clubv3 social media gaming presentation @ bucharest hubb, 2nd of june, 2010

Post on 05-Dec-2014

1.328 Views

Category:

Entertainment & Humor

0 Downloads

Preview:

Click to see full reader

DESCRIPTION

How the Games Changed the Face ofSocial Networking and how BrandsCommunicate with ConsumerThrough Them

TRANSCRIPT

Adrian Niculescu - Business Developer @ Crystal KBC Group - Social Media Strategist @ Clubv3

Social Media Gaming

How the Games Changed the Face of

Social Networking and how Brands

Communicate with Consumer

Through Them

Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Virtual goods in the USA will reach $1.6 billion revenue in 2010

$1 billion revenue in 2009

(source: Inside Network)

$ 835 million start-ups

Virtual Goods Market in Asia: $5 bn (2008), $7 bn (2009)

www.adrianniculescu.com www.clubv3.com

The Big 3 Companies:

1. Zynga

700 employees, $200 mil. 2009

2. Playfish

250 employees, $75 mil. 2009, acquired by EA in nov. 2009

3. Playdom

300 employees, $50 mil. 2009, #1 on MySpace

Top Facebook Games and Apps:

1. Farmville (75 mil. Users), Birthday Cards (41 mil.),

Café World (30 mil.), IHeart (28 mil.), Happy Aquarium (27 mil.)

www.adrianniculescu.com www.clubv3.com

What is a social network game?

www.adrianniculescu.com www.clubv3.com

Customization/ personalization of something they own;

The feeling of playing in real time with real people;

The creation of something valuable to them;

Showing their valuable creation to friends and others;

Giving things to their friends and enjoying gifts back in return;

Challenging friends and competing with them;

Using their friends to play the game in some way;

Finding new friends through play;

... to game players?

Sharing representations of real items in a virtual environment;

Very high quality data;

The capability to trade very low value objects for very HQ data;

Surrounding and integrated media;

New forms of audience interactions;

New forms of sponsorship (free chat emoticons brought by ___);

Players offering up more personal data via in-game avatars;

Brands can be represented in a more fantastical or emotional fashion;

... to brands and advertisers?

www.adrianniculescu.com www.clubv3.com

Social networks are growing in size and popularity:

(e.g. Facebook on smartphones grew 112% in Q1 2009 alone);

Social networks are widely seen as the new email and the new SMS

giving rich, shared content that capitalises on mass interaction;

Games are growing in popularity on all devices and as movies

continue to struggle against digital piracy, games become more and

more secure both transaction and content-wise, securing their

position as the No. 1 global entertainment by every metric.

... to the future?

www.adrianniculescu.com www.clubv3.com

Games become more an integral part of human interactions as they

change and become more social than ever before;

The single experience is still valid and extremely popular, but the

result of that experience are more likely to be shared

in one of the many ways;

Humans haven’t changed, but the way in which they enjoy games

on new devices and media, changes rapidly;

... to the future?

www.adrianniculescu.com www.clubv3.com

Games always have been mass-market but now they are mass media

gobbling un screen time, TV time, newspaper timeand traditional human

intercations ... based on old human patterns to play;

Children have adapted the fastest but the 40+ and the “mass

market” is also present;

The Nintendo effect, the paradign shift which came with

Nintendo DS and Wii has expanded to online and mobile games;

... to the future?

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

www.adrianniculescu.com www.clubv3.com

Thank you!

Q & A

adrian.niculescu@kbc.ro

adrian@clubv3.com

0040744777544

top related