games
Our game strategy is based on show tested experiences. From small to large footprint venues every game has been successful. Looking to standout at a trade show or motivate (have fun) at a corporate event try a game.
considerations
Considerations for game development.
Staffing:
• The game should be hosted by an enthusiastic person who encourages participation. There should also be back-up hosts to provide relief.
• Depending on how busy things get, there should be a minimum of one or two supporting staff to help for crowd control and act as a cheering section.
Mechanics:
• The complexity of mechanical aspects of the game design is a clear matter of risk assessment. Regardless of the monetary budget, there is no substitute for time in proving elaborate mechanical ideas.
• In order to avert potential problems at the show, games should not be unnecessarily complex. Cleverness wins over complexity.
Safety:
Every component and play activity should be evaluated for safe play with consideration of the game environment and crowding.
Politics:
Be a good neighbor. If it is perceived that the activities (noises, crowds, etc.) may be an annoyance to exhibitors in nearby booths, it’s a good idea to include them in your fun. Invite them to play. Point out that the crowds you draw to the neighborhood can help their effort to promote if they “work the crowd.”
purpose
Games can make a big impression.
Purpose: At the outset of designing a game it is important to be clear what the purpose of the game is to be. Usually it is as simple as bring people into the booth and show them a friendly good time. This opens the door for secondary marketing motives.
Entertainment Value:
• The game should be entertaining for players and observers.
• The entertainment value to observers can be enhanced by causing accentuated audible and visual reports. The combination of lights, sounds and people having a good time is a great draw.
Marketing Messages:
• While it important to align the theme and props to the marketing message, this effort should not compromise the primary purpose of the game.
• Clever symbolism and graphics open opportunities for a prepared sales staff.
strategy
Good strategy makes for a great game.
The game concept should stimulate a variety of strategies and opportunities to demonstrate skill, but should involve sufficient luck so that anyone can win.
Scoring:
• The scoring system should promote a good point spread. This will help in developing a strategy for awarding prizes.
• Develop a dynamic method of tracking high scores. This will not only enable score tracking but it will encourage previous players to return to the booth to track their status on the winners list.
• Develop a secondary system such as a lottery to settle ties or to enable another method of creating incentives. For example, a lottery for people dropping their card into a fish bowl.
Prizes:
• Prize distribution is directly related to scoring strategy. It’s often a good idea to give many small prizes so that “everybody wins”. It’s also important to give some really good prizes to create incentive to participate.
• Giving product as a prize is always good form.
Playing Time:
• A target playing time should be considered. Usually 30 to 40 seconds per player is good.
• The game should be easy to learn by watching so that individual instruction is unnecessary.
• Avoid complicated strategies which encourage players to take extra time.
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