CASE STUDIES

Without mentioning the names of Companies/Associated brands, we hereby indicate some projects which are being developed or which are being prepared and appreciated:

The various cases report interventions of the TRAINING GAMES in the Business to Business scope when we are working the Company internally or with their Franchise, and in Business to Consumer when we are working directly with the consumers:

CASE 1: B to B Corporate Involvement of internal employees from a Company on TRAINING GAMES which are dedicated to a set of specific Company products which aspire to make a difference within the competition. By making this game dynamic, the Brand hopes that all employees acquire Market intervention arguments. How to guarantee this? By exposing each employee’s results thereby simultaneously promoting rewards in the form of prizes which are awarded at public ceremonies, so as to contribute to greater motivation among employees.

CASE 2: B to B Corporate + Franchise A specific Brand distributes a technical magazine among its Authorised Repairer Network. For each magazine the Network is subject to an evaluation process of the knowledge acquired through an online test presented by TA5. At the end of each year, the Brand develops a TRAINING GAMES for the 100 best qualified as a manner to show merit and give professional recognition. The technicians are invited to participate and the best companies and best individual results are awarded at a public ceremony.

CASE 3: B to B Corporate A Company wishes to evaluate the knowledge of its salespeople on its products. The proposal given by Formoprojectos Group presents a self-learning model which is centred on the study of contents of indispensible commercial information placed on the TA5. During this phase two WEBSEMINARS are carried out to discuss with the sales force the points which are of essential knowledge for the product. After this phase, the TRAINING GAMES are carried out on product knowledge. The winners are recognised through an Online Ranking and are awarded at an appropriate ceremony.

CASE 4: B to B Global Worldwide Competition of a Company for its technicians. Due to the global functions of TRAINING GAMES a worldwide game can be developed with similar questions that are provided in a synchronised manner, or in other words, all the countries involved participate simultaneously during a specific period of time (5 days). The TRAINING GAMES create identical situations for all participants thereby giving the BRAND a global idea on the knowledge of its technicians in each country.

CASE 5: B to C Launching of a new product next to its Clients. Through a “link” on the Company´s website, a TRAINING GAMES is provided which is integrated in the launch campaign. Clients should answer the questions based on the content supplied in the digital catalogue requested from the Brand, thereby implying the respective registration (potential client database).

“Cross-selling” strategies are decisive for the success of these actions. In this case, the Company agrees on the prizes to be distributed to participants with an oil company by ensuring fuel vouchers and with a show company which distributes tickets (online voucher) to the participants who win on each game day. The absolute winner is entitled to an all expenses paid weekend for two.