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RTCRM summer intern project on how gaming is a highly social behavior with implications for marketers
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1rtcrm proprietary and confidential
“Games are really social
Marketers should go explore
Get your ads in games”
Haiku by David BenBassett
Social Gaming: Farmville is for n00bs
August 19, 2010
David BenBassett, Intern,
Interactive Strategy
3rtcrm proprietary and confidential
Abandoning Stereotypes
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Multiplayer Timeline
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The Players
169.9 million gamers
Mainly males, age 13-34
Males and females
Avg. 13 hours of gaming in a week
Sources: www.gamespot.com, www.gamespy.com
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Hardcore Gamers
Sources:
http://blog.nielsen.com, www.huffingtonpost.com, www
2.mcdowellnews.com
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Gamer Clans
Sources: www.wikipedia.com
Gamers often join
together to form teams in
games
Xbox/PS3/PC: Clans
WoW: Guilds
Earn a clan tag next to
name
Seek belonging, status,
competition
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n00b
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Pwnd u lolz
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Phj33r m4h 1337
$k!11z !!!
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L3@rn j00r l33t $pk
Gamers speak to each
other online via message or
voice-chat using computer
language l33t
L33t vs. n00b: hardcore or
inexperienced
Woot!: expression of joy or
excitement
Ownd: beating another
player with the intention of
stripping them of their
dignity
Sources: www.computerhope.com
Where the action goes down
rtcrm proprietary and confidential 13Sources: http://www.techcoquette.com
There’s nothing more fun than
killing your friends
rtcrm proprietary and confidential 14Sources: http://www.techcoquette.com
Who the hell is on my team?!
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OMG POKEMON!!!
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WoW, it’s an MMORPG
Sources: www.walyou.com, www.fortunetech.com
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People like
this….
Can become
this…
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Second Life, for when one life just isn’t enough
Sources: www.secondlife.com, www.forbes.com
Huge online world with social
and business aspects
Real life groups, businesses,
and causes
Parties, concerts, seminars,
webcasts
$567 million economy based
on Linden Dollar
Thriving virtual goods market
What does it all mean?
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Players pick up on subtleties in the game world
Move real-life ads into
games
Ensure the ad matches
the game atmosphere
Decals/cars for auto
Jumbotron for sports
Damaged billboards
for war
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Gamers rep themselves through their avatars
Create branded, virtual goods or gifts
to pass between avatars
Make realistic representations of
actual product
Sell at a competitive price, low
enough for people to want to spend
actual money on virtual goods
Tie in with coupons or discounts for
repping the brand through an avatar
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Virtual campaigns cost less than real ones
Second life presents a great opportunity for healthcare initiatives
Constructing events/displays/fundraisers is relatively inexpensive and
can net real profit
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Milo: advertising opportunity or friendship downfall?
Virtual friends reduce
social communication?
Or, a friend who learns
and informs about new
products based on user
information?
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Takeaways
Opportunities exist to advertise within video games
Create virtual gifts and avatar items to satisfy gamers’ appetite for
realism
Virtual events are a creative way to access consumers and can net real
profit
Staying up to date on the technology employed in games and other
media is essential to using it as a competitive advantage
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