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50

// PUBLIC GAMING INTERNATIONAL // January/February 2016

would like to play? And win?

To test this hypothesis First-The-Trousers is working on two

Facebook apps. One taps into the insight that everyone has at one

time or another imagined and even calculated what they would

do if they’d win the lottery. Since we at FTT believe that technol-

ogy enables existing behaviors rather than creating new ones, the

idea of this Facebook App is to give people a tool to plan what

they’d do with a big win and, obviously share the results with their

social networks.

The second Facebook App idea FTT has in the pipeline is

a quiz that would help players identify what type of Million-

aire they’d be. Based on their answer to a few simple questions,

respondents could be assigned to one of 6 or 7 personas (the

philanthropist, the traveler, the egoist, etc.), which again could

obviously be shared on social media. Online personality test and

quizzes are highly popular and viral, so why not use them for

the lottery category?

What these digitally enabled experiences do, we believe, is

help potential players to get in the “mental frame of mind” of

playing the lottery by inviting them to actively imagine (and

calculate) what it would be like to win (as opposed to just com-

municate an advertising message). This personal experience, as

we know from other categories, is then very likely to act as a

door opener into the category for people who may have never

imaged playing before.

3. Increase the Number of Purchase Occasions

An accepted observation in the category is that increasing the

number of retail outlets helps increase overall sales, as was seen

last year by the New Jersey State Lottery. Behind this simple

observation is a hidden truth: “the more opportunities players

have to purchase games, the more they will do so.” From my

past experience I know this to be also true for the confectionary

category: increased distribution equals increased sales.

Another way to look at this basic truth is not so much in

terms of retail touch points but in terms of buying occasions,

following the logic that “the more purchase occasions players

are given (i.e. reasons to buy games) the more games they will

buy.” In the Nov/Dec 2015 edition of the PGRI magazines we

illustrated in an article entitled “Embracing The Essence of the

Traditional Lottery-Playing Experience” how scratch games that

looked like greeting cards or coffee sleeves (rather than tradi-

tional scratch-off games) would be equally appealing to survey

respondents (in terms of purchase intent) while also tapping

into very different need state and therefore purchase occasions:

social gifting for greeting cards and “being part of the morning

ritual” for the coffee sleeves.

As such, it might be worth to also think about increasing the

number of purchase occasions as a way to stimulate sales. Exclu-

sive partnership with specific retailers might be a quick, natural

progression in the category. Though, redesigning completely

new product experiences (such a coffee sleeve) might take the

industry players a little longer to develop and implement.

First The Trousers teams up with many different experts. One

of them is Nicole Abramson, a senior shopper marketing expert

whose experience includes strategic program development for SC

Johnson at major retailers including Target, Whole Foods, CVS

and Walgreens. Her recommendation to promote lottery sales

is to think in terms of brand partnerships, in particular during

new product launches, where brands may also be able to help

invest in additional in-store and digital advertising (for example,