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The Last Mile: Leveraging Decision Scienceto Get Your Most Important Audiences to Act.
We All Make Decisions…
We All Make Decisions… 
…in Ways We’re Not Aware of.
Decisions WeAll Make, 
All The Time.
Neal BoornazianChief Client Officer 
Cramer 
Anne-Marie Farrell 
Head of Behavioral Economics Research, Global SMB Marketing, Google 
On Amir 
Associate Professor of Marketing, UC San Diego 
Candace Brenner 
Director, Global Brand MarketingSony Online Entertainment
“The Last Mile”
Today’s Discussion
The power of the context 
Framing vs. description Invariance 
Incentive framing and mental accounting 
Transaction utility to habit formation 
Forms of sociality
Framing and description 
invariance
Mental accounting
Transaction utility to habit 
formation
Forms of sociality
IRRATIONAL LAB: 
the art and science of Marketing
DMA14 Thought Leadership Series: "The Last Mile"
Behavioral economicsproposes that the realreason people don’tadopt our products is...
Too much friction 
No immediate benefitsof doing an action 
We don’t think about the benefitsatthe right time 
People don’t know it’s a good thingfor them
Desired User Behavior 
Benefits 
Barriers
Overcoming initial fear… 
…setting up for long term success 
using smart incentives 
Incentives
DMA14 Thought Leadership Series: "The Last Mile"
Free coupons 
Spend X Get Y
Free coupons 
Spend X Get Y 
•Skin in the game 
•Product engagement 
•Free vs own investment
Qtr A - Y1 
Qtr B - Y1 
Qtr A - Y2 
Qtr B - Y2 
Increase in Average Revenue per Account 
Free coupons 
Spend x Get y 
Decrease in Activations 
Free coupons 
Spend x Get y
DMA14 Thought Leadership Series: "The Last Mile"
Desired User Behavior 
Benefits 
Barriers
Cell 1: $20 AdWords credit 
Cell 2: $50 AdWords credit
Cell 3: $20 Play credit 
Cell 4: 2 Movies
•No incentive 
•$20 AdWords credit 
•$50 AdWords credit 
•$20 Play credit 
•2 Movies
0% 
10% 
20% 
30% 
40% 
50% 
60% 
$20 Play 
$50 AdWords 
2 Movies 
$20 AdWords 
Results from Intuition Study
$20 Play 
$50 AdWords 
2 Movies 
$20 AdWords 
No Incentive 
3x control 
4x control 
4x adoption rate for $20 Play vs no incentive (control) 
2.5x control 
2x control
•Pick the right user behavior 
•Use incentives to help users engage with product 
•Think about different reward types 
•Hedonic rewards -for our pleasure (e.g. movies) 
•Utilitarian rewards -more functional (e.g. AdWords credit) 
•Smaller amount of a hedonic rewards out performed larger amount of the utilitarian rewards 
•Test –our intuitions are not always right
Sony Online Entertainment 
Candace Brenner 
Director, Global Brand Marketing
Company Overview
Managing the Player Lifecycle 
Overview: 
Institute a “nudge” program in-game to present uniquely tailored offers in response to players’ likelihood to: 
»Extend membership (prevent lapsing) 
»Convert to 1sttime payer 
»Repeat purchase conversion 
How: 
Score and predict future behavior of players to intervene at appropriate touch points to change and/or pivot customer behavior. 
The “Nudge System”
Sample Nudges 
New Membership 
Return Membership 
Consumables 
ADDITIONAL RESULTS: 
•Better understand different player segments (1stTime, Regular, Repeat, Dedicated). 
•Proactive retention is easier than winning them back! 
•Increase overall product satisfaction. 
Increased monthly incremental revenue by 5-8%
Make it EASY 
Overview: 
Serve a timely message based on what THAT customer is experiencing at THAT moment 
CHANGE consumer behavior –Habit Formation 
How: 
Identify key moments in time that customers experience, specific to that moment, and offer them convenience with a lower barrier to entry (lower price points, more frequently). 
“Point of Need”
Example: Heroic Characters
Examples: Upgrade and Revive 
Spell Upgrades 
Revive
Monthly Average Revenue Per User for Point of Need Customers 
Monthly ARPU 
Before PoN Use 
After PoN Use 
Daily purchase rate increased from 8% to 13% 
# of purchases increased from 3 to 4 for active purchasers
Custom Communications 
Most Loyal Cohort 
Unprompted, No-Strings- Attached Reward for Loyalty and Ongoing Engagement 
Personalized Communication 
Valuable Gift
Email Performance 
0.00% 
10.00% 
20.00% 
30.00% 
40.00% 
50.00% 
60.00% 
70.00% 
80.00% 
Open Rates 
Top Performers 
SOE Benchmark 
IndustryBenchmark 
Top Performers also have 50% CTR’s!
The Last Mile: Leveraging Decision Scienceto Get Your Most Important Audiences to Act.

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DMA14 Thought Leadership Series: "The Last Mile"

  • 1. The Last Mile: Leveraging Decision Scienceto Get Your Most Important Audiences to Act.
  • 2. We All Make Decisions…
  • 3. We All Make Decisions… …in Ways We’re Not Aware of.
  • 4. Decisions WeAll Make, All The Time.
  • 5. Neal BoornazianChief Client Officer Cramer Anne-Marie Farrell Head of Behavioral Economics Research, Global SMB Marketing, Google On Amir Associate Professor of Marketing, UC San Diego Candace Brenner Director, Global Brand MarketingSony Online Entertainment
  • 8. The power of the context Framing vs. description Invariance Incentive framing and mental accounting Transaction utility to habit formation Forms of sociality
  • 11. Transaction utility to habit formation
  • 13. IRRATIONAL LAB: the art and science of Marketing
  • 15. Behavioral economicsproposes that the realreason people don’tadopt our products is...
  • 16. Too much friction No immediate benefitsof doing an action We don’t think about the benefitsatthe right time People don’t know it’s a good thingfor them
  • 17. Desired User Behavior Benefits Barriers
  • 18. Overcoming initial fear… …setting up for long term success using smart incentives Incentives
  • 21. Free coupons Spend X Get Y •Skin in the game •Product engagement •Free vs own investment
  • 22. Qtr A - Y1 Qtr B - Y1 Qtr A - Y2 Qtr B - Y2 Increase in Average Revenue per Account Free coupons Spend x Get y Decrease in Activations Free coupons Spend x Get y
  • 24. Desired User Behavior Benefits Barriers
  • 25. Cell 1: $20 AdWords credit Cell 2: $50 AdWords credit
  • 26. Cell 3: $20 Play credit Cell 4: 2 Movies
  • 27. •No incentive •$20 AdWords credit •$50 AdWords credit •$20 Play credit •2 Movies
  • 28. 0% 10% 20% 30% 40% 50% 60% $20 Play $50 AdWords 2 Movies $20 AdWords Results from Intuition Study
  • 29. $20 Play $50 AdWords 2 Movies $20 AdWords No Incentive 3x control 4x control 4x adoption rate for $20 Play vs no incentive (control) 2.5x control 2x control
  • 30. •Pick the right user behavior •Use incentives to help users engage with product •Think about different reward types •Hedonic rewards -for our pleasure (e.g. movies) •Utilitarian rewards -more functional (e.g. AdWords credit) •Smaller amount of a hedonic rewards out performed larger amount of the utilitarian rewards •Test –our intuitions are not always right
  • 31. Sony Online Entertainment Candace Brenner Director, Global Brand Marketing
  • 33. Managing the Player Lifecycle Overview: Institute a “nudge” program in-game to present uniquely tailored offers in response to players’ likelihood to: »Extend membership (prevent lapsing) »Convert to 1sttime payer »Repeat purchase conversion How: Score and predict future behavior of players to intervene at appropriate touch points to change and/or pivot customer behavior. The “Nudge System”
  • 34. Sample Nudges New Membership Return Membership Consumables ADDITIONAL RESULTS: •Better understand different player segments (1stTime, Regular, Repeat, Dedicated). •Proactive retention is easier than winning them back! •Increase overall product satisfaction. Increased monthly incremental revenue by 5-8%
  • 35. Make it EASY Overview: Serve a timely message based on what THAT customer is experiencing at THAT moment CHANGE consumer behavior –Habit Formation How: Identify key moments in time that customers experience, specific to that moment, and offer them convenience with a lower barrier to entry (lower price points, more frequently). “Point of Need”
  • 37. Examples: Upgrade and Revive Spell Upgrades Revive
  • 38. Monthly Average Revenue Per User for Point of Need Customers Monthly ARPU Before PoN Use After PoN Use Daily purchase rate increased from 8% to 13% # of purchases increased from 3 to 4 for active purchasers
  • 39. Custom Communications Most Loyal Cohort Unprompted, No-Strings- Attached Reward for Loyalty and Ongoing Engagement Personalized Communication Valuable Gift
  • 40. Email Performance 0.00% 10.00% 20.00% 30.00% 40.00% 50.00% 60.00% 70.00% 80.00% Open Rates Top Performers SOE Benchmark IndustryBenchmark Top Performers also have 50% CTR’s!
  • 41. The Last Mile: Leveraging Decision Scienceto Get Your Most Important Audiences to Act.