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

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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

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

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Page 1: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

Page 2: Clubv3 Social Media Gaming Presentation @ 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)

Page 3: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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.)

Page 4: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

What is a social network game?

Page 5: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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?

Page 6: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

Page 7: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

Page 8: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

Page 9: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

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

Page 10: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Page 11: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Page 12: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Page 13: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Page 14: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Page 15: Clubv3 Social Media Gaming Presentation @ Bucharest Hubb, 2nd of June, 2010

www.adrianniculescu.com www.clubv3.com

Thank you!

Q & A

[email protected]

[email protected]

0040744777544