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M&M’s Blog goes behind the headlines to offer a running commentary on the business dynamics within the international media and marketing industry. The M&M editorial team joins forces with industry experts and local market heroes to balance a bird’s eye view of global trends with the importance of local insight.

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Gaming

  • How Nintendo rescued the video game industry: infographic

    12 November 2012

    Nintendo

    Comments (0) | Permalink

    Posted by: Bloggers' Gallery

    Tags: Gaming

  • How much do you know about the London Underground?

    03 October 2012

    There’s nothing we here at C Squared towers love more than a little bit of entertainment to break up our hectic days on the M&M Global desk and when this new game from CBS Outdoor UK landed on our desk in the shape of a poster, we just couldn’t drag ourselves away.

    Ready: CBS Outdoor’s ‘Look for Longer’ campaign is a cryptic game designed to test Londoners on their knowledge of London’s Tube network. The game (see below) will feature on social media, Virgin Media Wi-Fi on the tube and traditional out-of-home formats, all designed to keep commuters entertained while they wait. CBS Outdoor has invited commuters in London to submit their answers via a dedicated microsite, to be in with a chance to win a selection of prizes.

    Steady: The image depicts 75 tube stations across London (to give you a head start – the Barbie & Ken image is Barbican station). The campaign will run for the next four weeks until November 1.

    Go: Just 10 minutes into the game, between us we had found about eight - “No way are there 75 tube stations on here!” But curiosity got the better of us and if we weren’t trying to run an international news desk, I’m sure we’d keep trying until we get all 75. 

    Oh well, there’s always the commute home to look forward to – although I do worry that I might end up missing my train! If you want to get involved, or like us, need help then check out the hashtag #lookforlonger.

    cbs look for longer

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    Posted by: Jenni Baker

    Tags: Creativity, Online, Social, OOH, Gaming

  • Programmed for demise

    28 August 2012

    A little bit of insight into the world of video gaming amongst young boys and ultimately how it is affecting their educational prospects...

    Programmed for Demise
    Created by: www.OnlineGraduatePrograms.com

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    Posted by: Jenni Baker

    Tags: Gaming

  • The secret lives of mums online: an infographic

    14 May 2012

    Five years ago I would have laughed at someone who told me that in five years time my mum would even know how to turn on a computer or a mobile phone never mind know how to use it. These days, I’ll be lucky if I can drag her away from Farmville or Treasure Isle for half an hour to get dinner started.

    Who would have thought it? But Nielsen has carried out a piece of research on American mums, which found that nearly three out of four mums visited Facebook during March 2012 and when it comes to social media, mums are 38% more likely to become a fan or follow a brand online.

    Mums are savvier than ever when it comes to the internet and particularly social media. And while this was a US study, I bet a similar pattern would emerge this side of the Atlantic as well.

    Check out the infographic below, which shows just how powerful social media can be for brands wanting to reach mums.

    Comments (0) | Permalink

    Posted by: Jenni Baker

    Tags: Social Media, Online, Social, Gaming

  • Brand growth requires changing the game, not just playing it

    22 March 2012

    Sometimes when I am faced with a problem, I can only see it from one viewpoint. The result is that I get stuck and can’t figure out how to solve the problem.

    I was reminded of this the other day when a group of us were discussing how best to grow the financial value of a brand. Because we tend to think about a brand’s status in the context of its product category, we often forget that the biggest opportunity for growth may exist outside the current definition of that category.

    In spite of the fact that most of our efforts as marketers and researchers are focused on growing market share, the evidence suggests that fighting for share within an existing product category is likely to be a long hard battle, with little prospect of victory.

    In most established product categories in developed economies, brand market shares change very little from one year to the next. Any action is likely to be countered by the competition resulting in a stalemate. It is not that you can afford to ignore the share fight, because if you don’t fight, you risk losing share. But equally, there is a distinct risk that overly aggressive competition will result in unprofitable share fights and price wars.

    So what should a brand do to generate growth? In many cases, this requires stepping back from the current situation and looking at it from a different viewpoint. How can you best change the game to your brand’s advantage? This requires finding ways to change the way customers think about the category, not fighting for share within the category.

    I think there are three basic ways a brand can change the brand game to its advantage:

    1. Expand the category
    2. Disrupt the category
    3. Exceed the category

    Brands expand the category when they find new ways to make their category relevant to consumers. By effectively communicating a new use, the brand will gain a temporary advantage over the competition. The challenge is to ensure that the brand is strongly associated with the new usage before other brands copy it.

    Brands disrupt the category status quo when they come up with new, meaningfully different innovation. Real innovation challenges people’s existing perceptions of the category and gives them pause for thought. Often, the innovation is simply adding a new level of benefit, e.g. Colgate Total promised 12 hour fresh breath protection. Adding the anti-bacterial and copolymer required charging more for the new product versus standard Colgate, but many people perceived it was worth paying a premium for the added benefit.

    Finally, exceeding the category means meeting the same need but with radically better delivery. When Apple first launched the iPod, it changed the way people thought about personal music players. The iPod met the same need as the Sony Walkman, but did so in a far better way. Similarly, people switched from Blockbuster to Netflix because it was far more convenient to get a DVD through the mail than have to go to the store.

    So what do you think? Do these three ways of escaping the share fight make sense to you? Are there other ways a brand might transcend its category? Please share your thoughts.

    This blog post was spotted on Straight Talk with Nigel Hollis.

    Comments (0) | Permalink

    Posted by: Nigel Hollis

    Tags: Gaming

  • The state of gaming: an infographic

    23 February 2012

    Earlier this week, M&M Global hand-picked some key findings from Spil Games’ 2011 State of Gaming review, but enough of boring numbers, here's a fun and colourful infographic that illustrates all the stats you need to know about the state of gaming in 2011.

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    Posted by: Jenni Baker

    Tags: Gamification, Gaming

  • HOW TO: Gamify your marketing

    12 September 2011

    badgesThe scale of the audience accessible through gaming is simply staggering. In terms of potential reach, it rivals television as a medium. Yet, according to Forrester, 84% of marketers have no plans to use games in their marketing efforts.

    Is this a giant missed opportunity just waiting to be seized? Or is the notion of “gamification” just one more chance for marketers to fall prey to Shiny Object Syndrome?

    As with most shiny objects, the answer is “it depends.” Let’s examine the opportunities marketers have to gamify experiences.

     

    Who are gamers?

    Throw your stereotype about “gamers” out the window. In short, just about everyone is playing games. Gamers span virtually every demographic, according to a May report from Forrester: 65% of Xbox gamers are male, 59% of “social gamers” are women, and mobile gamers are split right down the middle.

    They are also spread evenly across generations, especially social gamers — 23% of whom are Boomers between ages 45 and 65. Gamers tend also to be more motivated than non-gamers to be connected to others, and they display a higher than average propensity to interact with brands on social networks.

     

    The what and why of gamification

    Of course, marketers are not playing games. They’ve got metrics to achieve, brands to build, ROI to measure. Why consider gamification? What kinds of behaviors can you expect to drive?

    Gamification can be leveraged to drive adoption, engagement, loyalty, sharing, even sales. While all of these are worthy business objectives, don’t get all worked up just yet — as you’ll see with any marketing plan, the devil is in the details.

    Before deciding if you should gamify your marketing, it’s important to understand some vocabulary. These terms tend to be inconsistent in the literature, but it’s important to understand the underlying concepts these terms represent.

    First and foremost, gamification is not equal to games. Gamfication is the application of gaming concepts to non-game experiences in order to drive desired behavior from an audience.

    What kind of concepts? A few definitions:

    1. A game is structured play, usually for fun.

    2. Gameplay is interaction inside of a game.

    3. Game Mechanics are constructs or tactics commonly used in games to encourage gameplay. These are things like badges, points, leader boards, levels, challenges, achievements and virtual sheep you can put on your virtual farm.

    4. Game Dynamics are strategies commonly used in game design based on psychological motivations. These include things like “Appointments,” in which someone does something to gain a reward, “Avoidance,” in which someone does something to avoid a punishment, or the “Free Lunch” dynamic, in which people feel they are getting something because of their behavior.

    5. Currencies are ways to give people incentives based on various motivations in a digital world: the need for financial reward, the need to do good, the need to help one’s community, the need for recognition and influence, the need for pleasure. We can assign currencies to each one of these motivations to reward people for desired behaviors.

     

    Why gamification works

    In a word, progress.

    In 2010, Harvard Business Review reported on the results of a study into what motivated people at their jobs. Hundreds of people kept daily diaries over several years to identify what really kept them motivated day-to-day. The answer, overwhelmingly, was a sense of progress.

    Game mechanics are essentially a collection of tools that measure and report statistics. Those statistics represent progress. Collect five more points to level up. Check in at two more locations to get a badge. If nine more people agree to purchase, they’ll all unlock a deal.

    Currencies are the rewards at the end of the rainbow — perhaps recognition on a leaderboard, a donation to a cause you care about, or a coupon. They measure your overall progress, as well.

    According to Forbes, Groupon is the fastest-growing company — ever. It’s also an example of a company that uses game mechanics (a progress bar showing how many people have bought and how many are needed to activate the deal), game dynamics (you get a great deal because others have unlocked it) and currencies (the deal itself).

     

    How brands are gamifying the customer experience

    Brands across the spectrum are using gamification in clever and unexpected ways:

    1. Starbucks

    Starbucks has rewarded visitors who check into multiple locations on Foursquare with a Barista badge, and their most loyal customers with a $1 off mayors special.

    2. Nike

    Nike and Apple have teamed up to gamify your excercise regimen. Nike+ lets you save runs, set goals, and challenge friends. They even have public featured challenges in which to participate, like "Men versus women," to see which team can run the most in a year.

     

    3. Ribbon Hero

    Microsoft has launched gamified software training (giving Clippy, the annoying animated paperclip, a second chance at life) with Ribbon Hero. You can download the extension to Microsoft Office 2007 or 2010, which uses gamfication to help you learn the software. Microsoft calls Ribbon Hero a game, but I call it gamification because its primary purpose is a training tool. The "game" is a means to an end.

    4. CauseWorld

    Kraft put utility ahead of branding with its sponsorship of CauseWorld, an app that allows users to earn points or "Karmas" by checking in and scanning products at grocery stores. Users can then turn those points into donations to their favorite causes. CauseWorld leverages some game mechanics like team play, points, leaderboards and achievements, while rewarding users with multiple currencies -- donations to charities and mobile coupons for Kraft products.

     

     

    Considerations for successful gamification

    So, you’ve identified gamification as a strategy for your brand, app or landing page. What next?

     

    Follow these guidelines to achieve success:

    1. Have an objective. If your reason for considering gamification is “because everyone is doing it,” you might as well give up now. Start with real business goals. Figure out what you want to achieve. Then, you’ll be in position to assess which user behaviors will translate to success.

    2. Engineer a path to your goals. Many marketers have long used the “funnel” as a model for planning communications; it’s useful because it’s a behavioral-tactical model. You identify the behaviors you want to elicit (awareness, interest, consideration, purchase) and then you choose tactics that can provoke each of those behaviors.

    You should use a similar approach in designing a gamified brand experience. First, identify the behaviors or actions you want from participants, alongside their relative value. Then you can identify strategies and tactics — game dynamics and mechanics — to engineer a path toward your goals.

    3. Rewards, rewards, rewards. Incentives must mean something. Game mechanics are a means to an end. Buffalo Wild Wings recently conducted a program called “Home Court Advantage” using SCVNGR, a location-aware platform that allows you, or even your customers, to create challenges at specific places. In this instance, users racked up points to win free chicken wings or a grand prize trip to the NBA Finals.

     

    According to SCVNGR, over 180,000 participated in over one million challenges and posted nearly half of them to their Facebook walls.

    Don’t reinvent the wheel. Not every gamified experience requires a ton of back-end engineering. A number of companies like BunchBall, Badgeville and Gamify, have made implementing game mechanics as easy as customizing a WordPress site.

    Basic game mechanics like points, levels and leader boards are turn-key, but can be customized to your brand’s content.

     

    4. Take a holistic view. It is vital that you look at the big picture, especially if you’re applying gamification principles to a product.

    For instance, Klout is jockeying for position as the authoritative metric for social media influence scoring. They use an algorithm to make it simple for marketers: A Klout score of 15 = not so good. A Klout score of 99 = awesome!

    However, Klout is jeopardizing its core objective by applying gamification principles to its user experience. It added the game mechanic of “group play” to encourage viral spread. (Klout allows you to gift five “K” points to people who have influenced you to log in). But if a company wants to gauge the influence of a user, they don’t want it to be affected by a system that can be “gamed.” The second business objective (increasing membership) may undermine the first business objective (establishing credibility).

    While Klout has done some gamification exceptionally well — like getting brands to offer perks to those with high influence scores — their mission to become “The Standard for Influence” is being threatened by their lack of a holistic view.

     

    5. Make it fun. American Express Travel has gamified a new marketing program called NEXTPEDITION. Players answer a series of fun questions to earn a custom-made mystery trip based on their “travel sign.”

    The game cleverly disguises marketing as a diversion. For example, American Express asked me what I’d do during The Zombie Apocalypse (I’m going to build a flamethrower out of my old grill and car parts). The 15 questions I answer may serve to vaguely qualify me as a credit lead (their agenda), but are much more about entertaining me (my agenda).

     

    Ask why when you gamify

    Many brands are having tremendous success using gamification to provoke their customers toward action. You could too. Or you could totally flop.

    The critical difference will be if you’ve asked yourself “Why?” at every step in your process.

    “Why am I doing this?”

    “Why will people care about this reward?”

    “Why will this strategy work?”

    If find you’ve got good answers to these questions, it just might be time to inject a little play into your work. If not…

    Game over.

     

    This post was written by Adam Kleinberg, co-founder and CEO at Traction, the original post can be found here.

    Follow Adam on Twitter @adamkleinberg

    To learn more about how to gamify your marketing, don't miss Extra Life, a gaming event for brands! 

    Comments (0) | Permalink

    Posted by: Adam Kleinberg

    Tags: branded content, Gamification, Gaming

  • Social gaming by the numbers

    07 September 2011

    For all you marketers out there, I just stumbled upon this fantastic social gaming infographic posted by Social Medio and created by Erik Qualman, which gives a good overview of where gaming is at in terms of numbers.

     

     Want to tap into gaming's immense potential to engage your audience? Check out Extra Life, our exciting event geared at educating marketers about gaming!

    See original post here.

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: Gamification, Gaming

  • And you thought you understood gamification?

    01 September 2011

    After perusing the web for all things "gamification," we stumbled upon Kirk Battle's blog on gamification.  Here are a few excerpts on his thoughts:

     

    Game academic James Paul Gee called the growing understanding of video games in modern society the semiotic domain or “modalities used to communicate distinctive types of messages." The more people who play games, the more familiar they will become with their conventions, which will in turn allow for that means of communication to cover more topics in society. This is one of the most common selling points for gamification when explaining why it would be so effective with marketing. An entire generation of people who grew up with and continue to play games today is just beginning to hit their 30’s. One can assume that a growing semiotic domain implies that those people are at least playing several different games, more likely dozens. Each of those games is an independent system with similarities and differences. Learning to detect those features and differentiate them is one of the first steps in developing the critical skills needed to think about systems on a larger scale.

    To continue reading this blog post click here.   

    If you had to boil down gamification to a single issue, one relevant to academics and marketers alike, it’s how far can you structure an organized system before it stops being play? Ian Bogost, channeling his inner-Lakoff, declares that the whole enterprise is bullshit. Christian McCrea comments that gamifcation just wants, “the glamour of play; the legitimacy of its culture." It stopped being about play the moment they changed the purpose of the system to selling stuff instead of producing play. Lian Amaris counters that even if there is less play than your average game, it hasn’t stopped being play.

    To continue reading click here.

    Interested in what marketers can learn from gaming? Come to Extra Life!

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: Gamification, Gaming

  • Top 10: How can marketers embrace gaming?

    22 August 2011

    As we all know, gaming or "gamification" is increasingly becoming a hot topic with marketers. It is seen as a new way to engage consumers. "Engage" also being the hot word coming out of every marketers' mouths...! However, despite all this excitement, there is a clear disconnect between the growth of this medium and the level of understanding about the opportunites it provides among the client and media buyer community. In fact, according to recent poll by M&M, 67% of international planners and key clients feel that their knowledge of maximising marketing opportunities within gaming is below average.

    Thus, in the spirit of educating our readers and in honour of our upcoming event Extra Life, I have assembled our top 10 pieces of content -- news, opinion pieces and case studies -- where gaming meets marketing across both Cream and M&M. Enjoy!

     

    1. Why agencies aren't winning the gaming game. The meteoric rise in the last 12 months of casual games such as Angry Birds and Farmville has put brands (and their creative agencies) on alert as they consider what gaming means for their own customer outreach and engagement programmes. But as Rumbi Pfende, Country Manager for RealGames UK, explains, agencies are not always best placed to turn a good creative idea into a killer game…

     

    2. Cereal box becomes 3D console game. Nestle is being a bit more prescriptive with children's imaginations with its augmented reality cereal box. I know AR can be rather gimmicky, but this version sees the cereal box turned into a 3D video game.

    3. Doritos: putting the fun back in the dips. Everyone loves a good game and on my daily poke around cyberspace I found that Doritos is the latest brand to associate its goods with a game. Doritos Dip Desperado game [which hasn’t launched just yet] will challenge consumers to flick virtual chips into a jar of dip.

    4. Gaming for marketers. Once upon a time, a stereotypical gamer was probably male, probably single and probably rarely went out in daylight. But today gaming is a lot more universal. Casual and social gaming has attracted new audiences who would never consider themselves gamers and home gaming has become a family pastime. Gaming represents an extremely flexible marketing channel, be it through in-game advertising, apps, interactive banners or advertiser-funded games.

    5. Space age sneakers and retro gaming. Branded games have been about for years, but recently there have been some excellent examples of the genre. Thanks to the social network revolution that you might have heard about, online gaming is no longer the preserve of teenage boys and the IT crowd. 

    6. GroupM China forms gaming partnerships. GroupM China expanded its marketing opportunities within the gaming sector by forming a partnership with InGameAd, a game advertising and platform company in China.

    7. Lonely gamers find love in Japan. For a generation who grew up with Tamagotchi's and engage with programs like Foursquare, it's no surprise that the idea of having a virtual girlfriend is pretty normal for them. But this isn't Sims. This is Love Plus+.

    8. Beyond the gaming experience. For all the talk about the increasing sophistication of smartphonescan be monotonous, and the experience usually falls short of that offered by gaming consoles. Sony Ericsson and Euro RSCG wanted to provoke the idea that even idle gaming on a smartphone could be a thrilling experience.

     

    10. Germany embraces online gaming. A total 25.2 million Germans visited online gaming sites in June, according to new figures by Comscore.

    9. Building to infinity. Lego reinvents the display advertising and makes banner ads exciting.

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: Gaming

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