Professional Documents
Culture Documents
Team 4 Google Slides
Team 4 Google Slides
S.M.A.R.T
1 2 3
According to a Brain Based According to an observation According to experiments by
Research, it is clear that study done by the UC Davis Sutherland and Friedman
Joyful Education is much Cancer Centre and UC Davis done on children, it is proven
more effective for kids. Children’s Hospital, it is that they learn better when
proven that playing helps they pretend play real
Students absorb what they children to develop useful world situations.
learn better when the skills.
learning is associated with It encourages
strong positive emotion. (E.g problem solving, self-motivated learning.
memory skills)
A. (n.d.). The Neuroscience of Joyful Education. Retrieved February 12, 2017, from Children learn through play. (n.d.). Retrieved from The cognitive benefits of play: Effects on the learning brain. (n.d.). Retrieved
http://www.ascd.org/publications/educational-leadership/summer07/vol64/nu http://www.ucdmc.ucdavis.edu/CANCER/pedresource/pedres_docs/Childr February 12, 2017, from
m09/The-Neuroscience-of-Joyful-Education.aspx enLearnThruPlay.pdf http://www.parentingscience.com/benefits-of-play.html
OUR BIG, BIG
IDEA
BUDDIES
OR
DUMMIES
TAGLINE
⊡ There will be a wide range of mini games to keep the players engaged and also
appeal to the youths who prefer fast-paced, action-packed games.
⊡ Social media links are included to allow sharing of players’ high scores and
even challenge their friends to beat their high score.
HOW WILL THIS APPEAL TO OUR
TARGET AUDIENCE?
⊡ Players will have a reason to discuss the game with their friends because
they are encouraged to base the in-game characters on their friends.
TARGET AUDIENCE
&
SWOT
ANALYSIS
WHY WILL OUR AUDIENCE BE
INTERESTED?
Primary Secondary
❏ Children 9-14 years old do not ❏ According to Children Media and
really get a chance to play a Attitudes Report 2016, parents are
simulation game with good visuals concerned over the content that
as it mostly has age restriction kids are exposed to in the Internet.
(most popular choice-making
games are rated 12+). ❏ If they find out our game will
educate their kids on their safety
online, they will definitely be
interested.
SWOT ANALYSIS
STRENGTHS WEAKNESSES
- There were 65 billion installs for Google Play in - Will not be able to reach out to Apple Users :
2016. Google Play is only available for Android users
- When you publish on Google Play, you put your and not Apple users.
apps in front of over 1 billion active Android
users, in more than 190 countries and territories
across the world.
OPPORTUNITIES THREATS
- Google Play Store’s application revenue went up - Competition from Apple’s app store which had a
by 82% in the fourth quarter in 2016 worldwide. high year-on-year growth, with downloads
- Worldwide downloads of games grew increasing by 13%.
year-on-year by 14.6%, totaling 1.96 billion.
SWOT STRATEGY
Weakness-Opportunity (WO)
PRIMARY SECONDARY
ONLINE IMC PRESS
TARGET TARGET
ADVERTISING TOOLS RELEASE
AUDIENCE AUDIENCE
INTERACTIVE
MARKETING
Events and Launching of the app: We will release the ❏ Engage the youths more effectively
Experiences game, Buddies or Dummies at the Google ❏ Increases awareness for the campaign
Singapore Office. ❏ Meet and interact with audience, get
immediate feedback
Pitch Letter Write articles about our event/app: We will ❏ Parents find news which appears in the
send a letter to journalists/ editors with our newspaper to be more credible.
proposal idea.
Press Release Let the public know about our campaign: ❏ Provide an official statement adds
Publish a public relations announcement on credibility to our event.
the official Google blog. ❏ Puts key messages in a clear and
understandable format.
Events and Launching of the app: We will release the ❏ Meet and interact with audience, get
Experiences game at the Google Singapore Office. immediate feedback.
INTERACTIVE MARKETING
OUTREACH PROGRAMME
Facebook:
INTERACTIVE MARKETING APP LAUNCH
Instagram:
Short clips of around 15 seconds showing snippets of the game, with our
tagline flashing at the end. Short videos of kids being affected by online
dangers to evoke emotional responses from the parents.
Twitter:
Polls - E.g. Have you ever been bullied online before? Have you ever
stepped in to help when witnessing a cyber-bully in action?
Genre:
Animated Comedy TV Series/ Mobile Series
Target Audience:
⊡ Kids: 4-9 years old
⊡ Teens
⊡ Families
PITCH LETTERS
OUTREACH PROGRAMME
Google has teamed up with Media Literacy Council to promote Safer Internet Day 2018,
to help youngsters better manage their online lives and help parents learn how to protect
their kids online.
Buddies Or Dummies - An interactive mobile game for Singaporean Youths aged 9-14,
where they learn to make choices to protect their online safety.
Visiting Secondary Schools - Google staff visit secondary schools around Singapore to
promote Buddies Or Dummies. A skit will be done to bring across some Internet safety tips.
Visit to Google Office- Event where all parents and children are welcome to the official
event launch of the mobile game, Buddies Or Dummies.
EVENTS AND EXPERIENCES
OUTREACH PROGRAMME
OUTREACH PROGRAMME:
INTERACTIVE MARKETING APP LAUNCH
Duration: 1 month
What: We will invite up to 700 guests including youths and their parents
per day. We will launch the app during the event.
Launch party: We will show a trailer detailing all the features of the
game and get the kids to download the game on the spot by providing
with free WIFI. We will hold mini contests to engage the audience and
encourage them to share our event on their social media.
GOOGLE OFFICE TOUR
THE INCENTIVES:
MINI CONTESTS:
Coolest avatars (30 mins): Kids will have to design their own avatars, take a
screenshot and post them on Instagram with the hashtag #buddiesordummies.
The six pictures with the most likes will win prizes.
Best doppelganger (30 mins): The kids will design the avatars of their friends in
the game and post a collage with the screenshot and a photo of their real life
friend. The six pictures with the most likes will win prizes too.
CONTEST PRIZES
BUDDIES
OR
DUMMIES Gift bags
will be
$3.99
distributed
to every
attendee.
$4.99
$1.99
GIFT BAGS
BOOKLET:
Phase
Phase One Phase Two
Three
Total: $28779.54
WHY WILL WE
MAKE IT?
LET’S HEAR IT FROM RAUL!
THE X-FACTOR
1.
The kids will be more receptive to the messages of Safer Internet Day
since we will be educating them through fun and games instead.
2.
The campaign inspires youths to be leaders in helping others stay safe
online as they will have to save their friends from the dangers in the game.
3.
The campaign/game has longevity because the youths can still
continue to play the game even after the campaign ends.
THANKS!
Any questions?
RESOURCES
https://nobullying.com/internet-safety-statistics/
https://www.childrensociety.org.sg/resources/front/template/scs/files/bullying%20in%20singapore%20secondary%20schools.pdf
https://vulcanpost.com/16725/students-singapore-victims-cyber-bullying/
http://www.straitstimes.com/singapore/courts-crime/rise-in-online-scams-involving-sale-of-admission-tickets-mobile-phones-police
http://www.tnp.sg/news/singapore/online-shoppers-team-take-down-rogue-accounts
https://www.quora.com/How-much-does-it-cost-to-publish-a-mobile-app
http://www.smartinsights.com/mobile-marketing/mobile-marketing-analytics/mobile-marketing-statistics/
http://venturebeat.com/2016/10/08/how-pocket-gems-episode-has-seen-700-growth-appealing-to-gen-z/
http://expandedramblings.com/index.php/android-statistics/
http://www.businessinsider.sg/iphone-v-android-market-share-2014-5/?r=US&IR=T#eOfMRMCPopRPRBrS.97
https://www.statista.com/statistics/281106/number-of-android-app-downloads-from-google-play/
http://wearesocial.com/sg/special-reports/digital-2016
References Part 2
http://sbr.com.sg/telecom-internet/exclusive/phone-frenzy-singaporean-millennials-amongst-most-addicted-mobile-in-worl
https://www.managementstudyguide.com/swot-analysis-of-google.htm
https://arc.applause.com/2016/06/09/app-downloads-q1-2016-sensor-tower/
http://expandedramblings.com/index.php/android-statistics/
http://www.businessinsider.sg/iphone-v-android-market-share-2014-5/?r=US&IR=T#eOfMRMCPopRPRBrS.97
https://shop.googlemerchandisestore.com/Google+Redeisng/Lifestyle/Sports+Fitness/Sport+Bag.axd
https://shop.googlemerchandisestore.com/Google+Redesign/Office/Notebooks+Journals/Recycled+Paper+Journal+Set.axd
https://shop.googlemerchandisestore.com/Google+Redesign/Office/Stickers/8pc+Android+Sticker+Sheet.axd
http://howmuchtomakeanapp.com/e/rjbjuqu34cww
APPENDICES
Research
Shaun Tan my paper Thursday, Sep 15, 2011. (n.d.). More sexual
Https://fb.me/NawiraBaig. "1 In 3 Students In Singapore News. (n.d.). Retrieved February 05, 2017, from predators going on the prowl online. Retrieved February 05, 2017, from
Have Been Victims Of Cyber Bullying." Vulcan Post. N.p., 15 https://www.gov.sg/news/content/channelnewsasia-crime-ra http://news.asiaone.com/News/AsiaOne
Aug. 2014. Web. 05 Feb. 2017. te-down-in-first-half-of-2016-but-online-scams-on-the-rise News/Singapore/Story/A1Story20110915-299510.html
MEDIA HABITS - SINGAPORE
We Are Social Singapore Follow. (2016, January 26). Digital in 2016. Retrieved February 05, 2017,
from http://www.slideshare.net/wearesocialsg/digital-in-2016
MEDIA HABITS - SINGAPORE
We Are Social Singapore Follow. (2016, January 26). Digital in 2016. Retrieved February 05, 2017,
from http://www.slideshare.net/wearesocialsg/digital-in-2016
MEDIA HABITS
Among 3.60 million active social Among 2.307 billion active social
media users: media users:
We Are Social Singapore Follow. (2016, January 26). Digital in 2016. Retrieved February 05, 2017, from
http://www.slideshare.net/wearesocialsg/digital-in-2016
TARGET AUDIENCE ANALYSIS
Primary Secondary
Demographics Demographics