IS2502 Social Media and Social Networks: Week 7
IS2502 Social Media and Social Networks: Week 7
Week 7
Social Entertainment
Ms Rupa
Department of Information Systems
Recap : Marketing Value of Social Commerce
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Recap : Leverage Social Reviews and Ratings
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Recap : Psychology of Influence
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Recap : Profiling the Targeted Segments
‣ Market segmentation
− Process of dividing a market into distinct groups that
have common needs and characteristics
− Trade-off between the efficiency of treating all
customers the same and the effectiveness of
addressing all customers’ unique characteristics
‣ Bases of segmentation
− Demographic, geographic, psychographic, behavior,
and benefits sought
− Digital lives vary based on lifestyle, personality,
demographics, geographic, and economic conditions
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Recap : Social Identity
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Recap : Typology of Social Utility
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The Social Entertainment Zone
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Learning Objectives
‣ What is gamification?
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Social Entertainment
‣ Social entertainment
− Encompasses events, performances, and activities,
which are experienced and shared using social media
− Designed to provide the audience with pleasure and
enjoyment
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Social Entertainment
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Social Entertainment as Play
• Play as power.
• Play as identity.
• Play as fantasy.
• Play as frivolity.
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Marketing With Social
Entertainment
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Components of Social
Entertainment
Social games
Branded video
Social TV
Social music
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Examples of Social Game
https://www.facebook.com/candycrushsaga/
https://aideenshortt.wordpress.com/2013/06/20/candycrushsocial/
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Examples of Social Game
https://techcrunch.com/2020/05/02/virtual-worlds-video-games-coronavirus-social-networks-fortnite-animal-crossing/
https://www.newsweek.com/animal-crossings-new-horizons-multiplayer-birthday-party-social-distancing-1495608 19
What is a Social Game?
• Social games are
multiplayer,
competitive, goal-
oriented activities with
defined rules of
engagement and online
connectivity among
players.
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Typical Elements of Social
Games
Leaderboards
Achievement badges
Friend lists
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Gamer Segments
Casual Hardcore
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How Can We Characterize
Social Games?
Platform
Mode
Milieu
Genre
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Social Game
‣ Social game
− A multiplayer, (competitive, goal-oriented) activity with
defined rules of engagement and online connectivity
enabling conversation among a community of players
‣ Social elements
− The sense of competition or immersion within a
dedicated community of players can be heightened
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Gamer Segments
‣ Traditionally, gamers have been categorized either as
casual or hardcore.
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Who are the Gamers?
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Gamer Segments
https://www.marketingcharts.com/cross-media-and-traditional/videogames-traditional-and-cross-channel-114168 28
Gamer Segments
https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/ 29
Genres
01 02 03 04
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Genres
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Options for Game-based
Marketing
• Around-game and in-game advertising.
• Product placement.
• Brand integration.
• Advergames.
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Why do Social 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.
• Targeting to specific groups is possible.
• Marketers can measure a game’s promotional value.
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ARG: An Intensive Form of
Social Game
• An ARG is a cross-media genre of interactive
fiction using multiple delivery and
communications media, which may include
traditional media such as television, radio,
newspapers, and postal service and digital
media.
37
Pros and Cons of ARGs as Social
Entertainment Branding
PROS CONS
Exposures earned last longer than do those Hardcore brand loyalists may resent the
for traditional media. influx of new people who express interest
in the game.
ARGS are high-engagement messages. The ARGS are unlikely to reach the same
games pull enthusiasts (players, lurkers, and number of prospects as a brand could
rubberneckers) into the story and attract if it used mass media.
encourage them to seek out new
information as it is presented in the game.
Players welcome brand-sponsored ARGS
because they do not invade people's space
with a brand message.
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Measuring ARG Effectiveness
• 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. 39
Business Opportunity in Game
‣ Stickiness
− Ability of a medium to attract an audience and keep that audience
− A ratio of daily to monthly game players
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Game-Based Marketing
‣ Utilize social games for marketing
− Targeted audience, large reach, a high level of engagement, low
intrusion methods of promotion, and a way to interact with brand
fans
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Around- and In-Game Advertising
‣ Around-game advertising
− Shown while the game loads, during natural breaks in
gameplay between levels or round
‣ In-game advertising
− Promotion within a game that another company
develops and sells
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Around- and In-Game Advertising
‣ In-game advertising
− Static ads
• Hard-coded into the game and ensure that all players view the
advertising
• Does not require internet connection
• Allows for more customization
• Limited or no reporting capabilities
• Takes several months or even close to a year
− Dynamic ads
• Variable and changed based on specified criteria
• High degree of control and real-time measurement it offers
• Ease of planning and launching a campaign
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Static Ad Example
https://www.frankwbaker.com/mlc/advertising-video-games/ 44
Dynamic Ad Example
‣ Ad network
− E.g., Anzu.io
https://venturebeat.com/2019/08/06/anzu-io-raises-6-5-million-for-programmatic-in-game-ad-platform/ 45
Product Placement
‣ Product placement
− The placement of a branded item in an entertainment
property such as a television program, movie, or game.
‣ Screen placements
− Product can be seen
− Visually incorporate the brand into the scenery
− Most common form of product placement
‣ Script placements
− Product is mentioned by a character
− Transactional advertising
• Reward if players respond to a request
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Brand Integration
‣ Plot placement
− Situation in which the brand is actually incorporated
into the story itself in a substantive manner
− Need to be cautions when integrating the brand
message into social games
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Gamification
‣ Non-game contexts
− Business, CRM, school, social impact, personal
improvement, etc.
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Gamification Types
‣ External
− Marketing
− Sales
− Customer engagement
‣ Internal
− HR
− Productivity enhancement
− Crowdsourcing
‣ Behavior Change
− Health and wellness
− Sustainability
− Personal finance
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PBL Triad – Important Game Elements
‣ Point
− Rewarded for the successful accomplishment of specified activities
− Numerically represent a player's progress
− Provide feedback
‣ Badge
− Visual representations of achievements and can be earned and
collected within the gamification environment
− Influence players' behavior, leading them to select certain routes and
challenges
− Exert social influences on players
‣ Leader board
− Rank players according to their relative success
− Competitive indicators of progress
− Create social pressure to increase the player's level of engagement
− Enhanced with SNS accounts 50
PBL Triad – Important Game Elements
https://bendtrend.wordpress.com/2012/02/09/is-gamification-really-engaging-with-the-right-users/ 51
Examples of Gamification
‣ Nike
− Gamification in promotion
− Test-run the new model (Epic React) on a treadmill
− https://www.youtube.com/watch?v=JJliIaKTtEo&feature=emb_log
o
https://www.wk.com/work/nike-react-reactland/ 52
Examples of Gamification
‣ Duolingo https://www.duolingo.com/
− Gamification in learning
− Stay motivated with rewards
• Earn virtual coins, unlock new levels, and watch your fluency
score rise as you master new words, phrases, and grammar
https://wisdmlabs.com/blog/create-gamification-based-learning-management-system-wordpress/ 53
Examples of Gamification
‣ Walmart
− Gamification in workforce training
− Spark City, a simulation-style video game app
− https://www.youtube.com/watch?v=DqzNyNEmMUk
https://play.google.com/store/apps/details?id=com.walmart.sparkCity&hl=en_US&gl=US 54
Examples of Gamification
‣ LinkedIn
− Gamification in user profile and content sharing
− Profile completion process into a challenge
− To make its platform more reliable and to encourage
members to remain loyal
https://www.linkedin.com/ 55
Limits of the Simple PBL Approach
56
What Makes Games Intrinsically Fun
‣ Winning
‣ Problem-solving
‣ Exploring
‣ Teamwork
‣ Recognition
‣ Collecting
‣ Sharing
‣ Role playing
‣ Customization
‣ …
https://www.parentingforbrain.com/intrinsic-motivation/ 57
Why do Social Games Work for Marketers?
‣ Gamers are open to advertising content in games
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Summary
‣ What is gamification?
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