Social Media Gaming
                 How the Games Changed the Face of
                  Social Networking and how Brands
...
Virtual goods in the USA will reach $1.6 billion revenue in 2010
                                        $1 billion revenu...
The Big 3 Companies:
1. Zynga
700 employees, $200 mil. 2009
2. Playfish
250 employees, $75 mil. 2009, acquired by EA in no...
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...
... to brands and advertisers?

      Sharing representations of real items in a virtual environment;

                   ...
... to the future?

            Social networks are growing in size and popularity:

     (e.g. Facebook on smartphones gr...
... to the future?

  Games become more an integral part of human interactions as they

             change and become mor...
... to the future?

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

gobbling un screen time, TV time, new...
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
                    ...
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Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

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

  1. 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. 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. 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. 4. What is a social network game? www.adrianniculescu.com www.clubv3.com
  5. 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. 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. 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. 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. 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. 10. www.adrianniculescu.com www.clubv3.com
  11. 11. www.adrianniculescu.com www.clubv3.com
  12. 12. www.adrianniculescu.com www.clubv3.com
  13. 13. www.adrianniculescu.com www.clubv3.com
  14. 14. www.adrianniculescu.com www.clubv3.com
  15. 15. Thank you! Q&A adrian.niculescu@kbc.ro adrian@clubv3.com 0040744777544 www.adrianniculescu.com www.clubv3.com

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