In this 30 minute video from the PSFK Conference London, MindCandy’s COO Dan Hon shows how to serve brand experiences with an injection of adrenalin and fun.
* There are no controls you have to learn - it’s role-playing yourself doing things you already do; and it gets you out into the world
* Most games also run live events - eg: 30k participants in recent game run co-branded with BBC at the music festival in Preston
* War of Worlds - Orson Welles radio play - the first ARG?? showed how much entertainment can move you if you believe it’s real
* Recent examples of ARGs: Lost game, Heroes 360, AI The Beast, Microsoft Halo2…
* 9 inch nails Year Zero… when you play CD it heats up and when you take it out the heat sensitive ink printed on it reveals a special message that takes you into the game. For Trent, it’s not only about the music anymore, he’s communicating his ideas in other formats too.
* Immersion breeds passion - narrative builds ties… Eg: players who handfolded paper cranes imitating a japanese ritual to commemorate death of a character. “Our players are very very driven… and sometimes a bit psychotic!”
* “Our audience lives eats and breathes Web 2.0″ - Eg: they built a Wiki to track the story; they created a google map, they even collaborated to write a book that was printed on demand in order to pass a hurdle in the game. Right now they’ve built a system to crack a military code that would ordinarily need a supercomputer for, by running it across thousands of computers worldwide
* Perplex City stats: 40% UK, 40% US, rest english language markets; 50/50 almost 60/40 gender split in favour of women - think this is because it’s got such a strong story, it’s like following a soap opera. Average age 26 but ranges 14-70. Audience funnel: a small cadre who are seriously engaged and do everything, with larger majority who follow along on blogs etc
* Learning a lot from TV - how to cope with people coming in half way through (eg: short video recaps); doesn’t have to end on a bad note provided it’s written well.
* Marketing opportunities “Product placement on crack” … opportunities to showcase products within the story… opportunities to require people to interact with products in order to progress story (so great if require you to learn to use a new feature on mobile phone for eg). Driving foot traffic… eg: flashmobs to a retail store… Driving click traffic… they follow every link in depth


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