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SOCIAL ENTERTAINMENT Chapter 7 Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 1-7.

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Presentation on theme: "SOCIAL ENTERTAINMENT Chapter 7 Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 1-7."— Presentation transcript:

1 SOCIAL ENTERTAINMENT Chapter 7 Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 1-7

2 Chapter Objectives Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 2-7  Describe the characteristics of social games and gamer segments  Explain how social media marketers use social games for branding and promotion  Discuss why social games are an effective marketing tool  Describe the characteristics of alternative reality games  Discuss the advantages and disadvantages of using alternative reality games as marketing tools

3 Social Games Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 3-7  A social game is defined as a multiplayer, competitive, goal- oriented activity with defined rules of engagement and online connectivity among a community of players. Most social games include a few key elements:  Leaderboards: a listing of the leaders in the game competition  Achievement badges: symbols awarded to show game levels achieved and shared to the community  Friend (buddy) lists with chat: a list of contacts with whom one plays and the ability to communicate within the game Click here to learn more about Augmented Reality with this video from Adidas

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5 Gamer Segments Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 5-7  Traditionally, gamers have been categorized either as casual or hardcore.  Casual games (played by casual players) require only a small amount of time, are easy to learn and are readily available  Core games (played by hardcore players) require a great time investment, are highly immersive and demand advanced skill Click here to check some social games that are all the rage

6 Gamer Segments Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 6-7  Gaming is not limited to male teens, as once believed  67 percent of households play computer games  60 percent male overall  55 percent female for casual social games

7 How We Categorize Social Games Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 7-7  Game design is built upon several layers, including  platform,  mode,  milieu, and  genre.

8 Platforms Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 8-7  A platform refers to the hardware systems on which the game is played.

9 Mode and Milieu Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 9-7  Mode refers to the way the game world is experienced.  Milieu describes the visual nature of the game such as science fiction, fantasy, horror, and retro.

10 Genres Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 10-7  The genre of a game refers to the method of play. Popular genres include:  Simulation games attempt to depict real-world situations as accurately as possible.  Action games are performative in that the player chooses an action that the game then executes.  Role-playing games (RPGs) are games in which the players play a character role with the goal of completing some mission.  Strategy games are those that involve expert play to organize and value variables in the game system.

11 Game-Based Marketing Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 11-7  In-game advertising is promotion within a game that another company develops and sells. Marketers can choose from among three general methods for in-game advertising.  Display ads  Static ads  Dynamic ads Click here to take a look at an in-game sponsorship with this white paper from IAB

12 Product Placement Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 12-7  A product placement is the placement of a branded item in an entertainment property such as a television program, movie, or game. Also includes: Screen placements Script placements Transactional advertising Click here to explore this well-developed case study on Mafia Wars’ Public Enemies Week

13 Brand Integration Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 13-7  In-game immersive advertising opportunities include interactive product placements, branded in- game experiences, and game integration between the game and the brand.

14 Advergames Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 14-7 Advergaming The game itself is a form of branded entertainment. It is designed by the brand to reflect the brand’s positioning statement. Click here to take a look at Mini Map, a very famous social advergame

15 Why Do Games Work for Marketers? Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 15-7  There are some key characteristics of games—in addition to cost and ease of targeting—that make this domain especially attractive to marketers going forward.  Gamers are open to advertising content in games  Brands benefit when they associate with a successful game  Players identify with the brands their characters use, increasing brand involvement  Branding within a game’s story is an unobtrusive way to share a brand’s core message  Marketers can measure a game’s promotional value Click here to learn in depth about the Lost Ring ARG sponsored by McDonald’s

16 Alternate Reality Games: A Transmedia Genre Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 16-7  An alternate reality game (ARG) is “a cross- media genre of interactive fiction using multiple delivery and communications media, including television, radio, newspapers, Internet, email, SMS, telephone, voicemail, and postal service.”  Since ARGs involve two or more different media, they are also known as transmedia social games.

17 Characteristics of ARGs Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 17-7  ARGs are based on a fictional story.  ARGs are strategy/puzzle games.  ARGS offer clues on multiple platforms.  The story and characters are fictional, but the game space is not.  Players collaborate to unravel the meanings of the clues offered but they also compete to be the first to solve layers of the mystery.  The story unfolds, but typically not in a linear fashion.  ARGs are organic; the story may not unfold as initially conceived.  Players rely on the Internet, and especially social communities including forums, as the hub of communication.  Players desire to share information with each other and for the story to be followed by observers.

18 The Vocabulary of ARGs Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 18-7  Puppet master: The authors, architects, and managers of the story and its scenarios and puzzles.  Curtain: The invisible line separating the players from the puppet masters.  Rabbit hole: The clue or site that initiates the game.  Collective detective: A term that captures the notion of collaboration among a team of geographically dispersed players who work together to flesh out the story.  Lurkers and rubberneckers: Lurkers follow the game but do not actively participate; rubberneckers participate in forums but do not actively play  Steganography: The tactic of hiding messages within another medium so that the message is undetectable for those who do not know to look for it.  Trail: A reference index of the game including relevant sites, puzzles, in- game characters, and other information.

19 The Marketing Value of ARGs Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 19-7  The most successful ARGs in terms of participation are brand-sponsored.  The key is to ensure a high level of congruence between the game and the brand.  Many of the games do not identify the sponsor who is behind the effort.

20 Evaluating the Effectiveness of a Brand-Sponsored ARG Copyright © 2013 Pearson Education, Inc. publishing as Prentice Hall 20-7  ARG effectiveness measures are similar to those used for other social media approaches. Specifically:  Number of active players  Number of lurkers and rubberneckers  Rate of player registration  Number of player messages generated  Traffic at sites affiliated with the ARG  Number of forum postings  Average play time  Media impressions made through ARG generated publicity


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