Wednesday, September 29, 2010

Game mechanics

Had this sitting in an open tab for so long that i figured i better share it one day. i've found this small, game engagement mechanics come in handy when articulating how i see interaction working. Enjoy

Thanks Tech Crunch and SCVNGR

SCVNGR’s Secret Game Mechanics Playdeck

Erick Schonfeld Aug 25, 2010

Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.

SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.

Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. We’ve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanics—those elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGR’s Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as “achievements,” “status,” and “virtual items.” But there are also more complex ones such as the “appointment dynamic” (a player must return at a specific time and perform an action to get a reward, like in Farmville), “free lunch” (a player gets something because of the efforts of other people,like in Groupon), “fun once, fun always” (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquare’s check-ins), and “cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz.

SCVNGR Game Dynamics Playdeck

Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

Thursday, September 23, 2010

Monday, September 20, 2010

Try before you buy


'Tryvertising' - a new trend that lets consumers experience a product virtually before they buy it - has prompted an online watch retailer to develop an app that lets would-be customers see how a watch looks on their wrist before they commit to it.

Canadian Nuevo Watches offers a form of virtual tryvertising with its new app, reports global trend monitoring website Springwise.com.

Click here to find out more!
Compatible with the iPhone and the 4th generation iPod touch, the Nuevo app from Monokromik lets users try on and select watches in the Neuvo watch collection without physically touching them.

The free app is available for download from the iTunes store (search 'Monokromik'); it requires iOS 3.1.3 or later. Once it's downloaded, users can virtually try on any of Montreal-based Nuevo's four CAD 45 watches, which come in black, bronze, gold or silver. The watches are only sold online, which makes the app especially useful.

Website: www.neuvomonde.com

Thanks to insideretailling.com.au

Store renovations

We all know that store windows, when done well have the ability to really lift public mood. So given that insight it's nice to see some retailers going to town on their refurbishments. After all, why should a renovation leave the window looking shabby and dull.

I think all retailers should take a leaf out these guys' books:

Gucci in New York



Nespresso in Paris:



Christian Dior, New York:





And then of course no-one can forget Gap's famous demolition ad of 2005:

eBay for Wine Lovers!



Opening today is Australia's first dedicated wine auction house - Crackawines.com.
The brainchild of Wine Ark founder Dean Taylor and digital media specialist (and current COO of Carsales.com.au) Shane Pettiona.

Cracka’s Wine Auctions will begin everyday at 1pm, seven days a week where prices start at the RRP and continue to fall until all the stock has been sold. When you click to purchase it locks the price. Shop too early and you could miss out on a super-low price. Leave it too late and there may be no more stock left.

It follows a similar model to that of theoutnet.com, whose 'Going, Going, Gone' sales are the same reverse type of auction - once the sale clock starts counting the price drops - and will only run for a limited time.

And delivery is quick aswell with Melbourne, Sydney and Brisbane customers assured to expect delivery of their auction purchases within 48 hours.

And as if you needed more reason to start bidding Cracka Wines is offering a $25 credit to new members and a chance to win $5000 in cash. In addition, all buyers go into a weekly draw for a bottle of Penfolds Grange during 2010.

Friday, September 17, 2010

Foursquare works!

Via mashable

McDonald’s Foursquare Day Campaign Brought in 33% More Foot Traffic
With so many brands trying their hand at location-based marketing campaigns, one has to wonder: is Foursquare really effective as a platform for bringing in new business? McDonald’s seems to think so; the company’s head of social media Rick Wion recently spoke of the fast food giant’s big wins from a spring pilot program using Foursquare.

At the Mobile Social Communications conference yesterday, Wion shared that McDonald’s was able to increase foot traffic to stores by 33% in one day with a little Foursquare (Foursquare) ingenuity. McDonald’s total cost for the successful campaign was a measly $1,000.

Econsultanty reports that McDonald’s, with Wion driving campaign direction and strategy, opted to try and take advantage of Foursquare Day (4/16) to bring in more business. The company used 100 randomly awarded $5 and $10 giftcards as checkin bait to lure in potential diners. The bait also worked to attract the media’s attention and resulted in more than 50 articles covering McDonald’s Foursquare special.

The campaign worked in both digital and real world capacities. Patrons flocked to McDonald’s restaurants for the chance to win giftcards in exchange for checkins, and 600,000 online denizens opted to follow and fan the brand on social media sites.

“I was able to go to some of our marketing people — some of whom had never heard of Foursquare — and say, ‘Guess what. With this one little effort, we were able to get a 33% increase in foot traffic to the stores’,” Wion explained to conference attendees.

A company of McDonald’s size spends millions on advertising every year, and yet a simple $1,000 Foursquare campaign netted the company measurable success. Of course, the metric here was checkins (not sales), and there were likely several other factors contributing to the campaign’s success, but it’s still a story that many an agency should pay heed to.

McDonald’s is not alone in their Foursquare success. Earlier this year, Domino’s UK attributed social media, and its Foursquare pilot program in particular, as a primary factor in helping the company increase profits by 29%.

Wednesday, September 15, 2010

Mobile Myths Debunked

Nice summary from Adage on the 'real' status of the mobile phone world

----------------

Blackberry Is Not Dead, Steve Jobs Isn't King of Handsets, and Other Conventional Wisdom You Should Reconsider

Mobile is a confusing marketing space, and we're in the midst of a hype cycle perhaps equaled only by the dot-com frenzy of years past. And whenever there's hype, misconceptions aren't far behind. Here's a look at four of them -- and a reminder why you shouldn't believe everything the soothsayers say.

[Excerpted from "What You Need to Know About Mobile Marketing," a recent Ad Age Insights report.]

It's not an all-Apple world ... and it never will be
There seems to be an app for just about everything at this point (with more than 250,000 available, and counting). And while Apple seems to have a lock on the app market, in fact it represents just a small part of the U.S. mobile market, according to ComScore. Gartner, which tracks phone shipments rather than usage, pegs Apple's 2009 U.S. market share at 5%. The iPhone is a game-changing phone, however, as its interface is the one that managed to alter consumer behavior irrevocably; as a result, it has enjoyed the greatest interest from developers.

Source: comScore custom survey, November 2009
The iPhone audience is a distinctive one. It is youngish (but not too young; consumers under the age of 24 are not likely to be able to afford an iPhone, or to be locked into a long-term AT&T contract). And it is made up of early adopters, those who influence the purchases of others and who are a marketer's dream. If Apple's exclusive contract with AT&T is done with this year, as has been reported, and a Verizon version hits the market, there is no telling how much Apple's penetration will spike. Until that happens, there are other platforms marketers must pay attention to.

Blackberry is not dead
Research in Motion's BlackBerry is still a significant presence in the market and will continue to be, especially in the business world. The BlackBerry is supported by most Windows-based concerns. For marketers looking to reach the business audience, high-net-worth individuals and a slightly older demo than the iPhone, targeting through the BlackBerry is a smart (nay, essential) move. The BlackBerry challenge has been that, with the mass of devices having a trackball rather than a touchscreen, it's simply not as interactive an interface, and can make it difficult to even locate apps. BlackBerry has plans to introduce a new browser.

Consumers love Google, and now, to ride the wave of that affinity, the company has rolled out Android. Research on future phone purchases from ComScore and ChangeWave indicates T-Mobile's ads touting its 3G capabilities -- plus the fact that not all consumers want a contract with AT&T, and that the Android is a close-enough facsimile to the iPhone -- suggests we are at the dawn of a phone war that stands to benefit all consumers, as it likely will lead to better service and pricing [see chart 16, pull from page 14 in white paper].

Microsoft ceded its early dominance in the smartphone market to RIM and BlackBerry, but this fall it is launching Windows 7 for mobile. Reports from the Mobile World Congress earlier this year, where the system made its debut, were positive.

Not all people do all things on all phones: market accordingly
At this point in the evolution of mobile as a marketing medium, the number of consumers who perform activities such as downloading apps or looking at the mobile web or WAP (wireless access protocol) is relatively low; comScore estimates that 34% of those with cellphones consume some sort of mobile media (WAP or apps), 31% use SMS (but do not consume any media via the phone) and 35% use phones only for making calls. This is changing rapidly, however, along with the adoption of smartphones. What people do on their phones is predictive by age and gender. The younger a consumer is, the more likely he or she is to personalize his or her phone, or purchase a ringtone or wacky screensaver. The older, more business-oriented consumer, however, is more likely to have an unlimited data plan and, thus, to use the phone for web access. Guys are more likely to listen to music and purchase games on their phones. [see chart 17, pull from page 15 in white paper].

mobile charts
Enlarge

RIM's market share and the demographics of mobile media activities
"People need to stop looking at mobile consumer activity across modalities -- browsing, apps, and SMS/MMS -- and think that one form will predominate while others go away. More importantly, marketers need to stop wishing for this to happen. While it might be easier to exist in a world where mobile consumers only used apps, the reality is that SMS and browser-based activity will continue to reach audiences that apps cannot and, in the case of SMS, be a more effective medium to drive response," Evan Neufeld, VP-marketing, GroundTruth, said.

Smartphones are not likely to ever penetrate the entire market
Just as there are people out there with analog TVs with those funky converter boxes, some people just want to use their phones to talk and will not ever be incented to pay fees for data. Some people simply do not want e-mail and media whenever, wherever. Due to behavior displayed by younger consumers, the group described here will likely concentrate in older demos. Smartphone adoption may be somewhat analogous to the digital video recorder. While the TV industry worried that DVRs would achieve much larger penetration in a short period, in truth, DVR usage stalled out at around 30% of TV households in 2009, according to Nielsen. Not everyone wants to pay for the service, and not everyone, clearly, desires that much control over their media.

It's not as complicated as it sounds
Not all types of mobile marketing apply to all companies, and the "crawl, walk, run" principle should be employed with mobile. Pick the discipline that most relates to your product category and start there. For some content providers and retailers, it may be optimizing their sites for mobile (a surprising number of companies have not yet done this). For retailers with successful email programs, it may be developing an SMS program to appeal to the legions of "textirati" who prefer SMS to e-mail. For any marketer using print, TV or outdoor, activation programs can extend the effectiveness of their campaigns by helping to generate opt-in lists or hand-raising customers. Whatever you do, don't just develop a one-platform app and assume that you've got mobile covered.