A brief run down on the evolution of Flash Advergames from the perspective of Matmi.
It looks into case studies of our past branded Flash games and what a company can expect from them regarding ROI.
DO YOU PLAY GAMES ON THE INTERNET? GamesDeals.com, the ultimate platform for all online gamers interested in the hottest deals with up to 70% discount for the popular games in the internet! Register now for our newsletter and don’t miss out the first crazy deals!
Matmi is a creative agency that specializes in games, apps, and digital solutions to engage audiences. They have over 15 years of experience working with brands to create playful experiences that educate and amaze. Matmi believes that play is important for people of all ages and that games can change the world for the better when used to drive awareness, share stories, and motivate behaviors.
This document summarizes a digital marketing campaign conducted for Topaz, the #1 betting company in Azerbaijan. The goal was to relax attitudes towards betting and educate people on basics. Videos were created showing comedians betting on everyday situations to show betting is part of life. 8 videos were made that people could place points bets on. Over 200,000 video views and increased social media reach were achieved. The campaign also included a Coca-Cola campaign in Kazakhstan to encourage sharing happiness around the holidays through a website to submit wishes and two vending machines connecting two cities. Over 1 million video views and reaching nearly 4 million people showed the success of inspiring people to spread goodwill.
This document discusses how optimizing websites goes beyond usability to incorporate an understanding of psychology and decision making. While usability is still important, decision making is influenced more by subconscious feelings and emotions, resulting in sometimes irrational behaviors. To optimize websites, quantitative and qualitative research methods should be used to understand what influences a target audience. Principles of decision making psychology, like social proof, scarcity, and urgency, can then be incorporated into the design to positively influence decisions when implemented and tested appropriately.
The document discusses the growing role and influence of women in the video game industry as players, developers, and parents. It notes that women now make up a significant portion of gamers and control 80% of consumer spending. However, women remain underrepresented in the video game workforce, comprising less than 10% of developers, and face barriers such as intimidation and a lack of female mentors when entering the male-dominated field.
Video game culture is changing, and girls are getting more of a role to play. This presentation discusses this change and where women fit in a gaming audience.
Startup Istanbul 2016 / Casey Fenton - Founder SovolveStartup Istanbul
Couchsurfing began as an experiment in radical sharing and trust in the late 1990s and 2000s. It grew to over 15 million members sharing life experiences through hosting one another for free. The organization later developed a universal trust score metric based on reviews to facilitate sharing and commerce among members based on their reputation for trustworthiness. The goal was to build a new kind of trust economy enabled by technology and social networks.
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
DO YOU PLAY GAMES ON THE INTERNET? GamesDeals.com, the ultimate platform for all online gamers interested in the hottest deals with up to 70% discount for the popular games in the internet! Register now for our newsletter and don’t miss out the first crazy deals!
Matmi is a creative agency that specializes in games, apps, and digital solutions to engage audiences. They have over 15 years of experience working with brands to create playful experiences that educate and amaze. Matmi believes that play is important for people of all ages and that games can change the world for the better when used to drive awareness, share stories, and motivate behaviors.
This document summarizes a digital marketing campaign conducted for Topaz, the #1 betting company in Azerbaijan. The goal was to relax attitudes towards betting and educate people on basics. Videos were created showing comedians betting on everyday situations to show betting is part of life. 8 videos were made that people could place points bets on. Over 200,000 video views and increased social media reach were achieved. The campaign also included a Coca-Cola campaign in Kazakhstan to encourage sharing happiness around the holidays through a website to submit wishes and two vending machines connecting two cities. Over 1 million video views and reaching nearly 4 million people showed the success of inspiring people to spread goodwill.
This document discusses how optimizing websites goes beyond usability to incorporate an understanding of psychology and decision making. While usability is still important, decision making is influenced more by subconscious feelings and emotions, resulting in sometimes irrational behaviors. To optimize websites, quantitative and qualitative research methods should be used to understand what influences a target audience. Principles of decision making psychology, like social proof, scarcity, and urgency, can then be incorporated into the design to positively influence decisions when implemented and tested appropriately.
The document discusses the growing role and influence of women in the video game industry as players, developers, and parents. It notes that women now make up a significant portion of gamers and control 80% of consumer spending. However, women remain underrepresented in the video game workforce, comprising less than 10% of developers, and face barriers such as intimidation and a lack of female mentors when entering the male-dominated field.
Video game culture is changing, and girls are getting more of a role to play. This presentation discusses this change and where women fit in a gaming audience.
Startup Istanbul 2016 / Casey Fenton - Founder SovolveStartup Istanbul
Couchsurfing began as an experiment in radical sharing and trust in the late 1990s and 2000s. It grew to over 15 million members sharing life experiences through hosting one another for free. The organization later developed a universal trust score metric based on reviews to facilitate sharing and commerce among members based on their reputation for trustworthiness. The goal was to build a new kind of trust economy enabled by technology and social networks.
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
Bob Buch from Digg presented at the DiggAds Smash Summit on the future of online advertising. He showed that click-through rates and cost per click can vary significantly depending on the type of ad, from 0.1% to 5.3% CTR. Well-performing content ads on Digg can achieve high CTRs and drive down the cost per click. The Digg widget placed on blogs helped reduce bounce rates and build brand loyalty by showing related popular stories.
This document provides a summary of a discussion on branding and games between industry experts. It discusses:
- The evolution of games advertising and how brands have increasingly integrated into games over time.
- Different ways people play games and how brands can tap into various motivations.
- Examples of successful branded gaming campaigns like those for Philips, Lily Allen, Comic Relief, and Vimto.
- Research on the McDonald's FarmVille promotion, finding mostly positive feedback but some execution issues around rewards and availability.
- Conclusions that to plan an effective in-game campaign, brands should understand the game, provide a significant reward or benefit, and understand the medium.
Today, everywhere in the world, big corporations are being challenged by smaller, younger players. We call them Superhero brands. And they are super strong.
Discover more about them in the visual presentation used by Enigma at the NEXT16 Conference in Hamburg.
brands that were awesome on reddit: 2013Michael Cole
The document summarizes the success that various brands experienced when advertising on Reddit in 2013. It provides examples of Denny's, Nissan, Transamerica, The Economist, Fathead, Maker's Mark, and iCrossing and how their Reddit campaigns were able to drive traffic, increase engagement, manage crises, build awareness, and increase loyalty. The summary concludes by noting that 118 million unique visitors visited Reddit in January 2014 and encourages brands to advertise on the platform for success.
Alternate Reality Games at Geekup Leeds, June 2008chippy
Alternate Reality Games (ARGs) are collaborative online games that use multimedia elements to tell a transmedia story in real-time. Players interact directly with characters by solving puzzles, completing challenges and working together as a community across multiple media like websites, emails, phone calls and real world events. While some ARGs are for commercial purposes or promotion, many are free grassroots games created for entertainment.
We love to hear stories since we were a kid
There is something in stories that kept us engage.
As it turned out somehow we are programmed to seek and make sense of the world through narratives. Anthropologists contend that 70 percent of everything we learn is through stories. Even as we grow into stubborn adults set in our ways, we fundamentally remain a storytelling
species.
Brand knew about this.
That's why nowadays, more brands are approaching the way to become a great storyteller! They tell compelling stories about the brand while still hold truth to their brand's essence or DNA.
Despite there are many stories been shared by brands, actually we can categorize the stories into 7 basic themes.
Here are the 7 basic plots with examples from some famous brands.
Alex Morrison NAD Conference 2014: Keynote AddressAlex Morrison
Content marketing has become essential for brands due to changes in consumer behavior and technology. People now get information from many different sources and check their phones constantly, so brands must provide useful, timely, and authentic content to engage customers. This new environment demands that brands shift from isolated marketing campaigns to ongoing, valuable publisher-style content to build relationships and remain relevant in the continuous news feed. While content marketing has been used for over a century, its importance is greater than ever for brands to connect with audiences everywhere they access information.
The document discusses communication challenges in game development. It notes that effective communication requires clarity, listening skills, and empathy. It emphasizes that successful communication is based on how the message is received, not the sender's intent. The document provides tips for active listening, including listening for content and feelings, responding to feelings, noting all cues, and paraphrasing. The overall message is that good communication requires understanding other perspectives.
minibike design. for design, branding, art direction, web, video and prminibike design
This document contains proposals and concepts for branding, advertising, and marketing projects from minibikedesign for various clients. It includes brand ads, direct mailers, signage, brochures, and other materials for companies like Coleman, Polaris, Select Comfort, KeyLime Cove Resort, Kawasaki, and others. Minibikedesign provides graphic design services for projects involving branding, advertising, and marketing.
6 tips how to get millennials for auto dealers and leasing companiesSoft4
Millennials are becoming the main purchasing power in the world. To get them as your customers should be the focus of any car dealership and leasing company. Here I present some marketing tips for sparkling their interest in your company
This document summarizes a debate on social networking in South Africa. Some of the key topics discussed include how people portray themselves differently online than in person, the importance of brands having a social media presence to engage with customers, challenges like negative customer feedback or "diva" customers, debates around buying followers or likes on social media, and questions around who should manage brand communities and customer check-ins. The moderator concludes that with the complex human variable in social media, there are no simple conclusions to these issues.
Karl Bunyan - “Indie Game Developers and the Facebook of Doom”iPlatform
The document discusses the past, present, and future of independent Facebook game developers. It outlines four episodes in Facebook gaming so far: the pioneering debut, the difficult sequel, increased quality and maturity, and predicts the coming year could be the "lame cash-in episode." It notes indies are up against large companies with significant resources and advises indies to focus on niche audiences, player retention over virality, average revenue per user, quick iteration, and building a portfolio to survive the coming year.
Building Influence for a Brand - Brand StationBrand Station
A different perspective on influence and brands, focusing on the human aspects of influential relationships.
Presentation given to Danone's international marketing team by Pierre-Jean Choquelle, Head of strategy @ Brand Station
3 Ecommerce and Mobile Commerce case studies in China.
See how,
-1/ DS Premium Car Brand builds a community, engagement through a crowdfunding campaign leading to the sales of + 5000 cars
-2/ Yihaodian (YHD)
The document summarizes advertising work from the 2014 Cannes Lions International Festival of Creativity. It explores how "Big Emotion" trumped "Big Data" in many of the award-winning campaigns. Specifically, it discusses campaigns that used data and technology, emphasized the importance of the individual/self, told compelling stories, and innovated product experiences to drive emotional engagement. Examples are provided for each category, highlighting how they effectively tapped into human emotions.
This document summarizes MyGamez's mobile game publishing services in China. It discusses that China has the largest mobile games market globally but also presents regulatory challenges ("weird"), demanding game stores, and high risks of copying and low revenue shares for publishers. MyGamez aims to help foreign game developers minimize these risks and hassles by being the first publisher to offer a single SDK model for China, providing fast time to market of 1-2 months along with strong marketing support and a fair business model.
Drive Ahead! is a mobile game that was created using a mini-game strategy to validate game ideas early and reduce risk. The developers formed artist-developer teams to create 10 mini-games in one year while also spending time on client work. They make the game feel new each day and develop it consistently with input from its community of 500,000 fans who share and discuss gameplay online.
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Bob Buch from Digg presented at the DiggAds Smash Summit on the future of online advertising. He showed that click-through rates and cost per click can vary significantly depending on the type of ad, from 0.1% to 5.3% CTR. Well-performing content ads on Digg can achieve high CTRs and drive down the cost per click. The Digg widget placed on blogs helped reduce bounce rates and build brand loyalty by showing related popular stories.
This document provides a summary of a discussion on branding and games between industry experts. It discusses:
- The evolution of games advertising and how brands have increasingly integrated into games over time.
- Different ways people play games and how brands can tap into various motivations.
- Examples of successful branded gaming campaigns like those for Philips, Lily Allen, Comic Relief, and Vimto.
- Research on the McDonald's FarmVille promotion, finding mostly positive feedback but some execution issues around rewards and availability.
- Conclusions that to plan an effective in-game campaign, brands should understand the game, provide a significant reward or benefit, and understand the medium.
Today, everywhere in the world, big corporations are being challenged by smaller, younger players. We call them Superhero brands. And they are super strong.
Discover more about them in the visual presentation used by Enigma at the NEXT16 Conference in Hamburg.
brands that were awesome on reddit: 2013Michael Cole
The document summarizes the success that various brands experienced when advertising on Reddit in 2013. It provides examples of Denny's, Nissan, Transamerica, The Economist, Fathead, Maker's Mark, and iCrossing and how their Reddit campaigns were able to drive traffic, increase engagement, manage crises, build awareness, and increase loyalty. The summary concludes by noting that 118 million unique visitors visited Reddit in January 2014 and encourages brands to advertise on the platform for success.
Alternate Reality Games at Geekup Leeds, June 2008chippy
Alternate Reality Games (ARGs) are collaborative online games that use multimedia elements to tell a transmedia story in real-time. Players interact directly with characters by solving puzzles, completing challenges and working together as a community across multiple media like websites, emails, phone calls and real world events. While some ARGs are for commercial purposes or promotion, many are free grassroots games created for entertainment.
We love to hear stories since we were a kid
There is something in stories that kept us engage.
As it turned out somehow we are programmed to seek and make sense of the world through narratives. Anthropologists contend that 70 percent of everything we learn is through stories. Even as we grow into stubborn adults set in our ways, we fundamentally remain a storytelling
species.
Brand knew about this.
That's why nowadays, more brands are approaching the way to become a great storyteller! They tell compelling stories about the brand while still hold truth to their brand's essence or DNA.
Despite there are many stories been shared by brands, actually we can categorize the stories into 7 basic themes.
Here are the 7 basic plots with examples from some famous brands.
Alex Morrison NAD Conference 2014: Keynote AddressAlex Morrison
Content marketing has become essential for brands due to changes in consumer behavior and technology. People now get information from many different sources and check their phones constantly, so brands must provide useful, timely, and authentic content to engage customers. This new environment demands that brands shift from isolated marketing campaigns to ongoing, valuable publisher-style content to build relationships and remain relevant in the continuous news feed. While content marketing has been used for over a century, its importance is greater than ever for brands to connect with audiences everywhere they access information.
The document discusses communication challenges in game development. It notes that effective communication requires clarity, listening skills, and empathy. It emphasizes that successful communication is based on how the message is received, not the sender's intent. The document provides tips for active listening, including listening for content and feelings, responding to feelings, noting all cues, and paraphrasing. The overall message is that good communication requires understanding other perspectives.
minibike design. for design, branding, art direction, web, video and prminibike design
This document contains proposals and concepts for branding, advertising, and marketing projects from minibikedesign for various clients. It includes brand ads, direct mailers, signage, brochures, and other materials for companies like Coleman, Polaris, Select Comfort, KeyLime Cove Resort, Kawasaki, and others. Minibikedesign provides graphic design services for projects involving branding, advertising, and marketing.
6 tips how to get millennials for auto dealers and leasing companiesSoft4
Millennials are becoming the main purchasing power in the world. To get them as your customers should be the focus of any car dealership and leasing company. Here I present some marketing tips for sparkling their interest in your company
This document summarizes a debate on social networking in South Africa. Some of the key topics discussed include how people portray themselves differently online than in person, the importance of brands having a social media presence to engage with customers, challenges like negative customer feedback or "diva" customers, debates around buying followers or likes on social media, and questions around who should manage brand communities and customer check-ins. The moderator concludes that with the complex human variable in social media, there are no simple conclusions to these issues.
Karl Bunyan - “Indie Game Developers and the Facebook of Doom”iPlatform
The document discusses the past, present, and future of independent Facebook game developers. It outlines four episodes in Facebook gaming so far: the pioneering debut, the difficult sequel, increased quality and maturity, and predicts the coming year could be the "lame cash-in episode." It notes indies are up against large companies with significant resources and advises indies to focus on niche audiences, player retention over virality, average revenue per user, quick iteration, and building a portfolio to survive the coming year.
Building Influence for a Brand - Brand StationBrand Station
A different perspective on influence and brands, focusing on the human aspects of influential relationships.
Presentation given to Danone's international marketing team by Pierre-Jean Choquelle, Head of strategy @ Brand Station
3 Ecommerce and Mobile Commerce case studies in China.
See how,
-1/ DS Premium Car Brand builds a community, engagement through a crowdfunding campaign leading to the sales of + 5000 cars
-2/ Yihaodian (YHD)
The document summarizes advertising work from the 2014 Cannes Lions International Festival of Creativity. It explores how "Big Emotion" trumped "Big Data" in many of the award-winning campaigns. Specifically, it discusses campaigns that used data and technology, emphasized the importance of the individual/self, told compelling stories, and innovated product experiences to drive emotional engagement. Examples are provided for each category, highlighting how they effectively tapped into human emotions.
This document summarizes MyGamez's mobile game publishing services in China. It discusses that China has the largest mobile games market globally but also presents regulatory challenges ("weird"), demanding game stores, and high risks of copying and low revenue shares for publishers. MyGamez aims to help foreign game developers minimize these risks and hassles by being the first publisher to offer a single SDK model for China, providing fast time to market of 1-2 months along with strong marketing support and a fair business model.
Drive Ahead! is a mobile game that was created using a mini-game strategy to validate game ideas early and reduce risk. The developers formed artist-developer teams to create 10 mini-games in one year while also spending time on client work. They make the game feel new each day and develop it consistently with input from its community of 500,000 fans who share and discuss gameplay online.
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Gamification : digital marketing entertainment Digiworks
Gamification is the process of using game mechanics and game design techniques to engage and motivate people to achieve their goals. This presentation discusses how gamification can be used in digital marketing and communication for brands. It provides examples of how brands have incorporated gamification, such as through branded games and experiences. The presentation also outlines best practices for designing gamified experiences, including defining objectives, validating creative concepts, and ensuring gameplay loops and rewards systems align with brand values.
The document summarizes highlights from the 2010 Game Developers Conference (GDC). The GDC is the largest annual gathering of the video game industry, with over 18,000 attendees in 2010. Key highlights included big announcements from game studios, the Independent Games Festival winner LIMBO, and valuable insights from lectures on emerging trends. These trends included the rise of social and mobile games for women, the importance of community features, and using game mechanics and rewards to create engaging long-term experiences. The document emphasizes that GDC provides invaluable opportunities for networking, learning, and identifying the latest developments in the game industry.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
How To Succeed In Community Driven Game DevelopmentPhilipp Zentner
Talk by Philipp Zentner, CEO of STOMT, about the importance of community, how to build, maintain and scale a community. An important marketing lesson for game developers.
The document discusses the relationship between brands and games. It notes that early "adver-games" that heavily promoted brands were not very successful. Modern games have become large brands themselves, surpassing traditional brands in revenue. The document advises brands to work humbly with game developers and agencies to understand gaming audiences and insert brands into games in a subtle, fun way rather than trying to turn brands into games themselves. It argues that gaming now provides a huge opportunity for brands to connect with consumers.
GAME ON: Engaging Consumers with Online Play - Main Deckbrand-e
brand-e presents 'GAME ON: Engaging Consumers with Online Play', October 16 2013 at the London Transport Museum Cubic Theatre.
One in four of the world’s population regularly accesses games on the Internet, with analysts estimating that the global online and mobile gaming market will grow from last year’s $29 billion to $46 billion by 2016. And casual gaming can no longer be associated just with teenagers hunched over consoles in their bedrooms. Titles like Angry Birds and Candy Crush, plus the rapid growth of tablets and smartphones, have ensured that games are played everywhere and by everyone.
This provides a huge opportunity to brands, and is in line with the massive shift of ad budgets to online, and in particular to online video. Gaming offers mass-market appeal and the chance to stake out elusive premium advertising real estate. Plus, gaming sites deliver better ROI for online advertisers - video ads associated with gaming destinations generate an average CTR of 3%, which is roughly 30 times higher than that for standard online advertising campaigns.
brand-e presents Game On: Engaging Consumers With Online Play, an event which will bring together a raft of practitioners to examine gaming opportunities for brands…
Spil Games will demonstrate the growing power of games, while LBi’S MRY will deliver the ad agency take on gaming and Proelios will demonstrate how to engage consumers through mobile games. Rebellion/TIGA will talk about what makes a great gaming experience, and Generation Media will discuss the marketing of real-world items within the digital gaming realm.
Stop Ignoring 98 Percent Of Your Audience! Best Practices for Monetizing Non-...Mediabistro
This document discusses how to effectively monetize games through advertising without negatively impacting the player experience or cannibalizing paying users. It notes that only 1-6% of users typically make in-app purchases, so advertising can monetize the remaining 98% of users. The document provides tips on choosing appropriate ad formats and placements to avoid interrupting gameplay. It argues that ads can act as "enablers" if implemented thoughtfully and that they increase engagement, retention and the potential for non-paying users to convert. Examples from mobile games and social networks are given to illustrate how ads have become a meaningful revenue stream without compromising the core experience. The overall message is that direct payments and advertising can successfully co
Delivered at Casual Connect Europe 2016.
When social gaming came onto the scene it brought previously unheard of numbers of players. Then content began moving from web to mobile devices. Now we are shifting from sharing statuses to sharing experiences. Consoles have embraced this concept with Kinetics and mobile social games offer their own shared experiences. Young players know only this kind of gaming. This session will focus on what’s next: A combination of Kinetics and virtual reality offering synchronous and multiplayer experiences.
The document discusses video game advertising, including its forms, advantages, and disadvantages. It outlines static advertising, dynamic advertising, and advergames. It provides examples of campaigns in games like Splinter Cell, Metal Gear Solid, and Battlefield. It also discusses measurement and considerations for effective game advertising campaigns.
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
The document discusses gamification, which is applying game mechanics and structures to traditionally non-game activities. It provides examples of gamification used in websites like Farmville, Nike+, and HealthMonth to encourage user engagement and behavior through rewards, leaderboards, and competition. However, some argue gamification can be exploitative if the game elements are only superficial and not central to the user experience. True gamification makes play an essential part of interacting with the system and helps users become better players over time.
1. Gamification is the use of game mechanics and game design techniques in non-game contexts to engage users and solve problems. Simply making a branded game is not gamification.
2. Gamification basics include using points, levels, badges, leaderboards, and rewards to motivate users through fun, loyalty programs, and achieving status. It appeals to different player types like explorers, achievers, socializers, and killers.
3. Examples show gamification can increase engagement, trial usage, buy clicks, and revenue through integrating gameplay into the user experience on websites, apps, and social media to achieve business goals.
Indie Game Developers and the Facebook of DoomKarl Bunyan
The document discusses the challenges facing independent Facebook game developers in 2010-2011. It outlines how the market has evolved since 2007, with pioneering low-quality games giving way to higher production value titles from major gaming companies. These companies now dominate through large marketing budgets, while indies have less access to viral channels and resources. However, the document provides some tips for indies, such as focusing on niche audiences, player retention over virality, optimizing revenue per user, and maintaining a portfolio of fast-released games to find opportunities between the major titles. While the coming year will be difficult, it asserts there are still opportunities for independent developers.
The End Of Paid Media, The Value Of Social CurrencyAdNerds
Since the so-called 'social media revolution', media no longer means paper. It means people. The same people who have more and more tools at their disposal to easily dodge your very expensive ads, banners and commercials. So, what can you do to earn their attention? And better yet, what can you do to earn their engagement?
The document discusses in-game advertising, which involves placing ads within video games. It provides details on the types of in-game ads, advantages like high reach and engagement, examples of campaigns from McDonald's and Obama, and tips for effective in-game advertising. The future of in-game advertising is predicted to involve games built around brands' social media plans and content unlocked through user engagement.
This document discusses three entry points for brands to engage with gamers:
1) Integrating brands directly into existing games to raise awareness in a non-intrusive way, like Ford promoting their cars in The Sims.
2) Partnering with popular games and movies to create special branded levels and apps, like Universal Pictures working with Doodle Jump.
3) Creating their own branded games, though it notes brands often had limited success with this in the past and now focus more on partnering with popular titles.
The overall message is that gaming is a massive social activity and brands can benefit by finding subtle ways to engage users within these interactive communities rather than interrupting gameplay with obvious ads.
Similar to The Evolution of the Flash Advergame (20)
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Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
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How MJ Global Leads the Packaging Industry.pdfMJ Global
MJ Global's success in staying ahead of the curve in the packaging industry is a testament to its dedication to innovation, sustainability, and customer-centricity. By embracing technological advancements, leading in eco-friendly solutions, collaborating with industry leaders, and adapting to evolving consumer preferences, MJ Global continues to set new standards in the packaging sector.
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
The Evolution and Impact of OTT Platforms: A Deep Dive into the Future of Ent...ABHILASH DUTTA
This presentation provides a thorough examination of Over-the-Top (OTT) platforms, focusing on their development and substantial influence on the entertainment industry, with a particular emphasis on the Indian market.We begin with an introduction to OTT platforms, defining them as streaming services that deliver content directly over the internet, bypassing traditional broadcast channels. These platforms offer a variety of content, including movies, TV shows, and original productions, allowing users to access content on-demand across multiple devices.The historical context covers the early days of streaming, starting with Netflix's inception in 1997 as a DVD rental service and its transition to streaming in 2007. The presentation also highlights India's television journey, from the launch of Doordarshan in 1959 to the introduction of Direct-to-Home (DTH) satellite television in 2000, which expanded viewing choices and set the stage for the rise of OTT platforms like Big Flix, Ditto TV, Sony LIV, Hotstar, and Netflix. The business models of OTT platforms are explored in detail. Subscription Video on Demand (SVOD) models, exemplified by Netflix and Amazon Prime Video, offer unlimited content access for a monthly fee. Transactional Video on Demand (TVOD) models, like iTunes and Sky Box Office, allow users to pay for individual pieces of content. Advertising-Based Video on Demand (AVOD) models, such as YouTube and Facebook Watch, provide free content supported by advertisements. Hybrid models combine elements of SVOD and AVOD, offering flexibility to cater to diverse audience preferences.
Content acquisition strategies are also discussed, highlighting the dual approach of purchasing broadcasting rights for existing films and TV shows and investing in original content production. This section underscores the importance of a robust content library in attracting and retaining subscribers.The presentation addresses the challenges faced by OTT platforms, including the unpredictability of content acquisition and audience preferences. It emphasizes the difficulty of balancing content investment with returns in a competitive market, the high costs associated with marketing, and the need for continuous innovation and adaptation to stay relevant.
The impact of OTT platforms on the Bollywood film industry is significant. The competition for viewers has led to a decrease in cinema ticket sales, affecting the revenue of Bollywood films that traditionally rely on theatrical releases. Additionally, OTT platforms now pay less for film rights due to the uncertain success of films in cinemas.
Looking ahead, the future of OTT in India appears promising. The market is expected to grow by 20% annually, reaching a value of ₹1200 billion by the end of the decade. The increasing availability of affordable smartphones and internet access will drive this growth, making OTT platforms a primary source of entertainment for many viewers.
Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
Taurus Zodiac Sign: Unveiling the Traits, Dates, and Horoscope Insights of th...my Pandit
Dive into the steadfast world of the Taurus Zodiac Sign. Discover the grounded, stable, and logical nature of Taurus individuals, and explore their key personality traits, important dates, and horoscope insights. Learn how the determination and patience of the Taurus sign make them the rock-steady achievers and anchors of the zodiac.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
1. The Evolution of the Flash
Advergame
from the perspective of Matmi,
a Digital Production House
2. Matmi was born…
Matmi’s path into branded games started 12 years ago.
Matmi MD, Jeff Coghlan, realised internet advertising
as it stood was boring – just dull banner adverts – why
would anybody click on them?
They were not actively engaging people with brands.
3. How our first
Advergame performed
Matmi decided to do something about this and developed our
first flash game to advertise our services. It was called Monster
Poolside Sumo - http://matmi.com/games/PoolsideSumo/
This was massively successful and made Matmi realise that they if games
could achieve these kind of results for themselves they could achieve it for
brands too.
4. What’s so good about
branded games?
• Extended positive engagement with the brand
• Fantastic ROI and ability to drive traffic
• A never ending advertisement cycle living online
6. Brilliant Brushes
• Matmi created a simple game that young children could pick
up and play.
• 13 million plays, with an average view time of 6.55 minutes
and a return rate of 27%
7. Let it Flow
• Let It Flow – a game to promote Comic Relief
• Winner of 6 awards
• Over 19 million plays by September 2008
• Still played over 20,000 times a day…
……….FOUR years after it was first released!
8. Lilly Allen
• A game to promote Lilly Allen’s album – Escape the Fear
• Over 1 million plays in first 3 weeks
• Thousands of purchases and clicks on in-game links
9. Iron Maiden – Flight
666
• Promoting Iron Maiden’s live documentary and album, Flight 666
• Multiple languages
• Average play time of 8 minutes
• Featured by Kerrang and Metal Hammer
• 20% click to Buy Now links
10. Flash in a pan?
The landscape of online flash gaming has changed
dramatically over the last ten years.
Game Saturation quickly became an obstacle to over-come.
Something Matmi has consistently managed to do.
However, the cost to promote a game has increased as organic
virility could not be relied upon solely.
Flash games became big business, with games sites charging for
featured slots.
11. Getting Social
The advent of social media made a big
impact on the branded games industry
It opened up new avenues to connect
with consumers on a more personal level
It meant that to have a successful
Advergame you must think about the
social side of things.
– For example, seamlessly integrate the
Facebook API into all games
12. The bottom line
Branded flash games are far more cost effective and
provide a greater ROI when compared to creating a TV
ad campaign.
You can get millions of people repeatedly playing your
game, and having fun.
Those 3.5 million plays equates to nearly 250,000 hours
of eyeballs on your brand.
These games keep on giving long after the campaign has
run its course further increasing ROI.
13. Summary
Branded games provide the opportunity to create
something unique and memorable.
They have the potential to not only increase brand
exposure and actively engage the audience but also
can deliver a much higher ROI than traditional
advertising.
Branded Flash games can be truly social which helps
them spread virally, reducing promotional costs.
14. Contact Us…
• For more information on what Matmi can do
for your digital design needs:
• PHONE: 01625 560771
• EMAIL: info@matmi.com
• Web: http://ww.matmi.com
• Twitter: http://www.twitter.com/Matmi
• Facebook: http://www.facebook.com/Matmi.