Wheel of Oz

Wheel of Oz was a gamified experiment on Oz Lotteries designed to test whether adding a sense of fun and accomplishment could increase customer engagement, retention, and spend. The game let players spin, predict “higher” or “lower,” and climb a leaderboard, providing a winning feeling even when they didn’t win the lottery itself.

Contents —

How it all started —

Winning is proven to be a key activity that long-term leads to increased ATV, purchasing frequency, and retention. It's been found that customers who don't win within the first 60 days have a much higher chance of not returning to Oz Lotteries than those who do win. This raises the question of how can we provide a sense of accomplishment and fun to those who aren't lucky enough to receive a win.

The core motivators for players to transact and play on Oz Lotteries are all extrinsic (scarcity, avoidance, unpredictability). However, these core drivers have a finite life span if they can't be backed by intrinsic motivators. Intrinsic motivators, heavily driven by accomplishment, meaning, and empowerment, are the key to sustaining customer interest, which often comes from winning.

Opportunity
If we make Oz Lotteries more fun to play, can we increase initial engagement in the first few months?

However, what we can potentially do (in theory) is replicate a similar feeling using games. This experiment loops customers back into our Oz Lotteries ecosystem, providing them with an entertaining experience that provides joy and a winning feeling. Customers have the opportunity to socially share their score on a leaderboard to open the door to viral loops.

We conducted qualitative and quantitative research to better understand customer sentiment. We spoke to two cohorts: customers who had purchased within the past 60 days, won, and been active in the past 14 days and customers who had purchased within the past 60 days, hadn’t won, and had been active in the past 14 days.

Talking with customers —

Wheel of Oz was our first increment towards Daily Winners. We initially undertook qualitative and quantitative research to understand customer sentiment better. We spoke to two cohorts:

Daily Winners fake door experiment
Paid version of Daily Winners
Customers who have had a win
  • Purchased >=1 within 60 days of first use
  • Won >=1 within 60 days of first use
  • Been active in the past 14 days
Free version of Daily Winners
Customers who haven’t had a win
  • Purchased >=1 within 60 days of first use
  • Haven’t won >=1 within 60 days of first use
  • Been active in the past 14 days

We gained some nice insights from this research piece, but one that stood out was that most customers played because they thought they would win (why play otherwise). When they came back to check their results, they were almost always disappointed. Which unfortunately brings the desired habit loop to an abrupt halt. So we then asked how we can add value for customers no matter the outcome.

Gamification —

To dive deeper into this space, I looked further into motivating factors. I found two distinctly different types of motivation: extrinsic and intrinsic.

Extrinsic motivation
Extrinsic motivators are external factors that drive behaviour. In the context of purchasing lotto tickets, some extrinsic motivators include:
  • Monetary gain: The primary extrinsic motivator for buying lotto tickets is the chance to win a large sum of money. The allure of instantly changing your life is a powerful motivator.
  • Social pressure: External influences, such as friends or family members who regularly play the lotto, can also motivate individuals to play.
  • Advertising and marketing: Promotional campaigns highlighting jackpot amounts, testimonials from past winners can create a sense of urgency and excitement.
Intrinsic motivation
Intrinsic motivators are internal factors that drive behaviour. While they aren’t as immediate in the context of playing lotto, they are there:
  • Sense of hope: Some individuals purchase lotto tickets for the intrinsic feeling of hope or optimism. Buying a ticket may give them a brief sense of anticipation/excitement.
  • Entertainment: For some, buying lotto tickets is a form of entertainment. The process of selecting numbers and imagining potential winnings is enjoyable.
  • Fantasy & escape: Intrinsic motivators such as escapism or fantasising about a different life can drive purchases.

Leveraging the above motivation types, we looked at ways to introduce some form of gamification to pull customers back to the platform. As this was an experiment to gauge customer interest and would only be seen by a few customers, the business was happy to investigate.

We landed on creating a game called ‘Wheel of Oz’, a fun play on ‘Wizard of Oz’ and ‘Oz Lotteries’. Internally, we workshopped game logic. We landed on a variation of a game we found online, that let you bet if a number was ‘higher’ or ‘lower’ based on a dice roll. I created a user flow to make it clear to the team how the game would work. I also developed early design documentation to outline my ideal animation styles and brand aesthetic.

Game rules —

Wheel of Oz was a game based on odds. The game's goal is to accrue as many points as possible within two rounds. Players spun a wheel and landed on a random number. The player then decided whether the following spin's number would be Higher or Lower.

If correct, they could either "Bank" the number OR continue to spin to add more to their score. There are three ways a round could end…

  • Bust: The player unsuccessfully picks the Higher or Lower number on a spin. The round ends, and the player doesn't get any points.
  • Stash score: Player decides the odds aren't in their favour and "stashes" the score. Stashing the score will automatically end the round - points earned in that round will be saved. They will start round 2 on a score of 0. Customers were allowed one bank each round.
  • Round complete (Beat the odds): Player managed to pick Higher or Lower for the entire round successfully - points earned in that round were saved and the player when on to the next round.

At the end of round 2, the scores from each round were totalled and posted to the leaderboard. The player could no longer play the game until it reopened the next day.

Players could play once per day (the game was open for 24 hours before closing and resetting at 12 am AEST Monday through Sunday). Their score increased based on that day's performance, accruing for the week.

I added the notion of 'road blocks' after the game was completed, which made players log in/register to post their scores to the leaderboard. We did this to use customer info on the leaderboard but also to capture new customers who had been referred by friends.

Release and testing —

We introduced Wheel of Oz to a small cohort of engaged customers on Oz Lotteries. Measuring the following;

  • Would the inclusion of a game increase retention?
  • How frequently they would play Wheel of Oz?
  • Would they have a higher propensity to purchase after playing?
  • Would it increase a customers spend? Increasing ATV?

The hypothesis we were trying to prove was that by engaging with a free game, we could attract customers back to continue purchasing on Oz Lotteries. The results were no surprise; many customers returned daily to play and buy.

While we were running the experiment, I reached out to customers to conduct JTBD interviews to understand the switch event and what kept them coming back. At the same time, I ran a survey to all players who had played the game at least once to better understand what they thought of the game and break down a bunch of assumptions we had gathered.

Takeaways —

Move fast and have fun: This piece of work was never meant for all Oz Lotteries customers. We purely took it as an opportunity to learn about our most engaged customers and try something new to gain insights.

Perfection isn’t always important: Because this was a quick and dirty experiment, I knew my designs would need to be compromised along the development path. This was ok, we were still able to deliver a usable feature to our customers.