As was mentioned previously in my
collegues’s blogs, the development
of sustainable tourism at World Heritage properties would be reached by
increasing awareness in order to protect the properties and their universal value.
In accordance with the need of reaching a high level of understanding of the World
Heritage issues, we are going to use the “Pigeon watch” game as “the warning
message” for our target audience. By playing the game, young people from 16 to
25 would become committed to the principle of sustainable tourism and would
learn how to save their local monuments and memorials in different countries.
However, it is impossible to make “this message” heard by target audiences if
the game is not user friendly and promotion and distribution processes are not carried
out. When the idea of the game was
formed, our marketing team started to work on a digital marketing strategy. Our planning process follows the SOSTAC® model developed by PR Smith, Dave’s
co-author on E-marketing Excellence.
We highlighted four key
strategies for further actions.
Then, it was decided by all
members of our team that the best platform for promotion of our game would be social
media sites as the optimal place where young people spend most of their time. Considering
the limited budget of the game project, the fact that the Internet is one of
the cheapest media platforms, made it a more preferable promotion tool for us
as well.
ACT achieve interaction. Based on game industry
analysis, communities and social media provide significant springboards for
interaction with our target audience. Many forms of interactions were produced: sharing,
reposts, retwits, reviews, mentions, blogshares. Additionally, we would
always get feedback from our stakeholders which would be helpful for analysis
and further game development.
CONVERT to educate. Taking into
account that most of the people play games just for fun, we have created a
motion game where the gamer would have a short time in each level and would be
indroduced to characters such as pigeons – protectors who are watching careless
tourists and using their droppings as weapons against them. The chance “to
poop” on people’s heads makes the game entertaining
and humorous for gamers. Meanwhile, by catching the gamers attention we will
educate them and convert fun into knowledge. For example, when players would destroy
tourist’s thoughts (key in the balloons), they would get an explanaton of why
it is harmful to use cars and better to use public transport. The gamer would
get information about the emssion situation in the Taj Mahal and would
keep it in their mind.
ENGAGE
through entertaiment. By reaching the maximum number of
game players and enabling them to become
committed to the principle of sustainable
tourism, we will create the base for World Heritage participatory culture. It
is one of the most difficult and long-term strategies of our game-project. We
hope that because of the game people would start to try to tackle the problems at the
World Heritage and share with each other the
same universal values.
After defining key strategies of the game-project we worked on marketplace analysis. The detailed target audience
analysis was presented in Sukirti blogs and was mentioned in my previous blog
as well. The competitors and partners scrutinized are based on the “Pigeon
watch” game SWOT analysis.
The competitors analysis helps
to identify the uniqueness of the
concept of “Pigeon watch” game. Take for
eхample, the very popular game “Angry birds” where the birds are also main
characters and this game is defined as enjoyable by players. However, we can notice
that in the “Pigeon watch” game the pigeons have the special heroic
characteristics and carry out specific mission – to save world’s monuments. It
means that in our game for the gamers it is easier to understand why they are
playing this game and who are friends and who are enemies. Also, the most
important features is the educational idea behined the story of pigeons fights
against the careless tourists.
The partners analysis is nessessary tool for understanding
who share the same universal values on the market. In next my blog I would
present the first list of organisations which are presenting themselves as World
Heritage careful.
All these analysises are helpful to achieve all the main
goals of our project: increasing awareness World
Heritage preservation program, reaching maximum number of the “Pigeon watch”
game’s gamers and developing participatory culture among all stakeholders of World
Heritage. These goals also would be reached by PR strategy which Sukirti and
Ruta presented in their blogs.
No comments:
Post a Comment