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Jeff Coghlan - Camp Digital 2016
1. We are Technologists and Inventors, we are Creators and Connectors.
We are Strategists that produce apps, games and solutions that
Engage, Excite and Amaze.
We are Matmi.
@matmi
10. • Average gamer over 35 years old
• 68% of gamers are over 18
• More adult women play games than boys (under 18)
We all like to play
@matmi
11. Phillips were launching the Sonicare brush for kids and
were prompted to rethink its promotion in a child and
parent-friendly way.
Situation
The problem was that there was very little awareness of the Sonicare
range in English and German-speaking markets, and the campaign
needed to be appealing to a young audience whilst delivering a strong
educational message.
Problem
Driving awareness within a
complicated, low interest
product category to a broad
audience that includes
young children.
WDMPBrilliantBrushersPhilipsSonicare
@matmi
There was a significant increase in awareness of the portfolio
as you would expect from a game that was played over 19
million times with an average play time of 7 minutes.
Results
12. Themusicindustryweresearchingforinnovativewaystodeliver
uniquecontenttofans.
Situation
Reinventing an existing launch
model for the digital world
that will engage and deliver to a
marketing savvy audience.
LilyAllenGorillazIronMaidenEMI
@matmi
• 2.9 million game plays worldwide
• Thousands of mobile app sales
• Average play time 6 mins
Results. Escape to Plastic Beach - Gorillaz:
Results. Escape The Fear - Lily Allen :
• Over 3million players
• 20% of users clicked through to Buy in Now
• Still achieving 15k engagements a week
Results. Flight 666 - Iron Maiden:
• 1 million+ plays per month worldwide
• Average play time of 4.37 minutes
• 6 million plays
28. @matmi
RELATEDNESS AUTONOMY MASTERY PURPOSE
SOCIALISERS FREE SPIRIT ACHIEVERS PHILANTHROPISTS
Like to share with
stuff socially. Like
being part of a
community
Like to create stuff.
Love freedom and
being responsible.
Love to learn, get
achievements,
personal
development
Love to share, gift
and help
Intrinsic Gamification (RAMP)
29. Our work typically addresses challenges like these
@matmi
Boosting Brand EquitySelling products and ServicesEducationStory TellingConnecting with other ideasConnecting with other media (TV , Print etc)Add value to Real World ExperiencesDriving Traffic to websitesGenerating Social BuzzLaunching Products / ServicesChanging BehaviourCapturing DataMonetising fansExperiential MarketingResearchCreating joyImproving health