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Nicolas Réquillart – [email protected]
Pokémon GoDefinition and possible use cases in retail
July, 28th 2016
Pokémon Go, or the appropriation of 3D technology by general public
Who is steering the game?
Key figures
• Free app available since 05/07.
• 75M downloads since the beginning of July (more than Tinder).
• Average daily duration of use / player: 43 minutes, more than WhatsApp, and Facebook Messenger.
• Average age of players: ≈20 years old.
• In July, half of in-app purchases spending in video games are only made on Pokémon Go.
Who is steering the game?
• Publisher: The Pokémon Company (founded in 1998, $2 Bn of TO in 2015 mainly through the sales of licensed Pokémon merchandise). NB: Nintendo owns 32% of the shares of The Pokémon Company.
• Developer & Distributor: Niantic (former subsidiary of Google), founded in 2010, est. $740M of TO.
A global launch plan to make the buzz
AUS USA CAN JP FR
05/07 06/07 17/07 22/07 24/07
� Via in-app purchasing: already $1.6M of TO /day, 47% of in-app purchasing.
� Via sponsoring of spaces in the app: advertisers will be able to pay for a Pokéstop or Gym to be in their stores in order to make players go there, in exchange for a compensation per number of visits.
Business model
Pokémon Go: rules & dictionary
• Principle: Augmented Reality game associated with geo-tracking, only available on iOS and Android platforms.
• Rules: the player controls an avatar and makes it move on a map such as Google Maps. While moving (in the real life and thus on the map), the player meets Pokémons that can be caught with Pokéballs.
• => Catch the most Pokémons as possible to be more powerful and thus win battles.
• => Pokémons are placed randomly on the map and for a limited duration that varies according to the rarity of the Pokémon. Each player within the range of the Pokémon can only catch it once.
Pokémon Go : principle & rules
Dictionary
3
Dictionary
• Pikachu: the most famous Pokémon
• Levels: from 0 to 30
• Mewtwo: the rarest Pokémon
• Pokéball: object with which the player can catch & stock Pokémons
• Pokédex: repertoire of the Pokémons
• PokéCoins: virtual money (the player can buy it) to purchase objects in the game to be more powerful more rapidly.
• Pokéstops: precise locations on the map (in general historic sites or places with a certain interest) where the player can get free Pokéballsand other objects that are useful to level up in the game.
• Battles: they occur in Gyms (precise places on the map).
What possible use case(s) for brands / retailers?
Typology of marketing OP
• Modernize the brand by capitalizing on the Pokémon community:
1. Offer free phone charging points.
2. Encourage people to post on social networks from their stores -#butattrapezlestous: operation from the 21st to the 23rd of July in stores: 2 first players to find Pokémons received a purchase voucher of 200€ => 2,000 sharing et 3,000 comments FB, 1,000 Tweets, for 200 Pokémons caught).
3. Offer goodies linked with the Pokémons universe – Monoprix, #Pokémonop: on July, 22nd, distribution of “kits for Pokémons Trainers”
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#Pokémonop: on July, 22nd, distribution of “kits for Pokémons Trainers” in front of its Saint-Michel store for each person that had the app installed on its phone (an atomizer, an energy bar, a nomad emergency battery…).
• Generate TO in stores:
1. Adapt store merchandising with appropriate products (mobile phones accessories, bottles of water…).
2. Offer coupons upon presentation of a Pokémon - Main Street Books, USA: -10% for each player that show a screenshot of a Pokémon caught in the store.
3. Organize competitions among customers - Auchan Drive, #Pokédrive: 10 Nintendo NES consoles for the first trainers that identify Pokémons in front of an Auchan Drive.
Nicolas REQUILLART
Manager Digital Commerce
M +33 6 38 40 62 [email protected]
Immeuble CB17, place des Reflets
5
Immeuble CB17, place des Reflets92097 Paris La Défense cedex
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