SUMMARY: Viral games are not for consumers alone. This Case Study reveals how Pall Corporation uses an online game to sell its products to scientists. Results? Double-digit sales growth.
The average online marketing campaign has a shelf life of about a week. That's why we were interested to hear about an interactive campaign Pall Corporation (NYSE: PLL) that's been so effective that it's been running for a year now ... and counting.
We also like the fact that Pall choose to create a game not just for the sake of adding interactive bells and whistles to their site, but because it really, truly fit the needs and personality of their specific demographic. That's good marketing.
CHALLENGE
Although the layperson may not be aware of it, the molecular biology supply field is highly competitive. Roxanne Hook, Pall Corporation's Director of Strategic ecommerce explains, "Distributors carry literally hundreds of thousands of SKUs." Hook needed a cost-effective way both to inform and to enthuse forensic scientists, so they would ask their purchasing departments to order Pall's new products.
CAMPAIGN
Hook called on the services of HSR B-to-B , an agency that had helped her create online campaigns, such as screen savers, in the past. Together, the HSR team and Hook invented "Arresting Evidence" a new interactive game just for forensic scientists.
Why build a game? HSR's Internet Services President Mike Hensley explains, "The typical demographic is a young person working their way through post-graduate studies. In many places they're stuffed into these labs. Their computer really becomes their lifeline. They gravitate toward it as way of communication and for a sense of community. They're very enthusiastic about using the Internet. They're also looking at it as a form of entertainment." Hook continues, "Their psychographic profile fit a whodunit game. They're scientists -- they like investigation and discovery." And because the target audience was forensic scientists (the kind police use to solve crimes) it seemed appropriate to make the game a crime-solving event.
The Arresting Evidence game takes at least 20 minutes to play, and features highly technical details that a non-scientist probably wouldn't understand. Hensley admits, "I fumble my way through a lot of it." Players use Pall's forensic products to view the evidence and solve the murder of a cartoon character. To encourage players to return, the game randomly changes both the victim and assailant each time it's played.
Hook used a variety of media to drive traffic to the game on the Pall site, starting with postal postcard that was mailed to a snail mail list of approximately 10,000 highly targeted recipients. She says, "There were only a couple of paragraphs on it. You don't want to make people look for an action item. It should be short and sweet." She overprinted extra postcards for her booth staff to hand out at a forensic science trade show. She also made sure that Pall's external sales force was aware of the game so they could personally mention it to clients.
RESULTS
Hook says, "Around the first few months that the game was functional, we did see up to double digit sales growth." The game also generated sales leads from top-flight forensic labs, including the New York Police Department and the Texas Department of Criminal Justice.
In fact, the game proved so popular that Pall has left it online for more than a year now. Henley notes, "People are still in the game every day. It's generated leads throughout the year."
Henley feels the value of B-to-B games like this one go beyond entertainment. In fact he thinks games can help B-to-B marketers foster internal collaboration between the decision-makers at target organizations, and ultimately help make high-ticket sales. He says, "Games start out as a way of driving people and repeat site visits; but, they also get people to gather around. They tell their friends and the guy down the hall about them. It starts to assist the sales process. On the surface you might say games seem rather frivolous, but in almost every case they provide collaboration and product education, as well as entertainment."
Hook agrees, "Interactivity is good for our marketing. It's true to say we all need a little break and a little entertainment. If you can take something technical and make it entertaining, then you've put yourself at a competitive advantage."