I completed these two presentations recently as part of bidding for a contract with a major film studio. Throughout I’ve deliberately used the social ROI insights learned at Sony EU to show how to better make social activity contribute to maximising ticket sales. I have therefore chosen to highlight in both slides, the importance of raising ‘intent to view’ and to reduce purchase neutrality post-opening. This is based on insights from US-based Crimson Hexagon, who I got in contact with after I seeing their presentation from Wayne St. Amand, VP of Global Marketing at Internet World 2013. After his presentation I asked him a question, for an example where their product had made a difference. I was happy to apply the Crimson Hexagon insights to analysing the performance of The Great Gatsby.
On a tactical note please note the use of font ‘Futura’ in the Gravity slides, as it’s the font used in the poster for the film, and similar film promotional material. You can download a free version of Futura called ‘Futura Extended’ here if you’re interested. Also note that unknown to me Pinterest has now added functionality to pin from movie sites like Rotten Tomatoes. And Facebook has added timeline functionality recently too, to add your movie preferences. I also like the fact that you can now get 6 second video app Vine for Android, which backs up my favourite creative around encouraging short instant film reviews in the cinema lobby, which ties in with the fact that most social activity (72% by all accounts says Katie Leimkuehler) comes after watching a film.
(If you wish to view my invitation to create a MVP mobile app on peopleperhour please see the details here.)
![The result is a rigorous process that practically automates the creation of a social game, and maximises each title's chance of success. "We A/B test everything, we optimise everything," says Stephanie Kaiser, a lead game designer. "In the product department, it's very simple," says Thorbjörn Warin, a former employee. "They have all of their KPIs [key performance indicators] and metrics. It's really, 'This week, we focus on nothing but retention, let's identify ten activities that can increase that.' In the first 60 seconds of Monster World, there are 13 to 15 tracking points. For a new user, when they start playing, every three or four seconds, Stephanie and Jens can see what is happening. Usually something has to be improved, and that's when creativity comes in." Wooga's users don't just play a game; they design it.](http://cdni.wired.co.uk/620x413/w_z/wooga_620x413.jpg)
