Tag Archives: Social Gaming

Improve Your Social Game – Complimentary Webinar

Join us two weeks from today for a detailed webinar covering reasons why brands should be using social gaming, tips, tricks, ROI measurement and best practices for building a branded social game. We’ll show live examples of games, discuss the technique that they implement, including leaderboards, challenge-a-friend, in-game charitable giving, sweepstakes, giveaways and coupon integration.

We’ll also cover how to Simplify and Beautify your branded games. Talk will include the pros and cons of building your own game versus trying to integrate with an existing mega-popular social game.

Tips for Building a Branded Social Game
Tuesday, December 6, 2011, 1:00 – 2:00 PM EDT

‘ Adam Archer, General Manager, Vitrue Games

Register today & secure your spot: https://cc.readytalk.com/r/i8ue1pd1jxz8

Sponsored by: Vitrue
Register with priority code MWJ0012-BLOG

$300 Off Future Trends Conference. This Week Only.

Can you believe these stats?

The Number of Americans that check their SOCIAL MEDIA profiles daily: 46 Million

The Number of Americans that use SOCIAL GAMING: 61.9 Million

The Number of MOBILE phones in use in the world: 4 Billion

Before you can finish reading this post, these statistics will have grown exponentially. Trends drive consumers, and consumers drive sales. So how can you utilize each of these mediums to form meaningful relationships with your consumers that ultimately grow your business?

Future Trends brings you a full day Summit “The New Social Currency: Engage in the Relationship Economy”, exploring mobile, gaming, social media, and technology.


‘ Consumer Connections: Social Engagement Refined Utilizing Games, Interactive Participation with Facebook and Apps; Successful Strategies that Attract and Retain Consumers

Mary M. Rodgers, Director of Communications, CUSINART AND WARING


‘ Personal Health and Well Being: Ecosystem and Systems Thinking in a Connected World of Empathy

Rajesh G. Mishra MD, PhD, Vice President Research & Development, GLAXOSMITHKLINE CONSUMER HEALTHCARE


‘ Legend in Your Living Room! Trends in Total Transmedia Entertainment Experience Adrienne Allen, Creative and User Experience Lead, XBOX LIVE

Download the brochure to see other sessions and session descriptions.

Plus, speakers from Unilever, Aveda, Philips Consumer Lifestyle, Hallmark Cards, PepsiCo, Kraft Foods, Wyndham Worldwide, Intercontinental Hotels Group, HP, General Motors, Faurecia, UHG, EMD Chemicals, Merck, GlaxoSmithKlein Consumer Healthcare, Target, Westfield, Junior Win Team, New Think, Pulp Inc, Coolhunting.com, Kimberly Clark, and Firmenich Perfumery will share personal and professional stories that will give you the inspiration to make positive change. Download the brochure to find out how the speakers’ stories will impact you.

Whether this will be your first time or you are a veteran attendee, you will have an experience incomparable to any previous events you have attended. We hope you will join your community of trend spotters, corporate thinkers, and news makers at the Gansevoort this October in Miami. Register now as a reader of this blog with code SMS15 by this Friday, August 12th & save 15% off the standard registration rate. Register here.

We look forward to seeing you this October in Miami!

The Future Trends Event Team

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New Research on Social Gaming

A May 2011 study by Saatchi & Saatchi found that of US internet users ages 18 to 44, 50% play social games on a daily basis.

This study, entitled “Engagement Unleashed: Gamification for Business, Brands and Loyalty,” also found the following:

“When asked how they would like to hear about a new product, 44% of respondents preferred email communications and 37% would choose some kind of online game experience. Only 3% wanted to be told about new products by TV or radio advertising.”

Given discussions of social gaming trends that occurred at this year’s Social Media and Communities 2.0 conference and the much-buzzed about potential of a Zynga IPO, social gaming is certainly a hot topic right now. The idea that game players are willing to view advertising or perform market research within the context of a game is a very attractive one to marketers.

Yesterday, IIR had the pleasure of hosting a webinar “Winning the Battle for Consumer Attention in a Fragmented Media World” presented by comScore. This presentation further showed that digital advertising within online entertainment was a growing avenue. In fact, one finding presented was that “exposure to display ads doesn’t just impact online sales ‘ it lifts in-store sales as well.”

The full presentation is still available for archived viewing, watch it here.

Given these new findings, would you consider advertising with a social game? Or developing a social game as part of your digital strategy? Have you seen any other recent research on these topics? Share with us in the comments or find us on twitter @Community20.

Michelle LeBlanc is a Social Media Strategist at IIR USA with a specialization in marketing. She may be reached at mleblanc@iirusa.com.

“Virtual Goods” By Brett Orlanski, Vice President, Business Development, Virtual Greats

Not a day passes without some news about the fantastic growth in the virtual goods business. To the uninitiated, buying a digital nothing for real money seems beyond absurd. News of Zynga’s over the top billion dollar valuation, all based on their mastery of virtual goods sales or China’s Tencent, the largest global seller of virtual goods doing billions a quarter in sales seems mind boggling. But once you understand the who, what, and why of this industry, the mystery fades and a real business model is revealed.

In an attempt to justify this, much is made to show that many “traditional” digital consumables are virtual goods: movies, downloadable music, even digital news subscriptions. But all these examples fail to understand what we really mean by talking of virtual goods in a gaming sense, and why anyone would buy them. Being above a certain age does not help in seeing the value and purpose, but for arguments sake pretend that you are either a teenage boy whose nexus of entertainment revolves around the immersive games you play, OR you are a 30 something stay at home mom with a little extra time on your hands. In both cases you play games, albeit for different reasons and in different ways, but the games you play are built around a core game mechanic that challenges you to “level up” and enables you to do so faster by buying virtual goods. So fundamental to the game play are these virtual goods, and so cheap, that you dismiss the notion that it’s money for nothing and instead open your wallet. The real game mechanics and sales drivers employed are sophisticated psychological levers that reward you for buying the items and incentivize you to spread the word, through viral channels, to share the ‘news’ of your purchase.

To the buyers of these items, it’s not money for nothing. Rather these items are the small price you pay to play the game and advance in the ranks. What’s the alternative- look at ads? That’s for dummies. There is a solid, legitimate, and fast growing business in virtual goods. The salivate inducing margins aside, the business of virtual goods has enabled small developers to turn big profits. I predict (along with almost every other analyst) amazing growth over the next 3-5 years and this is just the start.

Let’s get together April 4 to discuss this in greater depth, understand the subset of virtual goods: branded virtual goods, and learn about the underlying business of this new industry.
- Brett Orlanski, Vice President, Business Development, Virtual Greats

Hear more from Brett Orlanski and Virtual Greats at “Branded Virtual Goods: Unlocking Value and Making Real Money from Your IP in a Fast Growing Social Media Marketplace,” part of the SOCIAL GAMING track at the Social Media & Communities 2.0 conference on April 4th, 2011. Register now.