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January/February 2016 // PUBLIC GAMING INTERNATIONAL //

49

However, this example feels tactical, the exception to the norm

rather than part of a strategic POS display management approach.

Elevating this approach strategically would imply that the prod-

uct development and marketing team make the specific effort, as

part of the product development and launch process, to ensure

that all new products stand out through their physical attributes

at POS. A simple framework for that step in the process could be

something like this.

b) Tap into people’s cultural passion points as a way to

stand-out:

Another way to help people overcome “Choice Overload” and

facilitate trial and decision making at point of sale is to tap into

some of your players’ and potential players’ core cultural passion

areas. This point is basically about “borrowed interest.” The best

example I’ve seen illustrating this point was the Walking Dead

game by Scientific Games launched a couple of years ago.

By tapping into people’s love for the Walking Dead TV show,

lotteries were able to attract new players. Walking Dead has be-

come a pop-cultural phenomenon with a strong following and

tapping into that equity made it easier for younger players to “en-

ter” the category.

Here too, what appeared to be a one-off game idea could

become a more strategic way to manage a product portfolio

by simply asking what other passion points and pop-cultural

trends could a lottery tap into to attract new users to the cat-

egory (Facebook analytics can provide a huge insights here).

Star Wars, anyone?

2. Leverage digital channels to simulate

experiences, not to sell

While Digital with a capital D is on every marketers mind, most

state lotteries are legally constrained from utilizing it as a sales

channel. So, the default option for many lottery agencies is to use

the digital space (especially mobile and social) for either informa-

tion purposes (the winning numbers, announcing the winners,

etc.), for communication and advertising purposes or as part of

their content strategy. And that’s smart given the legal constraints.

However, there is also another way to look at the digital space

and its potential to draw players, especially new players, into the

category. Allow me to digress for a second.

A few years ago, I had the opportunity to have Hallmark, the

greeting cards manufacturer and distributor, as a client. Hallmark

is generally known for its highly emotional advertising but what

many people don’t realize is that Hallmark is actually in the retail

business, trying to drive consumers into any of its 2250 Gold

Crown stores (1850 of which are privately owned). Hallmark had

a problem similar to the lottery category, known as the leaking

bucket, in that it struggled in attracting younger people while

older customers, well, get older and eventually drop out of the

category. The typical Gold Crown store visitor was a lady in her

60s with way too much time on her hands.

To make things worse, free e-card services started to pop-up

online at the time (this was 6 or 7 years ago), a trend Hallmark

saw as a threat and therefore strongly resisted initially. In fact,

the company was 1. Afraid to alienate its retailers (the belief at

the time being that “people who send a card online will not go to

a store”) and 2. Lose sales and profit to this free digital offering.

However, after a while we started to realize that this trend to-

wards free online greeting cards was actually helping Hallmark’s

sales and retail stores visits because it allowed a whole new gen-

eration of consumers to enter the category and experience the

satisfaction of 1. Sending a greeting card and 2. Getting exposed

to the recognition and appreciation of the receiver (a key element

in the giving process).

In other words, the internet enabled a whole new generation of

potential greeting cards buyers to “experience” the satisfaction of

sending a greeting card from the comfort of their desk or couch,

which in turn drew them into a more “ritualized social connec-

tion behavior” and ultimately into the category.

The same insight might apply to the lottery category. What if

we’d use the digital space to help create experiences that would

give potential players the opportunity to explore and feel what it