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MARKETING IN A GAMING
WORLD
              Marketers grab your controls!
Why Gaming?
 Traditional Media over saturated
 Need to be where consumers are
 With surge in Social gaming more consumers
  using this platform – no longer niche (or ‘nerdy’)
 Game consoles now more portable – phones, ipads
 Innovative & impressive
 Reaches target directly & encourages
  relationship development via continuous
  exposure & interaction
Social Gaming

 Playing games as a way of social
  interaction, as opposed to playing games in
  solitude
 No longer restricted to card games or board
  games
 Can include
   RPGs – Second Life, Sims
   Social Network games – Hotel City, Restaurant
    City, Sims Social
   Multi-Player Video games – FIFA, Battlefield, CoD
Who’s Playing?
 Game console not restricted to PS or Xbox –
  laptop/phone
 Mainly secondary & tertiary students as well
  as working professionals
 These are real people playing either as
  themselves, or the version of themselves they
  would prefer to be – RPGs
 Time of play - anytime
What Are They Playing?
How to Utilize Social Gaming Space?

Much like Facebook brand pages and Twitter corporate accounts, social gaming has become a
much-desired “Brandstand.” In marketers’ eyes, social gaming is less about consumers growing
virtual crops and more about growing consumer impressions and advertisers’ bottom
lines. Game developers such as Zynga and Cie Games are opening up to advertisers in big ways
— even making advertisers’ products critical components of gameplay. Shrewd marketers
recognize the potential in social gaming engagement, game developers see the value to
consumers and media companies see dollar signs, it’s an advertising platform in the making.
Virtual goods are estimated to be $3.0+ billion business and the relationships established now
will be critical to the share of an estimated $6-$7.9 billion industry by 2013 and 2015,
respectively. While a distinction exists between the “virtual goods” market and social game
advertising, game developers such as Zynga are ramping up brand integration into their
products and virtual offerings – in effect blending the two avenues into one. Platforms such as
Facebook have addressed social gaming growth as well by offering new features and making
games feel less intrusive (in other words, less like spam). Furthermore, Yahoo, Myspace and
Google have all made large plays in preparation for the social gaming turf wars. Social games
will soon reach far beyond the Facebook platform and integrate even further onto consumers’
mobile devices, creating an explosive engagement channel that will reach a far greater audience
in the future. Now is the time for brands to cultivate these consumers and test the waters. The
payoff could be much more tangible than virtual currency or digital crops.
                                      Bryan Bartlett, Marketing Analyst, NM Incite – US
How to Utilize Social Gaming Space?




     Integrati
     Advertising
      on
Examples of Brand Integration
Examples of
Brand Integration
Examples of Brand Integration: Virtual Goods
Examples of Brand
            Integration within




EDUCATION
1.   My Audience doesn’t play video games
2.   Virtual worlds are not for Serious companies
3.   Its always about Capitalism
4.   Social Games are a Fad
1. My Audience doesn’t play video games
2. Virtual worlds are not
   for Serious companies
3. Its always about Capitalism
4. Social Games are a Fad


    Social Netowking +1
    Social gaming +2
    Games are addictive and engaging
    Data points toward continued growth and
     increasing popularity
Bottom Line

 Consumers are glued to their gaming devices
    for countless hours of each day
   Less time spent on traditional media
   Too much clutter
   Need for Direct Hit
   Social interaction allows for discussion on
    brands
   Everyday virtual use can trickle into real life
    usage
Thank You!

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Gaming & marketing

  • 1. MARKETING IN A GAMING WORLD Marketers grab your controls!
  • 2. Why Gaming?  Traditional Media over saturated  Need to be where consumers are  With surge in Social gaming more consumers using this platform – no longer niche (or ‘nerdy’)  Game consoles now more portable – phones, ipads  Innovative & impressive  Reaches target directly & encourages relationship development via continuous exposure & interaction
  • 3. Social Gaming  Playing games as a way of social interaction, as opposed to playing games in solitude  No longer restricted to card games or board games  Can include  RPGs – Second Life, Sims  Social Network games – Hotel City, Restaurant City, Sims Social  Multi-Player Video games – FIFA, Battlefield, CoD
  • 4. Who’s Playing?  Game console not restricted to PS or Xbox – laptop/phone  Mainly secondary & tertiary students as well as working professionals  These are real people playing either as themselves, or the version of themselves they would prefer to be – RPGs  Time of play - anytime
  • 5. What Are They Playing?
  • 6. How to Utilize Social Gaming Space? Much like Facebook brand pages and Twitter corporate accounts, social gaming has become a much-desired “Brandstand.” In marketers’ eyes, social gaming is less about consumers growing virtual crops and more about growing consumer impressions and advertisers’ bottom lines. Game developers such as Zynga and Cie Games are opening up to advertisers in big ways — even making advertisers’ products critical components of gameplay. Shrewd marketers recognize the potential in social gaming engagement, game developers see the value to consumers and media companies see dollar signs, it’s an advertising platform in the making. Virtual goods are estimated to be $3.0+ billion business and the relationships established now will be critical to the share of an estimated $6-$7.9 billion industry by 2013 and 2015, respectively. While a distinction exists between the “virtual goods” market and social game advertising, game developers such as Zynga are ramping up brand integration into their products and virtual offerings – in effect blending the two avenues into one. Platforms such as Facebook have addressed social gaming growth as well by offering new features and making games feel less intrusive (in other words, less like spam). Furthermore, Yahoo, Myspace and Google have all made large plays in preparation for the social gaming turf wars. Social games will soon reach far beyond the Facebook platform and integrate even further onto consumers’ mobile devices, creating an explosive engagement channel that will reach a far greater audience in the future. Now is the time for brands to cultivate these consumers and test the waters. The payoff could be much more tangible than virtual currency or digital crops. Bryan Bartlett, Marketing Analyst, NM Incite – US
  • 7. How to Utilize Social Gaming Space? Integrati Advertising on
  • 8. Examples of Brand Integration
  • 10. Examples of Brand Integration: Virtual Goods
  • 11. Examples of Brand Integration within EDUCATION
  • 12. 1. My Audience doesn’t play video games 2. Virtual worlds are not for Serious companies 3. Its always about Capitalism 4. Social Games are a Fad
  • 13. 1. My Audience doesn’t play video games
  • 14. 2. Virtual worlds are not for Serious companies
  • 15. 3. Its always about Capitalism
  • 16. 4. Social Games are a Fad  Social Netowking +1  Social gaming +2  Games are addictive and engaging  Data points toward continued growth and increasing popularity
  • 17. Bottom Line  Consumers are glued to their gaming devices for countless hours of each day  Less time spent on traditional media  Too much clutter  Need for Direct Hit  Social interaction allows for discussion on brands  Everyday virtual use can trickle into real life usage

Editor's Notes

  1. Over one million active users as of 2011 - wikipedia
  2. http://mashable.com/2010/11/27/misconceptions-social-games/