During the 8th semester of our studies, the final project was to propose and present to Microsoft Greece a launching plan for the Xbox One in the Greek market!
During the 8th semester, as students at Communication, Media and Culture, department of Panteion University (Advertising and Public Relations), we found a way to introduce Microsoft 's new product, Xbox One, to the Greek market. Enjoy our brainchild!
How Flippy Bottle Became a Most Played Game! | Derrick Alain MapaguJessica Tams
Delivered at Casual Connect Asia 2017. A walkthrough of Flippy Bottle's journey to becoming a Most Played Game (top 1 game in stores) without marketing and featuring. We will discuss how we marketed the game, how the game came to be, and how we were able to do this with a game made in just two days. We also share our beliefs in making games and what helped us push through. It'll be inspirational for developers looking to create their own stuff.
Playzum is a new social networking platform for gamers to share gaming experiences, discover new games, and connect with friends. It allows users to check-in to games, upload screenshots and videos, see what games friends are playing, get recommendations, and read reviews. Playzum aims to build a collaborative gaming community and help gamers find new titles through social engagement and feedback from friends. It is launching first on mobile and plans to expand to other platforms. The founders are raising $200,000 to further develop the app for additional platforms, conduct marketing, and form partnerships with game studios.
Learn how to grow your brand with Retweets and Likes. What types of content are most viral? How long does virality last on Twitter? How should you identify your viral influencers?
The document discusses the rise of "spiritual successors" in the gaming industry, where new games are inspired by or continue the style of older, popular franchises. It notes several examples from the 2000s onward like Bloodstained: Ritual of the Night continuing the Castlevania series. The modern movement of spiritual successors started exploding in 2013 with games like Mighty No. 9 continuing Mega Man. This was enabled by the indie game revolution beginning in 2009 with Minecraft, which allowed former AAA developers to independently create spiritual successors through Kickstarter campaigns like Bloodstained and Yooka-Laylee.
Public relations involves communicating with the public through various channels to promote a company's products and services. It is an important part of marketing strategy. Some key PR activities include social media promotion across platforms like Vine and Facebook, as well as traditional advertising, direct marketing, blogging and media relations. Major PR firms provide digital creative services, social media management, media buying and data analytics to support PR campaigns. The document then discusses Microsoft's PR strategy for launching the Xbox One video game console, including an international preview tour that generated over $724 million in media coverage reach. It also analyzes issues with the initial Xbox One launch approach and provides recommendations for how Microsoft could have improved its PR handling of the launch.
The marketing plan proposes establishing a low-cost gym concept in the Netherlands focused on core fitness activities without additional services. An external analysis found that while fitness centers compete with other sports clubs, they are also seen as complementary for maintaining health and conditioning. Customers prioritize price, location, facilities, training programs, and equipment quality when choosing a gym. Competitors offer services like group training and amenities the low-cost gym will not provide. The internal analysis highlights the gym's competitive advantages as its affordable price, equipment quality, training programs, employment efficiency, and expansion plan. A SWOT analysis identifies strengths in pricing, facilities, and guarantees, as well as weaknesses in sanitation, training options, and team experience. Op
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
During the 8th semester, as students at Communication, Media and Culture, department of Panteion University (Advertising and Public Relations), we found a way to introduce Microsoft 's new product, Xbox One, to the Greek market. Enjoy our brainchild!
How Flippy Bottle Became a Most Played Game! | Derrick Alain MapaguJessica Tams
Delivered at Casual Connect Asia 2017. A walkthrough of Flippy Bottle's journey to becoming a Most Played Game (top 1 game in stores) without marketing and featuring. We will discuss how we marketed the game, how the game came to be, and how we were able to do this with a game made in just two days. We also share our beliefs in making games and what helped us push through. It'll be inspirational for developers looking to create their own stuff.
Playzum is a new social networking platform for gamers to share gaming experiences, discover new games, and connect with friends. It allows users to check-in to games, upload screenshots and videos, see what games friends are playing, get recommendations, and read reviews. Playzum aims to build a collaborative gaming community and help gamers find new titles through social engagement and feedback from friends. It is launching first on mobile and plans to expand to other platforms. The founders are raising $200,000 to further develop the app for additional platforms, conduct marketing, and form partnerships with game studios.
Learn how to grow your brand with Retweets and Likes. What types of content are most viral? How long does virality last on Twitter? How should you identify your viral influencers?
The document discusses the rise of "spiritual successors" in the gaming industry, where new games are inspired by or continue the style of older, popular franchises. It notes several examples from the 2000s onward like Bloodstained: Ritual of the Night continuing the Castlevania series. The modern movement of spiritual successors started exploding in 2013 with games like Mighty No. 9 continuing Mega Man. This was enabled by the indie game revolution beginning in 2009 with Minecraft, which allowed former AAA developers to independently create spiritual successors through Kickstarter campaigns like Bloodstained and Yooka-Laylee.
Public relations involves communicating with the public through various channels to promote a company's products and services. It is an important part of marketing strategy. Some key PR activities include social media promotion across platforms like Vine and Facebook, as well as traditional advertising, direct marketing, blogging and media relations. Major PR firms provide digital creative services, social media management, media buying and data analytics to support PR campaigns. The document then discusses Microsoft's PR strategy for launching the Xbox One video game console, including an international preview tour that generated over $724 million in media coverage reach. It also analyzes issues with the initial Xbox One launch approach and provides recommendations for how Microsoft could have improved its PR handling of the launch.
The marketing plan proposes establishing a low-cost gym concept in the Netherlands focused on core fitness activities without additional services. An external analysis found that while fitness centers compete with other sports clubs, they are also seen as complementary for maintaining health and conditioning. Customers prioritize price, location, facilities, training programs, and equipment quality when choosing a gym. Competitors offer services like group training and amenities the low-cost gym will not provide. The internal analysis highlights the gym's competitive advantages as its affordable price, equipment quality, training programs, employment efficiency, and expansion plan. A SWOT analysis identifies strengths in pricing, facilities, and guarantees, as well as weaknesses in sanitation, training options, and team experience. Op
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Zelgor's first mobile game is NoobTubez, which leverages the Zelgor platform. NoobTubez is a dodgeball-style food fight game where players form Noob Squads to battle for control of territories on a map of Earth. It aims to have an easy pickup style with long-term goals to keep players engaged. The game utilizes strategic partnerships, advertising, and an experienced team to achieve success in the large mobile gaming market.
This document discusses social media and different types of social media platforms. It also discusses how popular social networks like Facebook and Twitter are compared to search engines. Social media allows people to share information and engage with others online through tools like social networking sites, social news sites, media sharing sites, blogs, forums, and microblogging platforms. The document also summarizes Sony and Microsoft's next-generation video game consoles, the PlayStation 4 and Xbox One, comparing their specifications, design, controllers, similarities and differences in features. It analyzes both companies' social media strategies during the launch of the new consoles.
The document summarizes two major game publishers - Sony Computer Entertainment and Microsoft Game Studios. Sony established in 1993 publishes its own games like The Last of Us as well as those developed externally. Microsoft Game Studios formed in 2002 publishes Xbox games including Halo and Minecraft in partnership with Mojang. It also allows independent developers to self-publish on Xbox One through its ID@Xbox program.
The document summarizes two major game publishers - Sony Computer Entertainment and Microsoft Game Studios. Sony established in 1993 publishes its own games like The Last of Us as well as those developed externally. Microsoft Game Studios formed in 2002 publishes Xbox games including Halo and Minecraft in partnership with Mojang. It also allows independent developers to self-publish on Xbox One through its ID@Xbox program.
Planetside 2 used various marketing strategies before and after launch to attract different types of audiences. These included recruitment videos that appealed to players' sense of identity and ideology by portraying each of the three factions as aligned with different political views. Building a loyal online community was also important for generating ongoing revenue streams from subscriptions and in-game purchases. Player engagement tactics included beta testing, video previews, and community events to encourage word-of-mouth promotion and maintain a dedicated audience.
A presentation I recently gave to OMD UK (part of Omnicom Media Group) about creating games for marketing campaigns. Presentation featured two key case studies by Candyspace. Particular focus was on creating ARGs (alternate reality games) and treasure-hunt mechanics
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5Sociality Rocks!
This document discusses how to monetize emotions in free-to-play mobile games. It suggests allowing players to pay to satisfy desires like impatience, curiosity, comfort, and ambition. Specific examples are given such as letting players boost progress, expand session time, skip grinding to satisfy impatience or get sneak peeks of new content to satisfy curiosity. The document also discusses partnering with G5 Entertainment for publishing support across platforms.
This document discusses various strategies for marketing and promoting computer games, including integrated marketing campaigns, pre-orders, successful past campaigns, demo promotions, regulatory bodies, audience engagement, types of audiences, and theories around uses and gratifications. Key strategies highlighted include advertising, events, digital/social media marketing, pre-order incentives, viral campaigns, beta tests, and appealing to target audiences' motivations for playing games.
Social gaming is a popular trend that allows players to game with friends or strangers online or in person. Popular social titles include Halo, Call of Duty, and Guitar Hero. New motion control devices like the Kinect and PlayStation Move are enhancing social gaming experiences by making full body movement the controller. These devices are benefiting multiplayer first person shooter games and encouraging family gameplay. While the Kinect provides a fully hands-free experience, the PlayStation Move uses a wand-like controller but both are fueling the social and family-oriented side of gaming.
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.
The document describes an Xbox marketing campaign in Greece called "Play out of the box" that featured escape rooms themed around popular Xbox games like Alan Wake, Gears of War, and Halo. The escape rooms challenged participants to complete puzzles and tasks within the games' worlds to achieve objectives. Journalists, gamers, and social media were used to promote the 3-week campaign held before Christmas, which aimed to increase awareness of Xbox One and engage casual gamers through an immersive, team-building experience.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
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.
Game development involves 6 key aspects: concept, market, design, develop, test, and launch. The concept phase involves conceptualizing the game idea and creating initial art and design features. Next is marketing the concept to build interest. Design creates game assets like characters, levels, and gameplay. Development brings all pieces together to create a prototype. Testing identifies bugs before full launch. Finally, launching makes the completed game available to the public. Thoroughly handling each step allows developers to successfully create and release their games.
This document outlines a marketing plan for a text-based adventure game called "Shanty Town" created using Twine. It will target Twine users, action game fans, and text-based adventure gamers aged 18+ through promotion on Twine forums, social media, indie gaming sites and blogs. Initial research found that most gamers prefer action games and are unfamiliar with Twine. The free game will be promoted at gaming events and related to the 2014 FIFA World Cup in Brazil to leverage its setting. Downloads and merchandise will be used if it gains popularity.
The document provides advice for getting a game idea to market, emphasizing the importance of focus. It recommends:
1) Focusing the project by thoroughly understanding the game idea and intended scope.
2) Knowing the target audience well by researching traits like age, interests, and preferred platforms.
3) Carefully deciding the end platforms by considering the game idea, audience, and available distribution methods.
4) Choosing distribution methods that fit the platforms and audience behaviors, such as digital marketplaces for consoles or online services for PC and mobile games.
The document provides information about conducting a survey to gauge the popularity of Minecraft among different age groups. Students are asked to survey 20-50 people to find out if and how they have played Minecraft in the past, which features they enjoyed most, and what consoles and games are popular. Prizes will be awarded the following week for the most detailed survey results.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Can you kickstart content marketing when you have a small team or even a team of one? Why yes, you can! Dennis Shiao, founder of marketing agency Attention Retention will detail how to draw insights from subject matter experts (SMEs) and turn them into articles, bylines, blog posts, social media posts and more. He’ll also share tips on content licensing and how to establish a webinar program. Attend this session to learn how to make an impact with content marketing even when you have a small team and limited resources.
Key Takeaways:
- You don't need a large team to start a content marketing program
- A webinar program yields a "one-to-many" approach to content creation
- Use partnerships and licensing to create new content assets
Zelgor's first mobile game is NoobTubez, which leverages the Zelgor platform. NoobTubez is a dodgeball-style food fight game where players form Noob Squads to battle for control of territories on a map of Earth. It aims to have an easy pickup style with long-term goals to keep players engaged. The game utilizes strategic partnerships, advertising, and an experienced team to achieve success in the large mobile gaming market.
This document discusses social media and different types of social media platforms. It also discusses how popular social networks like Facebook and Twitter are compared to search engines. Social media allows people to share information and engage with others online through tools like social networking sites, social news sites, media sharing sites, blogs, forums, and microblogging platforms. The document also summarizes Sony and Microsoft's next-generation video game consoles, the PlayStation 4 and Xbox One, comparing their specifications, design, controllers, similarities and differences in features. It analyzes both companies' social media strategies during the launch of the new consoles.
The document summarizes two major game publishers - Sony Computer Entertainment and Microsoft Game Studios. Sony established in 1993 publishes its own games like The Last of Us as well as those developed externally. Microsoft Game Studios formed in 2002 publishes Xbox games including Halo and Minecraft in partnership with Mojang. It also allows independent developers to self-publish on Xbox One through its ID@Xbox program.
The document summarizes two major game publishers - Sony Computer Entertainment and Microsoft Game Studios. Sony established in 1993 publishes its own games like The Last of Us as well as those developed externally. Microsoft Game Studios formed in 2002 publishes Xbox games including Halo and Minecraft in partnership with Mojang. It also allows independent developers to self-publish on Xbox One through its ID@Xbox program.
Planetside 2 used various marketing strategies before and after launch to attract different types of audiences. These included recruitment videos that appealed to players' sense of identity and ideology by portraying each of the three factions as aligned with different political views. Building a loyal online community was also important for generating ongoing revenue streams from subscriptions and in-game purchases. Player engagement tactics included beta testing, video previews, and community events to encourage word-of-mouth promotion and maintain a dedicated audience.
A presentation I recently gave to OMD UK (part of Omnicom Media Group) about creating games for marketing campaigns. Presentation featured two key case studies by Candyspace. Particular focus was on creating ARGs (alternate reality games) and treasure-hunt mechanics
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5Sociality Rocks!
This document discusses how to monetize emotions in free-to-play mobile games. It suggests allowing players to pay to satisfy desires like impatience, curiosity, comfort, and ambition. Specific examples are given such as letting players boost progress, expand session time, skip grinding to satisfy impatience or get sneak peeks of new content to satisfy curiosity. The document also discusses partnering with G5 Entertainment for publishing support across platforms.
This document discusses various strategies for marketing and promoting computer games, including integrated marketing campaigns, pre-orders, successful past campaigns, demo promotions, regulatory bodies, audience engagement, types of audiences, and theories around uses and gratifications. Key strategies highlighted include advertising, events, digital/social media marketing, pre-order incentives, viral campaigns, beta tests, and appealing to target audiences' motivations for playing games.
Social gaming is a popular trend that allows players to game with friends or strangers online or in person. Popular social titles include Halo, Call of Duty, and Guitar Hero. New motion control devices like the Kinect and PlayStation Move are enhancing social gaming experiences by making full body movement the controller. These devices are benefiting multiplayer first person shooter games and encouraging family gameplay. While the Kinect provides a fully hands-free experience, the PlayStation Move uses a wand-like controller but both are fueling the social and family-oriented side of gaming.
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.
The document describes an Xbox marketing campaign in Greece called "Play out of the box" that featured escape rooms themed around popular Xbox games like Alan Wake, Gears of War, and Halo. The escape rooms challenged participants to complete puzzles and tasks within the games' worlds to achieve objectives. Journalists, gamers, and social media were used to promote the 3-week campaign held before Christmas, which aimed to increase awareness of Xbox One and engage casual gamers through an immersive, team-building experience.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
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.
Game development involves 6 key aspects: concept, market, design, develop, test, and launch. The concept phase involves conceptualizing the game idea and creating initial art and design features. Next is marketing the concept to build interest. Design creates game assets like characters, levels, and gameplay. Development brings all pieces together to create a prototype. Testing identifies bugs before full launch. Finally, launching makes the completed game available to the public. Thoroughly handling each step allows developers to successfully create and release their games.
This document outlines a marketing plan for a text-based adventure game called "Shanty Town" created using Twine. It will target Twine users, action game fans, and text-based adventure gamers aged 18+ through promotion on Twine forums, social media, indie gaming sites and blogs. Initial research found that most gamers prefer action games and are unfamiliar with Twine. The free game will be promoted at gaming events and related to the 2014 FIFA World Cup in Brazil to leverage its setting. Downloads and merchandise will be used if it gains popularity.
The document provides advice for getting a game idea to market, emphasizing the importance of focus. It recommends:
1) Focusing the project by thoroughly understanding the game idea and intended scope.
2) Knowing the target audience well by researching traits like age, interests, and preferred platforms.
3) Carefully deciding the end platforms by considering the game idea, audience, and available distribution methods.
4) Choosing distribution methods that fit the platforms and audience behaviors, such as digital marketplaces for consoles or online services for PC and mobile games.
The document provides information about conducting a survey to gauge the popularity of Minecraft among different age groups. Students are asked to survey 20-50 people to find out if and how they have played Minecraft in the past, which features they enjoyed most, and what consoles and games are popular. Prizes will be awarded the following week for the most detailed survey results.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Can you kickstart content marketing when you have a small team or even a team of one? Why yes, you can! Dennis Shiao, founder of marketing agency Attention Retention will detail how to draw insights from subject matter experts (SMEs) and turn them into articles, bylines, blog posts, social media posts and more. He’ll also share tips on content licensing and how to establish a webinar program. Attend this session to learn how to make an impact with content marketing even when you have a small team and limited resources.
Key Takeaways:
- You don't need a large team to start a content marketing program
- A webinar program yields a "one-to-many" approach to content creation
- Use partnerships and licensing to create new content assets
Unlock the secrets to enhancing your digital presence with our masterclass on mastering online visibility. Learn actionable strategies to boost your brand, optimize your social media, and leverage SEO. Transform your online footprint into a powerful tool for growth and engagement.
Key Takeaways:
1. Effective techniques to increase your brand's visibility across various online platforms.
2. Strategies for optimizing social media profiles and content to maximize reach and engagement.
3. Insights into leveraging SEO best practices to improve search engine rankings and drive organic traffic.
Are you struggling to differentiate yourself in a saturated market? Do you find it challenging to attract and retain buyers? Learn how to effectively communicate your expertise using a Free Book Funnel designed to address these challenges and attract premium clients. This session will explore how a well-crafted book can be your most effective marketing tool, enhancing your credibility while significantly increasing your leads and sales while decreasing overall lead cost. Unpacking practical steps to create a magnetic book funnel that not only draws in your ideal customers, but also keeps them engaged. Break through the noise in the marketing world and leave with a blueprint that will transform your sales strategy.
In this humorous and data-heavy Master Class, join us in a joyous celebration of life honoring the long list of SEO tactics and concepts we lost this year. Remember fondly the beautiful time you shared with defunct ideas like link building, keyword cannibalization, search volume as a value indicator, and even our most cherished of friends: the funnel. Make peace with their loss as you embrace a new paradigm for organic content: Pillar-Based Marketing. Along the way, discover that the results that old SEO and all its trappings brought you weren’t really very good at all, actually.
In this respectful and life-affirming service—erm, session—join Ryan Brock (Chief Solution Officer at DemandJump and author of Pillar-Based Marketing: A Data-Driven Methodology for SEO and Content that Actually Works) and leave with:
• Clear and compelling evidence that most legacy SEO metrics and tactics have slim to no impact on SEO outcomes
• A major mindset shift that eliminates most of the metrics and tactics associated with SEO in favor of a single metric that defines and drives organic ranking success
• Practical, step-by-step methodology for choosing SEO pillar topics and publishing content quickly that ranks fast
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
Lily Ray - Optimize the Forest, Not the Trees: Move Beyond SEO Checklist - Mo...Amsive
Lily Ray, Vice President of SEO Strategy & Research at Amsive, explores optimizing strategies for sustainable growth and explores the impact of AI on the SEO landscape.
Breaking Silos To Break Bank: Shattering The Divide Between Search And SocialNavah Hopkins
At Mozcon 2024 I shared this deck on bridging the divide between search and social. We began by acknowledging that search-first marketers are used to different rules of engagement than social marketers. We also looked at how both channels treat creative, audiences, bidding/budgeting, and AI. We finished by going through how they can win together including UTM audits, harvesting comments from both to inform creative, and allowing for non-login forums to be part of your marketing strategy.
I themed this deck using Baldur's Gate 3 characters: Gale as Search and Astarion as Social
Did you know that while 50% of content on the internet is in English, English only makes up 26% of the world’s spoken language? And yet 87% of customers won’t buy from an English only website.
Uncover the immense potential of communicating with customers in their own language and learn how translation holds the key to unlocking global growth. Join Smartling CEO, Bryan Murphy, as he reveals how translation software can streamline the translation process and seamlessly integrate into your martech stack for optimal efficiency. And that's not all – he’ll also share some inspiring success stories and practical tips that will turbocharge your multilingual marketing efforts!
Key takeaways:
1. The growth potential of reaching customers in their native language
2. Tips to streamline translation with software and integrations to your tech stack
3. Success stories from companies that have increased lead generation, doubled revenue, and more with translation
Yes, It's Your Fault Book Launch WebinarDemandbase
From Blame to Gain: Achieving Sales and Marketing Alignment to Drive B2B Growth.
Tired of the perpetual tug-of-war between your sales and marketing teams? Come hear Demandbase Chief Marketing Officer, Kelly Hopping and Chief Sales Officer, John Eitel discuss key insights from their new book, “Yes, It’s Your Fault! From Blame to Gain: Achieving Sales and Marketing Alignment to Drive B2B Growth.”
They’ll share their no-nonsense approach to bridging the sales and marketing divide to drive true collaboration — once and for all.
In this webinar, you’ll discover:
The underlying dynamics fueling sales and marketing misalignment
How to implement practical solutions without disrupting day-to-day operations
How to cultivate a culture of collaboration and unity for long-term success
How to align on metrics that matter
Why it’s essential to break down technology and data silos
How ABM can be a powerful unifier
Trust Element Assessment: How Your Online Presence Affects Outbound Lead Gene...Martal Group
Learn how your business's online presence affects outbound lead generation and what you can do to improve it with a complimentary 13-Point Trust Element Assessment.
Gokila digital marketing| consultant| Coimbatoredmgokila
Myself Gokila digital marketing consultant located in Coimbatore other various types of digital marketing services such as SEM
SEO SMO SMM CAMPAIGNS content writing web design for all your business needs with affordable cost
Digital Marketing Services | Techvolt Software :
Digital Marketing is a latest method of Marketing techniques widely used across the Globe. Digital Marketing is an online marketing technique and methods used for all products and services through Search Engine and Social media advertisements. Previously the marketing techniques were used without using the internet via direct and indirect marketing strategies such as advertising through Telemarketing,Newspapers,Televisions,Posters etc.
List of Services offered in Digital Marketing |Techvolt Software :
Techvolt Software offers best Digital Marketing services for promoting your products and services through online platform on the below methods of Digital marketing
1. Search Engine Optimization (SEO)
2. Search Engine Marketing (SEM)
3. Social Media Optimization (SMO)
4. Social Media Marketing (SMM)
5. Campaigns
Importance | Need of Digital Marketing (Online Promotions) :
1. Quick Promotions through Online
2. Generation of More leads and Business Enquiries via Search Engine and Social Media Platform
3. Latest Technology development vs Business promotions
4. Creation of Social Branding
5. Promotion with less investment
Benefits Digital Marketing Services at Techvolt software :
1. Services offered with Affordable cost
2. Free Content writing
3. Free Dynamic Website design*
4. Best combo offers on website Hosting,design along with digital marketing services
5. Assured Lead Generation through Search Engine and Social Media
6. Online Maintenance Support
Free Website + Digital Marketing Services
Techvolt Software offers Free website design for all customer and clients who is availing the digital marketing services for a minimum period of 6 months.
With Regards
Gokila digital marketer
Coimbatore
Dive deep into the cutting-edge strategies we're employing to revolutionize our web presence in the age of AI-driven search. As Gen Z reshapes the digital realm, discover how we can bridge the generational divide. Unlock the synergistic power of PPC, social media, and SEO, driving unparalleled revenues for our projects.
We’ve entered a new era in digital. Search and AI are colliding, in more ways than one. And they all have major implications for marketers.
• SEOs now use AI to optimize content.
• Google now uses AI to generate answers.
• Users are skipping search completely. They can now use AI to get answers. So AI has changed everything …or maybe not. Our audience hasn’t changed. Their information needs haven’t changed. Their perception of quality hasn’t changed. In reality, the most important things haven’t changed at all. In this session, you’ll learn the impact of AI. And you’ll learn ways that AI can make us better at the classic challenges: getting discovered, connecting through content and staying top of mind with the people who matter most. We’ll use timely tools to rebuild timeless foundations. We’ll do better basics, but with the most advanced techniques. Andy will share a set of frameworks, prompts and techniques for better digital basics, using the latest tools of today. And in the end, Andy will consider - in a brief glimpse - what might be the biggest change of all, and how to expand your footprint in the new digital landscape.
Key Takeaways:
How to use AI to optimize your content
How to find topics that algorithms love
How to get AI to mention your content and your brand
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
2. Target Group
Broaden our audience
Extrovert people (love social games)
Families ( Xbox One as an
entertainment system)
Women ( Kinect )
Main target groups
Core gamers (Play around 20 hours/week
– Buy 4 games/6 months)
Casual gamers (Half the time of a core
gamer – Buy 1 game/6 months)
People already loyal to the X Box brand
3. Objectives
• Create hype about the launch
• Unique features
• Create a buzz that will rule out competitors
• Engage with the community
• Interaction in an active and fun way
BUT!
• No disruption of the 360 momentum
• Remain loyal to our fans/ encourage
our community
• Reassure them about new features and
titles
4. Gamers always believe that an
epic win is possible and
that it's always worth trying,
and trying now. Gamers don't
sit around.
Jane McGonigal
Consumer Insight
If you make it a game,
gamers will play it no
matter what your
motivation is in making it.
Jane McGonigal
Gaming has been a great
way to get to know
people. That's part of
what I love about games,
that they are social.
Rich Sommer
5. Strategy
• Globally focused BUT localized messaging
• Put the product into people’s hands
• All in one entertainment system
• Maintain the 360 momentum
6. Strategy
The concept of the
“invitation”, but with a
twist- accept the challenge
to play with some special
guests!
Xbox on the road!
360 + 1 coexist
maintain the Xbox
360 momentum
Collaboration with
Public
9. Execution
Before the launch-
Phase 1
Public
“invitations”
with every
purchase
Facebook “invitations” posts &
app ,Photos with the 5 guests
turning their back, playing Xbox
, slogan :“Δέχεσαι την
πρό(σ)κλήση;”
Countdown
until the launch-
guests
announcement
3 days before
Guests invite public
through their own social
media ( when
announced)
invitations & Xbox ONE
to special guests, online
media & gaming forums.
(hands on)
11. The launch- Phase 2
Xbox One goes on the
road for 2 days!
Syntagma square
gaming station where
people accept the
invitation/challenge
and play with the
special guests.
Kinect – expand the
audience
Cosplay of popular
games ( e.g. Halo )
Real time photos to
Facebook, 5 winners
12. After the launch- phase 3
• The guests share their
experience through their social
media pages
• Bloggers/ Youtubers/ Online
media write about Xbox One and
the event as well
• The 5 top contestants will be
announced in social media and get
an Xbox One
• Campaign video creation(social
media)
13. Communication channels
Social Media
Facebook Page:
1. Invitation content
2. countdown posts
3. mystery guests posts
4. Invitation app
5. Launch photos + Winners
announcement
+ Public’s social media pages*
+ special guests’ social media pages**
17. Reason to believe
experience
emotional
connection
special
guests
awareness,
reach, expand
audience
“360 seconds
to become
number One”
Bloggers/
gamers
opinion leaders
Xbox One
+Xbox 360
invitations
personalized
approach