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Games&Social Media-Renan Bidoia

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  • Transcript

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