Catherine
Thorn
August
27,
2009
nGenera
Spotlight
Webinar
Agenda
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The Marke-ng Challenge Marketers need a new medium •
Consumers
are
paying
less
aEenFon
to
TV
commercials
than
ever
• Despite
the
recession,
2008
video
game
sales
topped
$21
Billion,
a
19%
increase
over
2007
• Video
games
account
for
1/3
of
the
average
monthly
consumer
spending
in
the
U.S.
for
core
entertainment
content
“Broadcas-ng an ad on television or in a newspaper is admi5ng you have no idea who your customers are.” – Gary Loveman, CEO Harrah’s 3
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Agenda
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What Makes Social Games BeAer?
Viral
&
Community
Oriented
Command
Full
AEenFon
Provide
Value
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Social games can be used to create marke-ng that gets aAen-on, is enjoyed by consumers and is passed on to their friends.
What is Social Gaming?
Popular Game Types RPG
Investment
FS ARG
FPS
Racing
RTS
Sports
Puzzles
Social
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But do “Normal” People Play Games?
52% of online consumers in the US play video games for at least 2 hours a week
Game
Socialiser
(24%)
TradiFonal
Core
(21%)
Family
Gamer
(23%)
Weekend
Player
(23%)
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Online
Puzzler
(9%)
Agenda
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Fantasy Sports: Different from your Usual Games
•
Though
very
different
from
a
video
game,
fantasy
sports
involves
strategy
and
is
very
compeFFve
&
social
•
27
million
fantasy
sports
players
in
the
U.S.
Mostly
18
–
40
year
old
men.
•
Annual
revenue
esFmates
range
from
$
1
to
$4
Billion.
•
Premium
add‐ons
typically
include
scouFng
reports
and
draa
kits
(usually
priced
at
about
$10
/
year).
Yahoo!
Sports
was
the
most
popular
desFnaFon
for
sports
news
in
2008
–
beaFng
out
the
likes
of
ESPN,
Sports
Illustrated,
CBS
Sports.
We
believe
that
their
enormously
popular
fantasy
leagues
(in
1999
Yahoo!
was
the
first
major
media
company
to
offer
free
fantasy
games,
and
they
conFnue
to
be
the
leader)
are
one
of
the
main
reasons
why.
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tvClickr: Adds Value to an Old Medium This Facebook applica-on transforms watching television into interac-ve, cross‐media experience • Provides
a
plajorm
where
friends
can
meet,
chat
and
engage
in
friendly
compeFFon
while
watching
their
favourite
TV
• SFll
has
over
40,000
monthly
acFve
users
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Sims Carnival: Allows Non‐Experts to be Prosumers The Prosumer Gaming Pla[orm • Sims
Carnival
allows
anyone
to
create
video
games
by
simply
answering
quesFons
about
their
game
• Game
creators
discuss
Fps
&
tricks
on
the
forum
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Augmented Reality: One of the Newest Gaming Technologies Digital items overlaid upon the real world •
Using
a
webcam,
real‐world
video
is
overlaid
with
computer‐generated
graphics
to
enhance
the
gaming
experience
•
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Sony’s
Invizimals
use
augmented
reality
to
baEle
arFficial
animals
against
each
other
in
physical
space
Agenda
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Blurring the Line between the Game World and Reality
Digital experiences extend physical products •
Physical products extend Digital experiences
Webkinz
are
stuffed
animals
that
come
to
life
in
the
digital
world.
• Players
of
the
MMO
EverQuest
could
order
pizza
through
the
game
• In
Japan,
food
can
be
ordered
through
the
Wii
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Tohato’s Mobile Marke-ng Mobiles: the planet’s most popular compu-ng pla[orm • • •
3.4
billion
mobile
phones
on
the
planet
40%
of
mobile
phone
users
would
rather
lose
their
wallet
than
phone
PCs
are
a
legacy
plajorm
–
mobile
phones
are
the
new
plajorm
“World’s Worst War” Tohato’s Marke-ng Campaign •
The
Japanese
snack
maker
created
a
game
of
war
that
consumers
could
join
when
they
bought
the
snack
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Games and Social Networks
Games in social networks: •
Most
brands
are
on
social
networks,
but
games
help
set
the
experience
apart
•
Simple
can
be
successful
Roshambull
is
rock/paper/scissors
Though
it’s
2
years
old,
it
sFll
has
an
acFve
user
base
of
over
6,000
Social networks in games: • Microsoa
uses
Facebook
Connect
to
personalize
the
Prototype
video
game
trailer
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Adver-sing in Games
BMW
in‐game
adverFsing
Jay‐Z’s
Virtual
Brand
In‐game
billboards
Ben
Sherman
virtual
clothing
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Alternate Reality Games Game fic-on crosses into reality • • • • • •
ARGs
cross
mulFple
media
Dynamic
narraFves
blur
reality
&
ficFon
Hidden
reality
known
only
to
parFcipants
is
part
of
the
appeal
Oaen
used
for
one‐off
events
and
promoFons
(e.g.
movies
or
albums)
Oaen
used
to
target
audiences
deaf
to
adverFsing
Currently,
success
is
difficult
to
measure
McDonald’s sponsored “The Lost Ring” – an ARG that engaged > 2.5 million people
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Nine
Inch
Nails
ARG
Agenda
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What is the Same?
In‐game adver-sing • Billboards
&
product
placement
in
games
is
similar
to
tradiFonal
billboards
&
TV/movie
product
placement
but
with
beEer
targeFng
and
improved
aEenFon
Sponsoring a Game • Game
sponsorship
is
similar
to
event
sponsorship
Extending digital experiences with physical products • Offering
food
or
other
products
through
games
is
simply
adding
another
order
placement
channel
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What is Different?
Challenges
Strategies
Gaming
and
Social
Media
are
sFll
Begin
with
small
experiments
to
find
the
rapidly evolving
strategy
that
works
best
for
you
For
in‐game
adverFsing,
how
do
you
earn
the
right
to
join
the
game?
Create
value
with
funcFonal
benefits
or
by
improving
realism
Many
mobile
and
social
networks
CreaFng
a
community
around
the
game
can
games
are
fads
help
prevent
this
It
can
be
difficult
to
make
games
relevant
to
a
brand
Create
tangenFal
links,
such
as
Tohato’s
rivalry
between
two
flavours
ARGs
are
extremely
complex
and
difficult
to
control
Don’t
aim
to
control.
Monitor
the
game
closely
to
ensure
parFcipants
don’t
get
frustrated
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What is Different? Opportuni-es Common to Other Digital Marke-ng Extending Physical Products with Digital Experiences • FacilitaFng
social
interacFon
through
digital
experiences
can
create
a
community
that
engages
with
your
brand
when
interacFng
Social Games on Mobiles and Social Networking Sites • Facilitates
viral
spread
of
markeFng
• Easy
to
target
individuals
• Allows
you
to
be
a
part
of
the
“in
between”
moments
of
each
day
–
siwng
on
the
train,
between
tasks
at
work,
waiFng
in
line,
etc.
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What is Different? Opportuni-es Unique to Social Games Alternate Reality Game Marke-ng •
Great
engagement
‐
mystery
and
intrigue
keeps
the
game
close
to
top
of
the
mind
•
Can
reach
an
audience
that
acFvely
ignores
mainstream
media
Extending Digital Experiences with Physical Products • Can
reach
an
audience
that
values
convenience
because
they
are
capFvated
by
the
game,
parFcularly
for
tradiFonal
core
gamers
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What is Different? Opportuni-es Unique to Social Games In‐Game Adver-sing: • BeEer
metrics
due
to
the
digital
footprint
and
perfect
informaFon
• Consumers
interact
with
products
&
learn
their
features
• Dynamic
adverFsing
allows
for
Fme‐ sensiFve
campaigns
• In
the
digital
world,
you
can
define
the
funcFonality
of
your
product,
thus
creaFng
inferences
about
the
quality
of
your
brand
• EmoFonal
investment
in
character
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What is Possible? Future Developments in Social Game Marke-ng Loca-on‐based Gaming: • ApplicaFons
that
track
your
locaFon
and
connect
you
with
people
in
the
area
that
frequent
similar
places
already
exist
for
the
iPhone
• Geo‐Caching,
a
high
tech
version
of
scavenger
hunt,
is
surprisingly
popular
Over
800,000
geocaches
are
acFve
worldwide
• LocaFon‐based
gaming
can
lead
consumers
to
your
store,
provide
you
with
locaFon
informaFon,
&
provide
consumers
with
a
fun
experience
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BrightKite
Friends
Map
What is Possible? Future Developments in Social Game Marke-ng BeAer In‐Game Metrics: • With
the
technology
in
Natal,
it
will
be
possible
to
gauge
emoFonal
response
using
the
expression
on
a
players’
face
• Biometrics
are
starFng
to
be
captured
during
game
play:
Bunnyfoot
provides
eyetracking
and
bio‐physical
measurements
(such
as
heart
rate
)
Wii
created
the
Vitality
Sensor
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Agenda
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Developments in Social Games Applied to Marke-ng
Personalized Marke-ng • Games
&
game
trailers
are
tailoring
the
experience
to
each
player
• Marketers
can
similarly
take
advantage
of
rich
profile
data
and
reality
mining
Enabling Prosumerism • Mods
–
games
that
are
modified
by
users
• ParFal
open
sourcing
&
enabling
non‐experts
to
co‐create
can
provide
value
to
consumers
and
the
enterprise
Lego
Mindstorms
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Augmented Reality Applied to Marke-ng
•
My.IKEA
concept
•
GE
uses
AR
to
promote
renewable
energy
sources
•
Layar
and
FoodTracer
overlay
informaFon
onto
real
world
objects
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Catherine Thorn www.nGenera.com
Paul Ar-uch
[email protected]
(416)
863‐8858
www.nGenera.com
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