Social Plays In Networked Gaming

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    Social Plays In Networked Gaming - Presentation Transcript

    1. Social Plays in Networked Gaming Kate Hancock, August 2009
    2. Video Games and Social Media Were Meant For Each Other
      • Technology propels innovation in both
      • Social media making games mainstream
        • Bridging cultural divide between hardcore gamers & mainstream consumers
      • Video games have been at the forefront of the social movement
      • Games are inherently social
    3. Harness the Gaming Industry’s “Brave” Social Media Attitude
      • Can use this early-adopter mindset in any business, but ACT NOW or never
        • Lots of companies are already trying new things
        • Be the FIRST to do it RIGHT
      • Social technologies enable fun & meaningful new ways to engage your customers
        • BE new, creative, bold & brilliant
        • Build & retain loyal fan base
        • Differentiate your brand
      • Social Technology in Video Games & Gaming Industry
      • Gaming in Social Media & Social Networks
      • Overlap & Implications
      Contents:
    4. Social in the Gaming Sphere
    5. Video Games Influence Social Media
      • Spearheaded social media movement
        • Online games > MMOG genre > VWs > SNs
      • Virtual worlds & MMOGs converged/ing
      • Now, social networks are becoming virtual worlds (literally)
        • Gaming is a prevalent feature & function of today’s social landscape
    6. In Games, Social Technologies = “Community Features”
      • Social technologies are rampant in video games
      • Enhance RL relationships & create new ones online
        • Competition, collaboration
        • Chat, forums, etc.
      • Now social networks & in-game advertisers are cashing in too
    7. MMORPG is a Social Medium
      • Avatars, screen names, IM, guilds, forums, LAN, leader boards, multiplayer modes, slang (FTW, n00b, lol), achievements, battles, UGC, tournaments, etc.
      • Companies expanding the MMO genre with new types of online communities
        • Over 200 kids’ virtual worlds in development
        • Casual MMOGs, niche interests, etc.
    8. Social Features on Game Consoles
      • Xbox LIVE, PSN, WiiWare
      • Avatars, UGC, achievements, contests, leader boards, etc.
        • i.e. Little Big Planet, 1 vs. 100, Rock Band, Guitar Hero
      • Facebook Connect
        • DSi, Xbox LIVE, iPhone
    9. Social Features in Casual Games
      • Nintendo does it their own way…
        • Makes games for EVERYone
          • Whole family from kids to grandparents can enjoy
        • Understand their audience
        • Party games - simple, fun & social
          • New Wii Mario game - 4 player mode throughout
          • Wii Sports – more fun w/group
      • Big Fish “Babes”, Pogo.com, King.com casual online portals
        • Very organic communities
          • Big Fish Babes photo courtesy of: flickr.com/photos/narisa
    10. Gaming Companies Engage Fans through Social Media
      • Early adoption by gaming industry companies & media (blogs, Twitter, etc.)
        • Not concerned about figuring out the right/wrong way to use social media
          • Risky, “brave”, trendsetters
        • Fast-paced industry
          • “ If I don’t do it, you know somebody else will.” - Doctor John
        • Be the FIRST to do it RIGHT
    11. Gaming Companies Live by the “Feedback Loop”
      • Developing games w/o user feedback is a bad idea
      • Beta tests, focus groups, user testing, etc.
      • Makes development more transparent & accessible
        • Fans can get behind the game before it’s released
      • i.e. LEGO Universe – Adult fans (LUPs) helping create
    12. Feedback is Good for Business
      • Game companies are using blogs, etc. to keep users informed
        • Build buzz, get feedback
        • i.e. Facebook TOS uproar
      • Feedback through Twitter enhances customer service
        • Faster & more PRO-active
        • Social mentions can help identify fans, etc.
    13. Digitalized, 24/7 News Cycle
      • Word-of-mouth, faster & more public process
        • You have to BE news to MAKE news
      • Marketers becoming a direct news source
        • Cutting out “middle man” (traditional media)
        • Social media should be included in every marketing/PR campaign
        • If you can reach fans & potential customers DIRECTLY, why wouldn’t you?
    14. Gaming Enhances & Advances the Social Web Experience
      • Video games are not only a facet of social media, gaming in social networks is the next step for social networks
        • 57% of internet users play games online
      • Bridging cultural divide
        • Hardcore gamers are embracing social platforms, play styles…
    15. Gaming in the Social Sphere
    16. Social Media is Facilitating Gaming’s Rise Among Mainstream
      • Bridging cultural divide
      • Broad, mainstream demographics are incorporating video games into their everyday lives
        • Discovering uses for SNs and social gaming – personally & professionally
    17. Social Games Offer Big Benefits & Low Barriers to Entry
      • Social games are ACCESSIBLE
        • Small time investment, little to no cost, easy to pick up & play, most on PC, bridge generation gap
      • Social games are ADDICTIVE
        • Stress relieving, high replay value, immediate (more public) rewards, valuable networking benefits
      • Social games CROSS platforms
        • Facebook Connect – Xbox 360, iPhone, DSi, PC, etc.
    18. Social Features Enhance Gameplay
      • Strengthen existing human relationships
        • More fun against real friends & colleagues
      • New platforms make social gaming accessible to all
        • Facebook, iPhone, etc.
        • 20% of all iPhone apps are games
    19. Social Games Make Players WANT To Invite Friends
      • Many do not exist as a single player experience
        • i.e. Pictionary
      • The best multiplayer & social games require:
        • Collaboration
        • Competition
        • Challenges
        • Personalization options
    20. Social Games are Serious Business
      • Social gaming industry expected to surpass $1billion in Western markets this year
      • Successful social games tap the marketing potential of their community
        • FUN games that use NEW biz models
        • Bejeweled Blitz, Mafia Wars, Bowling Buddies
    21. Social Games Are Not Static
      • Emerging idea of “services, not products”
      • The “design, develop, launch, market” model is old news
      • Requires community involvement
      • Whose responsibility IS it?
        • Great debate over Community Management
    22. “ Silent gratitude isn’t much use to anyone.” – G.B. Stern
      • Fans WANT to share their opinions & experiences with your game/product
        • Accolades, grievances, reviews, purchases…
      • Engage consumers by playing to their egos
        • Incorporate THEM into campaigns
        • Motivate & reward brand advocates
      • Advantageous for all companies
        • They WANT to talk about your company!
        • So give them something positive to say
    23. Word-of-Mouth Marketing Power
      • WoM marketing is blurring lines
        • Between PR, journo, brands & fans
        • Traditional media reviews less important
      • Brand marketers can interact directly with consumers through social media
        • PR as a direct news source
        • Demise of traditional journalism
    24. Overlap and Implications
    25. Convergence Of Gaming And Mainstream Through Social Media
      • Bridging cultural divide between hardcore gamers & mainstream consumers
      • Consumers undergoing simultaneous aggregation and fragmentation
        • Aggregation - on SNs like FB, Myspace
        • Fragmentation – so many distractions
          • Places to go, things to do, people to interact with – online and offline
    26. Social Media Spreads the Word
      • We trust our friends, family & colleagues to make better recommendations
        • Mass media lacks personal relevance
      • Traditional media sources & reviews less important now
        • Informed, individualized suggestions
      • Changing roles for marketers, journalists, brands & consumers
    27. “ The Social Will Permeate Everything”
      • PR is evolving
        • Level playing field
        • Skills, requirements and industry as a whole
      • Telecommunication, virtual workplace, etc.
      • Can apply to any company, any industry
    28. Social Games Use New Technologies & Provide New Opportunities
      • Differentiate your brand as a forward-thinking innovator
      • In-game ads, licensing, branded game opportunities, contests, tournaments, etc.
      • People like sharing about themselves & SM enables brands to harness that
        • Challenge, motivation, rewards
    29. Social Media Changes Everything
      • Harness the game industry’s early-adopter mindset to engage fans in fun new ways
      • Games are an effective “tool” for customers to interact w/ your brand
      • Social media makes it easy
        • Builds organic, loyal fan base
        • Social gaming valuable for any industry
    30. Feedback is Good
        • What do YOU think about “gaming socially”?
          • Contact Kate Hancock on the web:
              • Email: [email_address]
              • TriplePoint PR blog: www.triplepointpr.com
              • Agency Twitter: @ triplepoint
          • OR on ( you knew it was coming ) the social web:
              • Twitter.com/ katelollar
              • Facebook.com/katelollarhancock
              • LinkedIn.com/in/katelollar
              • Xbox LIVE: LollarBills

    + Kate HancockKate Hancock, 3 months ago

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