Last quarter’s in-game advertising & social gaming

Every three months, I share 9 articles that made an impression on me about in-game advertising, advergaming, social gaming and gaming mechanics in general.

1- Mobile, Social Boost Online Gaming Populations

Mobile gaming to rise 26.2% this year. With a greater variety of games and gaming platforms to choose from, more people than ever before are playing online games in the US.

2- The Game Mechanics of Customer Loyalty

via Mashable » Business de Gabe Zichermann le 24/05/12

Most of the interest in gamification and user engagement for startups centers on customer acquisition. This is partly because of the short time around startup planning, but also the strong need to show and grow traction as quickly as possible. With startups like FoursquareCodecademy and StackOverflow using gamification to build unprecedented early customer engagement, it’s no wonder so many founders want to talk about virality.

3- The Future of Gamification

Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.

4- Gamification – It’s Serious Fun

“Gamification” is a hot, hip term right now. For B2B marketers or customer relationship professionals, the badge concept — of rewarding loyalty and community contribution, recognizing it and promoting it within a group or across the Web — can be applied directly to many organizations and strategies for customer engagement.

5- Xbox goes after nongamers with a variety of apps

via IAB SmartBrief le 11/04/12, All Things D

Microsoft is targeting nongamers with more than 20 new applications for its Xbox that allow easier access to movies, music and other content though Internet-connected TVs. The apps also provide access to sports content and updates through a paid Xbox Live Gold Account.

6- Electronic Arts defines ad types in social games

via IAB SmartBrief le 05/04/12, All Things D

Electronic Arts has developed a rate card for in-game placement, dividing the media plays into traffic drivers, quests, store tabs and media integrations. The “Sims Social” game has been a boon to brands such as Unilever’s Dove, Toyota, Dunkin’ Donuts and Wendy’s for integration of everyday household and food items into the game’s virtual world.

7- Mobile game revenue is seen at $7.5 billion in 3 years

via MMA SmartBrief North America le 30/03/12, VentureBeat, Jasmine Maleficent Rea
The mobile casual gaming worldwide market has the potential to reach $7.5 billion by 2015. Smartphone usage is on the rise and so is the prevalence of mobile gaming, according to a report from SuperData.

8- Trends in U.S. Video Gaming – the Rise of Cross-Platform

via Nielsen Wire » Online + Mobile de jeffb le 09/03/12

Gamers have never had more choice in terms of how to play and spend. Mobile and tablet gaming is on the rise, according to Nielsen’s annual U.S. Gaming: A 360° View survey, helping to fuel a seven percent increase in total gaming time over last year. Meanwhile, total game spend for core buyers is unchanged year-over-year but allocation is shifting, with digital content and subscriptions (+8 percentage points) picking up share, offsetting lower purchasing rates for new and used games, rentals and controllers. These trends point to continued dynamism for an industry in transition.

cross-platform-games

Methods US Internet Users Have Used to Watch Their Favorite TV Shows, 2007-2011 (% of respondents)9- Game Consoles as Connected-TV Platforms Continue to Rise

Consoles are the top way of viewing online content via traditional TV sets. Over the past year, research has revealed the gaming console as the method used by a plurality of US consumers to connect a TV to the internet in order to watch online content. Now, the 2011 edition of Deloitteand Harrison Group’s “Changing the Game: State of the Media Democracy” report shows usage of video game consoles as TV viewing devices rising at a rapid pace.It’s still much more common for web users to watch their favorite TV shows live on television, recorded on their DVR or via their cable system’s “on demand” feature. But viewing on a video game console—the only option on the survey involving an internet-to-TV connection—had tripled in popularity since 2009, from 3% to 9% of survey respondents.

Check-out 9 other online gaming and social gaming news articles here.

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