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Published byDwight Ellis Modified over 9 years ago
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Green Club: Yes, we ‘can’! Contributors: Anna Pastwa | Gyan Prakash | Nichlas Kvist Jørgensen Simon Overgaard | Victoria Vic [Group 4]
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Keep high level of performance Lack of incentives Near zero brand identity Challenges
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Problem Statement Despite the high performance level of Dansk Retursystem, it is lacking brand awareness and user engagement which are key trends in the future for modern companies.
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Trends Gamification Smartphone interaction “Buying into something”
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Solution Gamified loyalty program Creation of a ‘nudge’ Benefits to loyal recyclers
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Download app and sign up Start recycling Scan receipt and obtain points Use points for benefits STEP 1 STEP 2 STEP 3 Green Club: Working Mechanism STEP 4
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Customer Feedback Interest in the app
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Marketing TV CommercialsSponsorships Social mediaPant-machines
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Implementation October 201420142015 1. 1-2 m 2. 1 m 3.3 m 4. 4.1 4.3 4.2 1 y 4.4 5. 1y 2 m 1 – Market Research, 2 – App Development, 3 – Hiring, 4 – Execution of Marketing Strategy, 5 – Partnering with companies; 4.1 Pant Machine, 4.2 Sponsorship, 4.3 Social Media, 4.4 Television 6. Launch *y = year, m = month 6.
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Financials CostsCourtesyDKK App DevelopmentPikuseru500.000 Team3 hires1.500.000 Social Media AdsFacebook ads12.000 Pant Machine AdsPosters (vistaprint)67.500 SponsorshipsFree coffee event40.000 Television adsTV2 Primetime, Oct & Nov280.000 Total2.249.500
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Appendix
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Segments 15-30 years oldYouth are critical and more demanding for innovative solutions. They don’t have a specific solution for them PROBLEM 30-60 years oldThey already have been introduced to the new Pantstation which is convenient for them. NO PROBLEM 60-90 years oldThey want simple solutions they are used to and is convenient. The shops works fine for them. NO PROBLEM
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Partnership USPs A broad youth segment as sales channel. A green profile/CSR Potentiel to sell more products when consumers engage with partner.
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Example of point-system
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Gamification “Gamification can help get stakeholders passionately and deliberately involved with your organization.” “Game-style engagement can bring an element of enjoyment to otherwise dull or challenging tasks.” “Gamification can be used to nudge people” - Deloitte Review
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