TAG: The Mobile Assassination Game - SXSWi 2011
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TAG: The Mobile Assassination Game - SXSWi 2011

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TAG: The Mobile Assassination Game, a play on the cult 80's movie, is an intersect of social meets mobile meets good ol' competitiveness. A unique mobile game that allows players to track & tag their ...

TAG: The Mobile Assassination Game, a play on the cult 80's movie, is an intersect of social meets mobile meets good ol' competitiveness. A unique mobile game that allows players to track & tag their targets using location & social tools , such as foursquare, on their mobile phones. Players can also share their "TAGshot" on Facebook & Twitter. It's a fun way to meet, interact & enhance social experiences. Game play ranges from corporate team building to networking events to college orientations. Players can share their "TAGlshot" on Facebook & Twitter.

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TAG: The Mobile Assassination Game - SXSWi 2011 Presentation Transcript

  • 1. TAG: The Mobile Assassination Game
    A Case Study on:
    Mobile Social Gaming
    Alex Hachey
    Interactive Designer
  • 2. Smartphones Today: Hardware
    Memory: 512 MB
    Weight: 4.1 oz
    Bluetooth: Version 3
    960x640 Retina Display
    Web Access
    Camera/Video: 8MP
    Autofocus
    GPS: Internal (A-GPS)
    1Ghz Processor
    Built in Accelerometers
  • 3. More Than Just a Pocket Knife
    Smarter Utilities
    Barcode Scanning
    Augmented Reality
    Location Based Services
    Near Field Communication
    Face Time Communication
    Gyroscopic Everything
  • 4. Smartphone Utilities are “Augmenting Humanity”
    1 in 3 Smartphone queries seek information about nearby places
    Global mobile traffic grew 260% in 2010
    200 Millionusers spend 560 Billion minutes on Facebook from their Smartphone each month
    Eric Schmidt,
    Former Google CEO
  • 5. So Why Gaming?
    Common Perceptions that Undervalue Gaming:
    Not Profitable Enough
    Narrow / Small Demographics
    Small/Segmented Markets
    Too Costly to Develop / Low ROI
  • 6. Gaming isn’t Profitable?
    $360 Million in Sales
    2.6 Millionunique players
    5.9 Million hours logged
    …in a day
    $1 Billion
    sales in first month
    $150k to develop and made
    about $70 million in a year
  • 7. Virtual Currency
    From this
    To this
  • 8. Virtual Currency: Why the Hell Do I Care?
    $2.2 billion industry
    SPCA $90K
    YoVille– Virtual Pet adoptions
    Make-a-Wish Foundation
    $1.1 Million Pandaren Monk Pet
    Users spend $60 and are 56%
    likely to make 2nd purchase
  • 9. Demographic: Stereotypes
    Profile
    Gender: Male
    Friends: Negative
    Diet: Hot Pockets,
    Mt. Dew
    Complexion: Poor
    Residence: Parent’s Basement
  • 10. Demographic: Reality
    Profile
    Gender: 53% of women
    are “gamers”
    Friends: Very Social
    Personality: Competitive
    Outgoing
    Attractive?: Probably
  • 11. Gaming Platforms: Too Niche?
  • 12. Mobile/SNS Stimulate Gaming
    45 Mil Smartphones in US
    $1.07 – average cost for
    mobile game
    OpenFeint - 40 Mil Users
    Cross Mobile OS Gaming Network
    83% of Facebookers have
    played social games
  • 13. Trends Across Platforms
  • 14. Case Study TAG
  • 15. Case Study: TAG
  • 16. Case Study: TAG
    Brendan
    Dan
    Kenny
  • 17. Case Study: TAG
  • 18. Case Study: TAG
  • 19. Case Study: TAG
  • 20. Case Study: TAG
  • 21. Case Study: TAG
  • 22. Case Study: TAG
  • 23. Case Study: TAG
  • 24. Case Study: TAG
  • 25. In the Future!
    Location Based Interactivity
  • 26. In the Future!
    Location Based Interactivity
  • 27. In the Future!
    Location Based Interactivity
  • 28. In the Future!
    In Game Points/Currency
  • 29. In the Future!
    Multiple Game Styles
  • 30. In the Future!
    Added Gaming Features
  • 31. Now come talk to us!
    tagmobilegame.com
    @tagmobilegame
    Todd Marks, President
    Vince Buscemi,
    Chief Strategy Officer
    Dan Cohen,
    Chief Operating Officer
    Shervonne Cherry,
    Chief Creative Officer