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Social Media Gaming
                 How the Games Changed the Face of
                  Social Networking and how Brands
                      Communicate with Consumer
                                  Through Them


                  Bucharest Hubb, 2nd of June, 2010

Adrian Niculescu - Business Developer @ Crystal KBC Group - Social Media Strategist @ Clubv3
Virtual goods in the USA will reach $1.6 billion revenue in 2010
                                        $1 billion revenue in 2009
                                            (source: Inside Network)




                                               $ 835 million start-ups


Virtual Goods Market in Asia: $5 bn (2008), $7 bn (2009)

www.adrianniculescu.com    www.clubv3.com
The Big 3 Companies:
1. Zynga
700 employees, $200 mil. 2009
2. Playfish
250 employees, $75 mil. 2009, acquired by EA in nov. 2009
3. Playdom
300 employees, $50 mil. 2009, #1 on MySpace
Top Facebook Games and Apps:
1. Farmville (75 mil. Users), Birthday Cards (41 mil.),
Café World (30 mil.), IHeart (28 mil.), Happy Aquarium (27 mil.)



www.adrianniculescu.com    www.clubv3.com
What is a social network game?




www.adrianniculescu.com    www.clubv3.com
... to game players?

          Customization/ personalization of something they own;

             The feeling of playing in real time with real people;

                The creation of something valuable to them;

           Showing their valuable creation to friends and others;

      Giving things to their friends and enjoying gifts back in return;

               Challenging friends and competing with them;

             Using their friends to play the game in some way;

                          Finding new friends through play;


www.adrianniculescu.com             www.clubv3.com
... to brands and advertisers?

      Sharing representations of real items in a virtual environment;

                           Very high quality data;

     The capability to trade very low value objects for very HQ data;

                      Surrounding and integrated media;

                     New forms of audience interactions;

    New forms of sponsorship (free chat emoticons brought by ___);

       Players offering up more personal data via in-game avatars;

 Brands can be represented in a more fantastical or emotional fashion;


www.adrianniculescu.com         www.clubv3.com
... to the future?

            Social networks are growing in size and popularity:

     (e.g. Facebook on smartphones grew 112% in Q1 2009 alone);

  Social networks are widely seen as the new email and the new SMS

     giving rich, shared content that capitalises on mass interaction;

     Games are growing in popularity on all devices and as movies

  continue to struggle against digital piracy, games become more and

      more secure both transaction and content-wise, securing their

        position as the No. 1 global entertainment by every metric.


www.adrianniculescu.com        www.clubv3.com
... to the future?

  Games become more an integral part of human interactions as they

             change and become more social than ever before;

    The single experience is still valid and extremely popular, but the

           result of that experience are more likely to be shared

                          in one of the many ways;

   Humans haven’t changed, but the way in which they enjoy games

                on new devices and media, changes rapidly;




www.adrianniculescu.com         www.clubv3.com
... to the future?

 Games always have been mass-market but now they are mass media

gobbling un screen time, TV time, newspaper timeand traditional human

            intercations ... based on old human patterns to play;

      Children have adapted the fastest but the 40+ and the “mass

                          market” is also present;

         The Nintendo effect, the paradign shift which came with

    Nintendo DS and Wii has expanded to online and mobile games;




www.adrianniculescu.com         www.clubv3.com
www.adrianniculescu.com   www.clubv3.com
www.adrianniculescu.com   www.clubv3.com
www.adrianniculescu.com   www.clubv3.com
www.adrianniculescu.com   www.clubv3.com
www.adrianniculescu.com   www.clubv3.com
Thank you!


                                   Q&A
                          adrian.niculescu@kbc.ro
                            adrian@clubv3.com
                              0040744777544



www.adrianniculescu.com         www.clubv3.com

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Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

  • 1. Social Media Gaming How the Games Changed the Face of Social Networking and how Brands Communicate with Consumer Through Them Bucharest Hubb, 2nd of June, 2010 Adrian Niculescu - Business Developer @ Crystal KBC Group - Social Media Strategist @ Clubv3
  • 2. Virtual goods in the USA will reach $1.6 billion revenue in 2010 $1 billion revenue in 2009 (source: Inside Network) $ 835 million start-ups Virtual Goods Market in Asia: $5 bn (2008), $7 bn (2009) www.adrianniculescu.com www.clubv3.com
  • 3. The Big 3 Companies: 1. Zynga 700 employees, $200 mil. 2009 2. Playfish 250 employees, $75 mil. 2009, acquired by EA in nov. 2009 3. Playdom 300 employees, $50 mil. 2009, #1 on MySpace Top Facebook Games and Apps: 1. Farmville (75 mil. Users), Birthday Cards (41 mil.), Café World (30 mil.), IHeart (28 mil.), Happy Aquarium (27 mil.) www.adrianniculescu.com www.clubv3.com
  • 4. What is a social network game? www.adrianniculescu.com www.clubv3.com
  • 5. ... to game players? Customization/ personalization of something they own; The feeling of playing in real time with real people; The creation of something valuable to them; Showing their valuable creation to friends and others; Giving things to their friends and enjoying gifts back in return; Challenging friends and competing with them; Using their friends to play the game in some way; Finding new friends through play; www.adrianniculescu.com www.clubv3.com
  • 6. ... to brands and advertisers? Sharing representations of real items in a virtual environment; Very high quality data; The capability to trade very low value objects for very HQ data; Surrounding and integrated media; New forms of audience interactions; New forms of sponsorship (free chat emoticons brought by ___); Players offering up more personal data via in-game avatars; Brands can be represented in a more fantastical or emotional fashion; www.adrianniculescu.com www.clubv3.com
  • 7. ... to the future? Social networks are growing in size and popularity: (e.g. Facebook on smartphones grew 112% in Q1 2009 alone); Social networks are widely seen as the new email and the new SMS giving rich, shared content that capitalises on mass interaction; Games are growing in popularity on all devices and as movies continue to struggle against digital piracy, games become more and more secure both transaction and content-wise, securing their position as the No. 1 global entertainment by every metric. www.adrianniculescu.com www.clubv3.com
  • 8. ... to the future? Games become more an integral part of human interactions as they change and become more social than ever before; The single experience is still valid and extremely popular, but the result of that experience are more likely to be shared in one of the many ways; Humans haven’t changed, but the way in which they enjoy games on new devices and media, changes rapidly; www.adrianniculescu.com www.clubv3.com
  • 9. ... to the future? Games always have been mass-market but now they are mass media gobbling un screen time, TV time, newspaper timeand traditional human intercations ... based on old human patterns to play; Children have adapted the fastest but the 40+ and the “mass market” is also present; The Nintendo effect, the paradign shift which came with Nintendo DS and Wii has expanded to online and mobile games; www.adrianniculescu.com www.clubv3.com
  • 10. www.adrianniculescu.com www.clubv3.com
  • 11. www.adrianniculescu.com www.clubv3.com
  • 12. www.adrianniculescu.com www.clubv3.com
  • 13. www.adrianniculescu.com www.clubv3.com
  • 14. www.adrianniculescu.com www.clubv3.com
  • 15. Thank you! Q&A adrian.niculescu@kbc.ro adrian@clubv3.com 0040744777544 www.adrianniculescu.com www.clubv3.com