Games & Social Media<br />by Renan Bidoia<br />Prof. Robert Kozinets<br />
Agenda<br />Definition<br />What’s going on?<br />Statistics<br />Cases/Examples<br />Zynga<br />Virtual Worlds<br />Fours...
What is Social Gaming?<br />Web-based games, based on social network platforms<br />Multiplayer<br />Interactive elements ...
S<br />W<br />TRENGTHS<br />EAKNESSES<br />T<br />HREATS<br />Social Gaming Market<br /><ul><li>Brands Visibility (In-Game...
Worldwide Exposure
Social Media in great growth
Low-Tech needs
Reliance on the Social Networks
Charge for Ads, Transactions and Space (No Free Virality)</li></ul>Internal <br />factors<br />O<br />PPORTUNITIES<br /><u...
“Niche Trend”
More time spent online
Global Internet Penetration (23% in 2008; 30% in 2012)</li></ul>External<br />factors<br /><ul><li>Initial Stage (Fragile)
Social Networking Fatigue (Loss of Attractiveness; Fad)
Highly competitive market</li></ul>Negative<br />Positive<br />
How companies make money?<br />
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Games&Social Media-Renan Bidoia

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  • Games&Social Media-Renan Bidoia

    1. 1. Games & Social Media<br />by Renan Bidoia<br />Prof. Robert Kozinets<br />
    2. 2. Agenda<br />Definition<br />What’s going on?<br />Statistics<br />Cases/Examples<br />Zynga<br />Virtual Worlds<br />Foursquare<br />Conclusion<br />
    3. 3. What is Social Gaming?<br />Web-based games, based on social network platforms<br />Multiplayer<br />Interactive elements / Shareable content<br />Awareness of others’ actions<br />Simple and creative games<br />Casual gamers<br />3 Main Types<br />Social games in Social Networks<br />Game Portals<br />In-browser social games<br />
    4. 4. S<br />W<br />TRENGTHS<br />EAKNESSES<br />T<br />HREATS<br />Social Gaming Market<br /><ul><li>Brands Visibility (In-Game Advertising)
    5. 5. Worldwide Exposure
    6. 6. Social Media in great growth
    7. 7. Low-Tech needs
    8. 8. Reliance on the Social Networks
    9. 9. Charge for Ads, Transactions and Space (No Free Virality)</li></ul>Internal <br />factors<br />O<br />PPORTUNITIES<br /><ul><li>Diversify social network platforms (MySpace, Hi5, etc)
    10. 10. “Niche Trend”
    11. 11. More time spent online
    12. 12. Global Internet Penetration (23% in 2008; 30% in 2012)</li></ul>External<br />factors<br /><ul><li>Initial Stage (Fragile)
    13. 13. Social Networking Fatigue (Loss of Attractiveness; Fad)
    14. 14. Highly competitive market</li></ul>Negative<br />Positive<br />
    15. 15. How companies make money?<br />
    16. 16. Statistics<br />Do you play social <br /> games online?<br />
    17. 17. Zynga<br />Founded in 2007<br />Already profitable (47% margin)<br />$850 million revenues (2010)<br />Free Games<br />Virtual Goods X Real Money<br />Crops (FV), Guns (MW), Treasure (TI)<br />Over 215 million active users monthly<br />Valued at $4.5 billion<br />Big set of investors ($219 million) <br />and advisors<br />
    18. 18. FarmVille<br />
    19. 19. Virtual Worlds<br />Users can create Avatars<br />Alternative Identities<br />“The Sky is the Limit”<br />Corporate Opportunities<br />Advertising<br />V-Commerce<br />Marketing Research<br />Human Resource Management<br />Internal Process Management<br />
    20. 20. Second Life<br />
    21. 21. Foursquare<br />Mixture of social, locative and gaming elements to encourage people to explore the cities in which they live<br />“Check-Ins”<br />Share location to friends<br />Bookmark places<br />Users compete in a Leaderboard<br />More Check-Ins  More Points<br />Unique discounts and benefits<br />Social Media Integration<br />Update Facebook/Twitter status<br />Login through Facebook<br />Add Friends through Gmail, Facebook and Twitter<br />
    22. 22. Foursquare for Business<br />Many advantages, such as:<br />Increase loyalty<br />Deeper Relationship<br />Constant Feedbacks<br />
    23. 23. Conclusions and Trends<br />Very positive perspectives in short-term<br />Demographic trends<br />Social Network Growth<br />Emerging Platforms Opportunities<br />Some threatening factors<br />Reliance on Social Networks<br />High Competitive Market<br />Without SM Platforms and its components, there’d be no Social Games<br />Mobile devices Huge importance<br />
    24. 24. QUESTIONS ?<br />
    25. 25. References<br />Social Gaming Report –Econsultancy<br />http://blogs.wsj.com/digits/2010/05/04/farmville-maker-zynga-valued-at-4-billion/<br />http://360.datamonitor.com/Product?pid=BI00028-007<br />http://360.datamonitor.com/Product?pid=BI00028-008<br />http://www.brandchannel.com/home/post/2011/02/24/Zynga-Profits-Soar.aspx<br />
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