Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
2. What was big the last few years? In the past few years, did you develop a marketing strategy involving any of these emerging trends?
3. It’s no surprise… 40% of total usage time on Facebook is playing games 14.7hrs/mo. iPhone users spend 14.7 hours/mo. playing games 84% of tablet users are playing games… that’s #1 activity by A LOT #1 Games are the most popular apps on Android, 93% are even willing to pay for games
4. …games are part of human nature Nefertari playing Senet Painting in tomb of Egyptian Queen Nefertari(1295-1255 B.C.). A set of Egyptian dice Cubic dice have been found dating back to 5000 B.C.
7. That’s more than vehicles on the whole planet!If games aren’t part of your marketing mix, you are missing an opportunity to connect with 1 billion people worldwide.
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10. About exent 25 SERVICES 18 COUNTRIES OVER 150 PUBLISHERS
11. Gamify your marketng Advertise around games Advertise in game Advergames Full game offering Gamification Games can be integrated into your marketing mix in many ways; ultimately you will decide which is best suited to your campaign’s goals.
22. In-game ads: what are the options? In-game billboard Gamers like relevant ads. Texture change Grand Theft Auto with vending machines Emotional response The perfect stage can be set creating a unique opportunity for users to interact with your brand.
23. Advertise in-games SPONSORING VIRTUAL ITEMS IN SOCIAL AND MOBILE GAMES Virtual items function as peer-to-peer interaction tools. UTILITY/ CONSUMABLE ITEMS STATUS SYMBOL ITEMS When done correctly, sponsored items create powerful associations likeNike shoes help me run faster.
24. Case study: MORE ENGAGING THAN YOUTUBE + 50% of Facebook logins are to play games 20% have paid cash for in-game benefits 56 million users play games on FB daily 19% say they are addicted to FB games 53% have earned and/or spent VC in a social game 28% have purchased VC with real-world money
25. Case study: IN-GAME VIDEO AND BRAND ENGAGEMENTS Facebook credits as an incentive to view video. User is Prompted toEarn Virtual Currency (e.g. Facebook Credits) by Watching a Video – Through an In-Game Icon, Banner or Message Message Message Icon * User must accept by clicking on the icon / message in order to initiate the video
30. 125 percent increase in search queries for a movie rental brand and 57 percent spike in visits to its Web site; and
31. 17 percent increase in visits to entertainment sites after seeing ads for a particular movie.
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33. Case study: Koko Digital Project: Chris Moyle’s Parody Album Performance: 2 million hits in 6 months Game Developer: Koko Digital Main URL: http://www.chrismoylesgame.com Chris Moyle’s “The Parody Album” Parody Island is an Advergame developed by Koko Digital which allows you to play a game while listening to select tracks from the upcoming album. Level selection Each level showcases a different song from the upcoming album. You can listen to tracks and buy the album from within the game. Scores are published on leaderboards. Goal-driven paths Completing level objectives unlocks new tracks and harder levels.
54. 32 9/21/2011 120 Million people around the world are accruing points, leveling up, and earning rewards. ? (And they’ll go out of their way to stick with the vendor where they have the most points and status.)
55. The world’s biggest coffee chain is rewarding users with virtual points and virtual badges for visiting their retail stores.
56. 34 9/21/2011 85 Million People were earning virtual points, leveling up, decorating virtual spaces, and earning achievements every month. On virtual farms. ? (That’s the entire population of New York City. Times 10.)
68. 46 46 9/21/2011 55% Increase in Participation on a social network. 20% Increase in Time on Site on a community site. 400% Increase in Page Views on a portal site.
69. Heavy Users (%) 5x Increase in the number of heavy users on a portal site Community Members (thousands) 19% Increase in the members of a brand community site in 6 weeks.
74. Results "I looked at year-over-year [results] and they were huge compared to what Chiquita saw in the past" "[Gamification] creates a place people want to come back to time and time again." http://www.1to1media.com/view.aspx?DocID=32943&PreviewMode=full&alias=bestpractice
We have a great customer list – companies big and small, across a range of verticals including media, social networking, sales incentives, brand advertisers and more.
"I looked at year-over-year [results] and they were huge compared to what Chiquita saw in the past""[Gamification] creates a place people want to come back to time and time again."