Reviews, thoughts, images, articles and other content about digital media, real-time content, apps, advertising & technology that resonate with me.
Let's connect and share.
Strategy. Creative. Content.
As you might know, I spent two weeks in March down in Austin, TX, immersed in the chaos and glory of SXSW 2011. This was a truly intense, educational and inspiring experience, which allowed me to completely geek out with peers that both shared and challenged my existing views on digital, social, tech and marketing. I met many entrepreneurs & innovators, some of whom have become real friends and business partners. I tried out myriad new apps, behaviors and approaches to various parts of life and business, coming away with some valuable new tools and insights. My own entrepreneurial spirit was re-energized and I have transferred this experience into the work I am doing every day, here at Anthem Worldwide - Digital, bringing the new relationships, knowledge and clarity to clients and our own practice on a regular basis.
I look forward to hearing your thoughts on our recap, in the presentation below, which includes several videos shot on the iPad 2 by my colleague, Mark Silva, SVP Emerging Platforms. Some highlights of the presentation are listed below.
Let's continue this conversation - I'd love to hear what trends you think will prosper and what apps/technologies are getting you excited these days.
Hope to see you in Austin next year!
My friend and fellow digital nerd, Caroline Giegrich (Twitter, LinkedIn) recently published a thorough analysis of the Check-In landscape, including location, content and brands, on Mashable. Definitely check it out for a run-down of the major players, marketing and brand integration, and her thoughts on the psychology behind why millions of people have incorporated this activity into various parts of their daily routines.
Anyone who is connected to me on social media knows that I have been experimenting with check-in-based social networking since the beginning. For me, different platforms fulfill different, meaningful purposes in my life. The features listedbelow are in order of their importance to me.
Location:
Content:
*Note: I've been testing GetGlue, Miso and Philo since mid-last year, so I will be posting a full review very soon. In short, GetGlue is one of my favorite social networks, of any kind, now, so it is my clear favorite. Miso has a great user interface and funcitonality, but is limited to TV and movies. Philo is restricted by being locked into cable provider, rewarding live viewing (I watch almost everything delayed) and low adoption numbers.
Brands:
Check out the article and let me know how you check-in in the comments.
The Art of the Checkin: From Location to Content to Brand
The great post, below, from GigaOM is spot on. As branded and social gaming have grown exponentially over the last few years (solid infographic here), the creation of custom branded games and integration into popular social games, as a tactic, have become one of the new shiny objects for companies looking to spice up their marketing. However, a brand is doomed to fail if they just slap some game mechanics onto their latest product offering or marketing campaign without considering why their audience would want to "play" with them in that context.As with all content and brand experiences, relevance is absolutely key.
People are flocking to games because they're fun, they offer social interactions, or the games otherwise benefit them in their lives. There are plenty of games out there, so there's absolutely no reason for people to choose a branded game unless it offers a uniquely engaging experience or incentive.
It's not an easy challenge to merge a brand with a game, but it's possible. We, at Real Branding, have been exploring this arena heavily, recently, using the tactic only when we fully believe it's relevant. Our branded game endeavors include:
How do you think brands can be most effective in the gaming space? Leave your thoughts in the comments.
Gamification Needs to Level Up — Here’s How
By Ryan Kim Nov. 26, 2010, 2:00pm PDT 7 Comments
Gamification has been a buzzword for 2010, and now we’re seeing the inevitable backlash. For every company trying to add points, badges, challenges and leaderboards to their apps, websites and products, there’s a critic complaining about the trend. It’s not just haters looking to squash the next big thing; there are many underlying issues plaguing gamification, also known as funware. I still think game mechanics can be a force for good and positive outcomes for things like aiding people’s health or improving the environment, but for that to happen, gamification needs to take the next step.
Let’s first look at some of the problems facing gamification:
- Game mechanics are being tacked on without regard to their relevance or appropriateness. The trend has spawned copycats who haven’t really thought out how they want to use gamification features. It’s like a box that’s being checked off. Just because I wrote a review on Yelp, why does that get me a badge? What’s the connection? Yes, it denotes repeated visits but the link to a badge seems tenuous.
- Gamification proponents are assuming that points and badges are fun. Just because you apply points to an act doesn’t make it interesting or engaging. It’s what game designer Margaret Robertson called “pointsification.” She said points can denote progress, but they can often be the least interesting thing about a game.
- Gamification is too focused on changing behaviors. Often, game mechanics are applied to get people to do something. That’s fine, and obviously the point for many companies. But many are just obvious attempts at getting users to do an act that helps a company and are not deeply engaging for users. Deals are helping soften the blow, but even those, if they’re irrelevant, just underscore that you’re not a player; you’re a pawn.
- Gamification is seldom well-implemented overall. Some gamification attempts are aimed at attracting new users, but don’t offer engagement for experienced players or opportunities to level up. Others over-emphasize achievements or dangle singular honors like a mayorship for one act, which can turn off or intimidate less competitive users. Many attempts haven’t undergone through the serious testing that a traditional video game undergoes.
But all is not lost. Gamification can work, but it needs to do more than dole out points. It needs to get to the heart of what games are and tap into their power. Here’s what companies employing game mechanics should remember:
- Funware needs to be fun. It’s pretty obvious, but games have to be intrinsically fun. There’s a big difference between getting points and doing something interesting. Points are the outcome, but good games focus on what you put into it and how you play. A good gamification implementation taps interesting inputs and makes that part of the fun.
- Gamification should tap emotions and deeper motivations. Tim Chang, a partner at Norwest Venture Partners and a proponent of gamification, says game mechanics need to leverage more emotions. He said the seven deadly sins are great motivators but game mechanics only rely on a couple of them like greed or pride. Robertson says good games are also about being “interestingly hard” with the fear of failure a real motivator.
- Game mechanics need to work with your product. A gaming mechanic needs to be in sync with a product to be powerful. A decent example is Foursquare’s partnership with Pepsi. Now, earning a ”Gym Rat” badge can get you an offer for SoBe Lifewater.
- Games need to offer choices, strategy, mastery. Right now, game mechanics are often about just collecting points or achievements with the only variable being how often you do something. But real games offer choices that produce different rewards. You can play riskier but get more rewards. That kind of strategy can also help deepen the experience. Also great games are easy to learn, difficult to master. Good uses of gamification must not only bring in new users but give more committed customers a way to grind it out and gain a sense of accomplishment. For many gamers, it’s that quest for mastery that motivates them, not their gamer score.
- Spend time working out your gamification strategy. Companies need to spend a lot of time thinking about how they want to deploy funware. A strategy needs to make sense and identify what the company is trying to accomplish and how game mechanics done well can accomplish that. Then they need to test it out with users to make sure it resonates.
Gamification is bound to hit a wall as detractors declare it a fading trend. But there’s still a future in leveraging game mechanics. It just needs its practitioners to step up their game.
MINI launched a location-based social game in Stockholm yesterday, in which players use their mobile phones to track down a virtual MINI Countryman. When they get within 50 meters, they can take the car. Then, they have to evade everyone else playing the game; anyone who gets within 50 meters of the person with the MINI can snatch it away. The game runs from October 31 - November 7; whoever has the car at the end, wins a real MINI Countryman.
This seems like a very fun and innovative campaign - a great example of a brand creating a fun, relevant experience with an emerging platform, rather than just being there for some buzz. Not only have they made me pay attention to their car, but they've created another reason that it would be great to be in Stockholm right now, which endears them to the market that they're targeting.
Video of how it works via blogilvy.nl:
The campaign was developed by Jung von Matt Stockholm, an independent Swedish advertising agency that believes momentum is the force needed for attention warfare in this modern digital age. I love that phrase, attention warfare.
Hunt and catch a virtual MINI in Stockholm. Take it when you get closer than 50 metres. Now GETAWAY. Anyone within 50 metres can take it from you. Keep the virtual MINI on your phone for 1 week ...and win a real MINI Countryman.
You can download the App from the iTunes store, but you’ll have to travel to Stockholm if you want to play.
Facebook is one of the stickiest website in the world. Besides social-networking activities, games have been an integral part of Facebook.
Allfacebook created an infographic to illustrate exactly that.
Facebook has over 500 million active users with more than 250 millions users gamers. Out of the 250 million Facebook gamers, 19% of them declared that they’re addicts. Due to the general casual gaming concept, majority of Facebook gamers are women. More than 10% of Facebook users play daily. That is more than the entire population of England!
Undoubtedly, Facebook games are extremely well received. Every click, refresh or second spent on Facebook is equivalent to ad revenue. Most impressively, giant gaming companies, like Zygna, were founded thanks to Facebook’s open platform. In fact, with Facebook huge user base, it could be anything that it wants to be. Photos, Places, Events have proved it.