Background Image
Table of Contents Table of Contents
Previous Page  30 / 60 Next Page
Information
Show Menu
Previous Page 30 / 60 Next Page
Page Background

30

// PUBLIC GAMING INTERNATIONAL // November/December 2015

distributed.  That’s the brilliance of it—one minor change opened

the door to reinventing the entire category. It changed carrots

from being a vegetable to being a healthy alternative to snack

food like candy. You can’t transform carrots any more than you

can transform the fundamental game logic of random-number

generation. We can, though, embrace who we are, appreciate the

beauty of our products in fresh new ways, reinforce the connec-

tion that Lottery has with its huge customer base, and inspire in

our customers the love they’ve always had for Lottery. 

Lesson Number One: A new product

experience can drive category growth

In 1986, the average consumption of carrots per person in

the US was 6 pounds. Carrots were mainly distributed through

grocery stores. The stores would require them to have a certain

size and look, which led to farmers facing tremendous waste,

and having carrots they couldn’t sell. And even once your carrots

made it to the store, convincing people to eat them was another

matter entirely—they had to be washed, peeled, and then cut

or grated.

Because of these restrictions, some farmers, like Mike Yorusek

from Bakersfield California, had to discard up to 400 tons of car-

rots every year. Not surprisingly, Mike wasn’t happy. Legend has it

that he was feeding so many of the rejected carrots to his pigs that

his bacon turned orange. So, he decided to do something about

it. He started experimenting.

He didn’t get it right the first time, though. His first attempt,

which he called “bunny balls,” didn’t lead to the hoped-for suc-

cess. His second attempt, though? That second attempt led to the

“baby carrots” we now all know and love. The local grocery stores

which Mike used to test his ideas went crazy over this new way

to sell carrots.

So what happened? Why did this “simple” change in shape and

form lead to this radical category growth? We believe there are

several reasons that explain this success.

Convenience as a benefit:

Obviously, baby carrots provide a

clear convenience benefit over regular carrots. There is no need to

wash, peel and cut the carrots any longer. They can be consumed

as is without any extra effort. But convenience alone can’t explain

the whole story.

From vegetable to snack:

Instead, we believe that the real

power of baby carrots was in their ability to re-frame the whole

category in consumers’ minds. All of the sudden, baby carrots

weren’t seen as a vegetable primarily served as a side dish. It wasn’t

just “produce.” Instead, they were being perceived as a healthy

and convenient snack!

New usage occasions:

Re-positioning baby carrots as a snack

opened up completely new usage and consumption occasions

and market opportunities and invited a whole new range of con-

sumers into the category, something the lottery is trying to do

as well. Moms could put them in their kids’ lunch boxes, they

could be served as party snack (I suspect they also contributed to

the growth of ranch dressing consumption), they could be kept

in a handbag and eaten on the go (or at work) as a fun snacking

alternative. Suddenly, people had many more reasons to buy- and

they took advantage of these increased opportunities!

New distribution opportunities:

This new product format

also led to new distribution opportunities—suddenly, conve-

nience stores and gas stations were interested—places that nev-

er had a “produce” section, and still don’t! This simple product

change increased the reach and buying touch-points of the whole

category. And the lottery category knows all too well that an in-

crease in distribution will impact sales.

Would that work in the lottery industry?

Right around now, you might hear yourself saying “this is en-

tertaining and interesting Ulli, but how do these learnings apply

to the lottery industry? How do we change the product/player

experience of the lottery products to drive renewed consumer

interest and create new growth opportunities?” We at First-The-

Trousers asked ourselves the same questions. So, we decided to

test this hypothesis in the scratch-off segment. We had a designer

mock up 5 different product ideas (all containing a scratch-off

element) and tested them quantitatively.

Previous research had shown us that consumers play the vari-

ous lottery products for a variety of reasons as they try to satisfy

a variety of need states. We had also hypothesized that because

of their mechanisms of play and appearance consumers tended

to lump all the existing scratch-off games into the same “mental

bucket.” And, our prior research showed that the current prod-

ucts were only good at satisfying and delivering against half the

relevant players needs in the category. In other words, the cur-

rent products offered in the category did not manage to deliver

against many of the relevant reasons people played the lottery.

Suddenly, when you realize that only 50% of player need-states

are being met, 180% growth doesn’t seem that unrealistic. The

learnings we found held true for scratch-off games and draw

games and across jurisdictions.