving through. The seventh panel
(7) shows another staged obstacle, where two construction workers are carrying a large piece
of what appears to be glass. Onlookers seem to notice the participant’s struggle to pass the
obstacle as he makes his way towards his goal. The eighth panel (8) shows a contest
facilitator holding a tablet displaying the time clock and also serving to guard the running
participant toward the escalator he needs to access to reach the final platform. There are a few
of these facilitators placed at checkpoints through the obstacle course.
The ninth panel (9) shows a participant toppling over oranges which have been
purposely knocked from the nearby staged vending cart. Other non-participants can be seen in
the background expressing alarm that the man has fallen down. The tenth panel (10) is one of
the final obstacle elements; participants are beseeched to accept a silk rose, yet the course’s
end is very near. Participants proceed to a similar-looking vending machine that has a crowd of
28 Duval Guillame Modern. (2012) <Unlock the 007 in you. You have 70 seconds!> News. duvalguillame.com Copyright 2012.
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people scattered around it. Upon approaching the machine, a light illuminates inside of the
machine, revealing a suited character inside who is holding a sign which states: “Unlock the
007 in you. Sing the Bond tune to get your exclusive tickets.” The eleventh panel (11) depicts
one of the participant’s renditions of the song, and he seems to be adding a bit of motion to
inflect more emotion into his voice. The film sequence shows a number of individual
performances, and after a certain point the rest of the crowd around the vending machine joins
in to sing along. The twelfth (12) and final panel shows a participant’s reaction after receiving
his tickets from the can removal part of the vending machine while being applauded by both
staged and non-staged onlookers.
Case Study Analysis Adding a gamelike layer (gamification) to the world can be best understood if we move
the definition of ambient marketing to ambient games, which Sturm and Schouten (2011)
define as “games and playful activities that offer context-aware and personalized features”.29
With this definition in mind, there appears a difference between the two case studies. Notice
panels (6) and (10) in coke zero; although the McDonald’s panels (B) and (C) can qualify as a
game [Juul, 2005]30 and a playful activity [Sutton-Smith 2006]31, neither panels (A), (B), (C) nor
(D) offer any context-aware or personalized features. Can the ‘Catch the goodies, get the
goodies’ example for McDonald’s still be considered gamified marketing, or better, ambient
gaming?
CBS Outdoor with Kantar Media (2012) report on Interactive Out-of-Home advertising,
producing the following matrix after a qualitative and quantitative study of the attitudes toward
interactive outdoor out-of-home advertisements of approximately 9,000 Europeans across six
markets. Although this research may have been prompted in-part by stagnation in outdoor
advertising revenues, the findings are useful to focus the gamification investigation. After
analyzing respondent input, CBS Outdoor concludes that the interactive outdoor audience
expects value in exchange for engaging with the ad itself; the two values that are typified are
entertainment incentive and monetary incentive, respectively. The dash-lined circle in the
diagram below has been added for emphasis to highlight that the study found that ‘online and
virtual gaming’ offer an entertainment incentive when the marketing objective is ‘positive brand
29 Sturm, dr. Janienke and dr. Ben Schouten. (2011) <Ambient Gaming and Play: Opportunities and Challenges> Eindhoven University of Technology. Playfitproject.nl Page 1. 30 Juul, Jesper. <Video Games and the Classic Game Model> Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge MA, MIT: MIT Press 31 Sutton-Smith, Brian. (2006) <Play and Ambiguity> The Game Design Reader. Eds Katie Salen and Eric Zimmerman. London: MIT Press.
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experience’ and/or ‘brand immersion’. Conversely, “snap and show in store” is listed under
recommended platforms under the monetary incentive motivation, where the object of the
marketing objective is indeed to drive sales.
Figure 1: Mapping Technologies and Motivations32
There is a distinction between gamification use in ambient marketing – the game
mechanic of offering rewards for achievements can be used to drive sales, but beyond that the
gamified marketing itself offers the reward of an entertainment experience. Overlaying Huotari
and Hamari’s (2011) idea of marketing as a service, we see that although in both case studies
have non-game contexts that are overlaid with game mechanics, only coke zero is designed to
provide a hedonically pleasurable experience as the result of an act of play.
Instead of a habitual marketing interface (such as television, a magazine, or the radio)
the public space and its inherent architecture is harnessed for its marketing potential. Ruud
Koorevar (2012) explains in his thesis on gamification that these advertisements take place in
a space characterized by “mixed duality”, one where mobile devices are assumed as a
technological standard.33 Both cases utilize the participants’ habituation to technology
prevalent in the public space, namely the high-resolution LED screens, i.e. panel (A), panels
(1-2). Multiple senses are called into action in an urban space, and they’re all competing for
primary attention. Because of this mixed duality, advertisers can take advantage of the fact that
consumers have an updated set of conventions for interacting with ambient space. If we follow 32 CBS Outdoor. (2012) <Implementing outdoor out of home: What are the technologies to focus on and the pitfalls to avoid?> Interactive Europe. Kantar Media. Page 27. 33 Koorevaar, Ruud. (2012) <Hybrid Space> Ludified Culture: Gamification. Master Thesis - University of Utrecht. Igitur. Pg 19.
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Salen and Zimmerman’s definition of core game mechanics, they are “basic game actions or
set of actions that players repeat over and over as they play”.34 The actions of taking a picture
with a mobile phone (C), or avoiding obstacles while running through a train station (5-11) can
be respectively considered game elements even though they are also everyday behaviors.
However, the context in which these behaviors occur is blended: the game environment and
the non-game environment are relatively inseparable. In the coke zero example, the context of
the game changed how the players perceived the ambient space. The silk rose in (10) could
possibly have been collected by players because they believed it would serve a function later.
We can confirm that Jane McGonigal’s school of thought about gamification as a
welcome distraction also true for gamified ambient marketing. According to CBS Outdoor’s
2012 report, “79% of 18 to 34 year olds feel that out of home advertising offers a welcome
distraction to the mundanities of life – particularly whilst traveling”.35 Regardless of the product
rewards, the coke zero example goes much further in its implementation of gamification than
does McDonald’s, in that coke zero’s ad can train players to develop skills as a result of
gaming. All but one filmed participant appeared to be much more agile in passing obstacles by
the time they reached panel (9) than they had at panel (5).
Panel (D) presumes that the enjoyment of successfully getting something for free is
worth the effort to capture a picture in the first place. What this analysis will miss is the quality
of the McDonald’s basic product reward. It doesn’t take into account if the game participant
had to stand in line to receive his reward, or if the taste of the free coffee was any good.
Following Gabe Zichermann’s gamification definition, the free stuff offered as part of the
gamified McDonald’s brand experience doesn’t do as much for the brand long term. Although
panels (A), (B) and (C) can be considered gamified advertising because an LED screen
installed in ambient space has been made challenging and offers a reward, the lack of control
over the redemption of the reward and inability to repeat the game are longitudinally limiting.
Thus, it seems that Deterding et. al’s classification of temporal regulation is a more useful
game mechanic in the coke zero ambient game than badges and leaderboards would be.36
Each of these ambient games ideally will only capture target audience’s attention for as long
as it takes to deliver the monetary or entertainment value exchange (seventy seconds) and no
longer. Arguably, because the coke zero participants have to invest more physical effort and
34 Salen, Katie and Ben Zimmerman. (2003) <Real-World Interaction>. Chapter 33: Games as Cultural Environment. Rules of Play.
Cambridge MA: MIT Press. Page 9. 35 CBS Outdoor. (2012) <The Outdoor Media Landscape is Changing> Interactive Europe. Kantar Media. 36 Deterding, Sebastian et. al.(2011) <From Game Design Elements to Gamefulness: Defining ‘Gamification’?> MindTrek ’11 Tampere,
Finland. ACM. Page 4.
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mental energy in order to obtain the free tickets, they not only place more value on the free
goods, but on the entire experience leading up to the achievement.
Hamari (2011) also describes a continuum where free-to-play games have a marketing
component that entices the user to make additional purchase. This logic can be applied
specially to McDonalds because the reward winner has to enter the physical McDonald’s in
order to redeem the reward. Thus, the acquisition and retention of users is built into the game
design to progress business goals.37 To exclude Bogost’s idea of exploitationware as being a
gamified way to reach such business goals, neither of these two case studies evidences a
primary purpose of capturing customer data. Marketers should note that it is important to
consider whether participants should need to download an app and exchange personal data in
order to participate in an ambient gaming experience. This is an interesting point because
although ambient marketing is a platform for adding a gamelike layer to the world, not every
rewarding element of the ad is gameful or necessarily conducive to play. In MMORPG games
for example, Lewis and Porter (2010) cite that advertisements have to be congruently
contextualized in the game world in order to avoid having the audience perceive it as annoying
or obtrusive; i.e. a Smuller’s logo has no place in World of Warcraft.38 Yet, this finding doesn’t
carry over to the world of ambient public space, because of the nature of noticing ambient ads.
The incongruence of the ad with the surrounding environment is precisely what prompts the
consumer to become aware and engage. The engagement with the ad is what prompts the
player with the crux of the decision to engage in gameplay. Hewett (1975) explains the mental
state that prompts consumers to engage with the ambient ad: “the condition of discomfort, due
to an inadequacy of information, that motivates specific exploration”.39 Because these
advertisements have been gamified, the pull to engage and expend effort interaction with the
ad is highly evident in both examples.
Although gamification of ambient marketing can seem to suggest limitless possibilities in
terms of gameful interaction or play within an urban context, there are limitiations to marketing
executions to which marketers need to pay attention. In the coke zero case, some players
might have considered their real game abilities to be just like those of Bond, where they would
go so far as to injure other non-players in the space in order to accomplish their goals.
37 Hamari, J., & Järvinen, A. (2011) <Building Customer Relationship through Game Mechanics in Social Games> In M. Cruz-Cunha, V.
Carvalho & P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global. Page 14.
38 Lewis, Ben and Lance Porter. (2010) <In-game advertising effects: examining player perceptions of advertising schema congruity in a MMORPG> Journal of Interactive Advertising. Volume 10 No. 2.
39 (as cited in) Hewett, Wendell C. (1975). “The Significance of Human Curiosity in an Outdoor Advertising Experiment”. The Journal of Business. Volume 48, Issue 1. JStor. Page 108.
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K.R. Waldbillig – 3924548 15
Montola et. al. indicate that although overcoming real obstacles can be extremely rewarding,
those games that that rely on indexicality face problems with restricting players to certain areas
or activities, which might be necessary for legal or safety reasons”.40 In the McDonald’s
execution specifically, the game needed to be limited to a defined geolocation because of the
possibility that players would send photos to their friends to cheat the system. This stresses
the importance of making the game experience easy to consume, despite the implicit rules that
must govern the gamification execution. He furthers the idea: “when games transform the city
into a playground, this can result in friction with regular users of the space”.41 There was
certainly evidence of friction in the coke zero example, as non-players were also restricted in
movement by the staged stunts, some even tripping over game obstacles. Therefore, although
gamification in ambient marketing attempts to create pleasurable experiences by adding game
mechanics to a non-game context, there are limitations of reality that govern the ad’s design.
Järvinen (2009) defines five factors of interaction design for playfulness that are useful
in considering how ambient ads can be transformed into ambient games, even though his
suggestions are for gaming on social networks.42 He cites Ian Bogost’s (2004) concept of
asynchronous multiplay where players play in sequence, rather than in tandem. Per Bogost
himself, player obligations outside the game often engender breaks in gameplay, where the
playing of the game orients itself to the world outside the game.43 For example, if coke zero
participants had stopped to answer their own personal cell phones, or if McDonalds
participants were forced forward by a crowd behind to cross the traffic intersection, this would
engender breaks in gameplay. Not to say that these actions wouldn’t impact the final outcome
of the game, but that they would change the nature of the gameplay such that the gamified
experience is one of single-player experience rather than of multiplayer interaction. It is clear
that the traditional ideas of gamification that pit players against each other in terms of badges,
status, and leaderboards are transformed when gamification is applied to a single player
experience of free play. Sturm and Schouten (2011) assert that in free-play environments the
experience of playing and social interaction are rewarding in and of itself.44 Unlike the
40 Montola, Markus et al. (2009) <Chapter Four: Designing Spatial Expansion> Pervasive Games. Elsevier: Science Direct. Page 85. 41 Ibid. Page 84. 42 Järvinen, Aki. (2009) <Game design for social networks: interaction design for playful dispositions> Sandbox ’09 Proceedings of the 2009
ACM SIGGRAPH Symposium on Video Games. ACM Portal. Page 14. 43 Bogost, Ian. (2004) <Asynchronous Multiplay: Futures for Casual Multiplayer Experience> Other Players conference 6-8 December 2004.
IT University of Copenhagen, Denmark. Encore-consortium.org. Page 3. 44 Sturm, dr. Janienke and dr. Ben Schouten. (2011) <Ambient Gaming and Play: Opportunities and Challenges> Eindhoven University of
Technology. Playfitproject.nl Page 3.
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K.R. Waldbillig – 3924548 16
McDonald’s ad, the coke zero ad allows the consumer to break the fourth wall of the ad by
becoming part of the production of the advertising message.
Conclusions
As evidenced by Steven Kline in Digital Play: The Interaction of Technology, Culture,
and Marketing, “the game industry’s synergistic ventures are not limited to film and television.
They also include the creation of new game-based urban amusement sites”.45 Although Kline
goes onto explain in detail the mega-arcades built around the country, the point of the story
was that Sega as a brand was on tough times, and it needed a way to reinvent itself.
Thus, in order to be more effective, marketing needs to reinvent itself, and a solution
that will lead to novel innovation is gamification. By adding gamification elements to ambient
marketing, we can observe a transformation. When marketers offer intrinsic rewards in
exchange for using everyday behaviors in new ways, ambient marketing executions can be
transformed into ambient gaming experiences. The McDonald’s and the coke zero case
studies both evidence that the spirit of play is a powerful motivational reason to engage in
games. Although both case studies offered rewards in the form of free products, the
experience of gaming is in and of itself rewarding. The gamified advertisement is a service that
has both temporal and spatial elements that overlay a game environment on the urban context.
Thus, advertisements that employ game elements increase the willingness of the participant to
exert effort in spending time with the brand. There is limited proof that gamification can
increase sales, but these case studies have proven that to call gamified ambient marketing
ambient gaming, the purpose must be foremost to create pleasurable gaming experiences.
45 Kline, Steven, Nick Dyer-Witheford, Greig de Peuter. <Sega City @ Playdium: Re-Branding The Arcade> Digital Play. Page 231.
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