Concept development, creative and technical design, script writing, illustration, programming, testing, and project management.
Computer game wins big
Interactive disk launches product
by Len Egol, Senior Editor, Direct
from Direct, p 62
If your game is launching a product to a niche market that doesn't warrant heavy advertising support, try a computer game. You could win a higher-than-expected response rate and a ton of highly qualified leads.
Harris Semiconductor was looking for a way to introduce two new products for digital signal processing to 15,000 imaging system designers nationwide. After noodling the alternatives, product marketing manager Ben Word hit on an interactive computer adventure game to keep product introduction costs under tight control.
The tight little market's demographics reveal an audience of relatively young males who had cut their teeth on computer games. "A computer game seemed to be the ideal way to provide information on our product in a fun way," Word says.
What's more, the products themselves are graphics oriented, which made the highly graphic medium even more appropriate.
The game was executed by Prentice Associates, Quincy, Mass., a firm specializing in designing and programming computer marketing tools.
"We've done a lot of interactive computer disk promotions, but I believe it's the first time a computer game was used to introduce a product," says Lloyd Prentice, who at one time was the publisher and editor of a magzine on classroom computer programs.
Called Engineering Jones and the Time Thieves of DSPea, the game portrays a futuristic world deprived of the benefits of the new Harris DSP technology. While running the half-hour program, the player saves the day by solving a puzzle.
As the scenario unfolds, the player is introduced to the features, benefits and applications of the new products. After the puzzle is solved, the player returns a response card that automatically enters him or her in a drawing to win a camcorder.
Harris Semiconductor reports an 11 percent response rate and more than 1,700 highly qualified leads by the end of last September. "We certainly exceeded our usual 3 percent response rate on direct mail campaigns," Word says.
One reason for the exceptional results may be that the game itself was self-qualifying. "We used high resolution graphics," Prentice says. His client reasoned that he wasn't interested in reaching the kind of people whose PC's couldn't run high resolution color graphics.
The creative on the Engineering Jones game came to about $30,000. The disks themselves dropped in the mail for about $2 each. The agency handling the self-mailer package is Greenstone Roberts, Melville, N.Y.
I am extremely excited. It is the second day of the direct mail campaign featuring Engineering Jones and already I've received several technical leads from major accounts and over 25 calls requesting more information on products featured in the campaign. My goal is to reach well beyond the usual 3% responses for direct mail campaigns; my goal is from 10% to 15%. At this rate, it will be easy.
Harris' sales force and distributors are also very excited with this piece. My initial plan was to mail 10,000 units. I have currently sent out 20,000 with plans to expand to 25,000 to support these requests.
The game is terrific. One customer was amazed with the work and thought put into this project. They have the feeling that if our direct mailing was done with such innovation, then our products must be something to look into further. We have met the goal to provide information on our products in a fun way, having the customer walk away wanting to know more.
I thank you for all the hard work provided by yourself and your staff. I have worked with several software companies in the past and your company has always acted in the most professional manner. Your recommendations and consultations were extremely valuable and it is because of Prentice Associates that this project is a success.
Robert B. De Robertis
DSP Product Market Development
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