social entertainment - chapter 7
DESCRIPTION
This is Tracy's PPT file for chapter 7 of the text, Social Media Marketing by Tuten & Solomon.TRANSCRIPT
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CHAPTER 7:SOCIAL ENTERTAINMENT
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Learning Objectives
What are the forms of social entertainment? What are the characteristics of social games
and gamer segments? How can social media marketers use social
games to meet branding objectives? Why are social games an effective tool for
marketing? What are the characteristics of alternate
reality games (ARGs)? What are the advantages and disadvantages
of using ARGs as a marcom channel?
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Social Entertainment Zone
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Recommended Viewing on Social Gaming
This Week in Social Media: Future of Social Gaming http://www.youtube.com/watch?v=ma-IP
mbYcyQ Social Gaming Summit 2012: Future
of Social Gaming http://www.youtube.com/watch?v=30Sd
xhhycTk
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Types of Games Core or Casual Social
Multiplayer; Online connectivity among a community of players
Goal-oriented, competitive Rules of engagement With leaderboards, achievement badges,
friend lists
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Game Characteristics
Platform (system upon which game is played)
Mode (structure of game) Milieu (visual nature of game; e.g.,
fantasy) Genre (method of play)
Simulation Action Role-playing Strategy (and puzzle)
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Game-Based Marketing
Advergame In-game advertising
Ads Product placements
Screen Script Transactional Plot (immersive)
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Public Enemies Week – Product Placement in Mafia Wars
Read more at http://www.appssavvy.com/publicenemies/
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Ask First
Are gamers receptive? Do brands benefit from association
with the game? Do players identify with brands used
by their characters? Is game story an unobtrusive way to
share a brand message?
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Why Do Games Work for Marketers? 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
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ARGs
ARGs – transmedia, social games Immersive fiction Branded or dark play Learn more:
http://www.youtube.com/watch?v=z5w2CNB9clw
http://www.youtube.com/watch?v=jSCqybwrXJQ
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Learning about ARGs: Unfiction
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The Vocabulary of ARGs 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.
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Pros and Cons of ARGs
Reach? Involvement? Time spent with brand messages?
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Evaluating the Effectiveness of a Brand-Sponsored ARG
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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Questions?
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Recap Discussion
Reminder: Visit www.zonesofsmm.com to read daily news and search for examples related to each chapter.