Social Media and Games. Stats, Potentials and Pitfalls

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Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games Lecture at EU summerschool 2014 in Croatia

Transcript

Social Media & Games Stats, Potentials and Pitfalls

By Lars Bojen, lcbn@eal.dk, Lillebaelt Academy, Denmark

Agenda

• 1) Social Media in Denmark 2013-2014 • Latest stats and research

• Examples

• Statements from social media professionals

• 2) Social Media Games

• Definitions

• Examples

• Potentials and pitfalls

• Further perspectives, frameworks and theory

Who am I?

• Lars Bojen, Associate Professor at Lillebaelt Academy (EAL) in Denmark.

MA in Literature and Applied Visual Communication • Several years work experience as a business- and project manager, developer and

freelancer in startup companies in web and app/mobile areas since the 90´s.

• Now working at MIT at EAL as lecturer and coordinator at the Multimediedesigner, Film &

Animation programme and BA programmes covering course topics/tasks like:

– Project Management for digital media productions,

– Online Video production and VFX, Projection mapping/motion design

– Social media strategy and concept development,

– UX, Usability methods and tools,

– Philosophy of Science,

– E-Marketing and E-Communication

– Gamification courses

– Experience concepts

– Facilitating Internship in the Bay area.

• Hobbies apart from work:-): – Biking, playing piano and guitar, music, soccer,

travel, beer/wine, food and …

LinkedIn profile: https://www.linkedin.com/in/bojen

Pinterest: http://www.pinterest.com/larsbojen/

PART 1 Social media in Denmark 2013-2014

DK: Overall stats about social media

6 out of 10 use a social media daily!

1 out of 10 use those social media every week:

use daily

DK stats: Use of internet everyday?

EU/DK Stats: Internet access using

a mobile phone

EU/DK Stats:

Internet access using a mobile phone

DK Stats: Who has a smartphone?

Denmark is a Facebook nation

Business stats from Denmark

Source: DENMARK IN FIGURES 2014 , http://www.dst.dk/en/Statistik/Publikationer/VisPub.aspx?cid=17954

Examples: Social media storms in DK

Reference: http://denperfektestorm.dk/

Example: …. Happy customers

“Skattefar”= Tax Daddy = The national Tax authorities in DK!

Source: http://www.dr.dk/sporten/fifavm2014/nyheder/20140612083050.htm

1998 - TVBrian Laudrup after scoring in the Brazil-Denmark

World Cup Quarter Final match

2014 - TwitterBrian Laudrup posing in

the

#JegErBrian (#IAmBrian) contest

Source: http://iconosquare.com/tag/jegerbrian

New trends in 2013-2014:

Teens are using other social media

New trends in 2013-2014:

Teens are using other social media

● Teens use new social media like Snapchat, WhatsApp, Instagram, Pinterest og Tumblr.

● Use of Facebook is declining among teens!

● Daily use of social media in Denmark

○ Facebook 55 pct.

○ Instagram 6 pct.

○ SnapChat 6 pct.

○ Twitter 5 pct.

○ LinkedIn 2 pct.

○ Vine 1 pct.

○ Pinterest 0 pct ● Source: DR Medieforskning, December 2013

New trends in 2013-2014: Teens prefer

…..

What some Social Media Pro´s say

The June 2014 interviews

covers: • How to practice social media work

with clients

• Challenges and good advice based

on experience

• Results

• New social media popping up

• New trends in working with social

media

https://www.youtube.com/watch?v=lc8QCzttNPc

https://www.youtube.com/watch?v=zGA4wiL9EAs

https://www.youtube.com/watch?v=lc8QCzttNPc

https://www.youtube.com/watch?v=zGA4wiL9EAs

PART 2 Social (media) games

Kia case

User generated tracks

KIA: Mobile apps

KIA Installation at a motor show

KIA GT Ride: Viral social game

KIA case: Behind the scenes

Source: http://vimeo.com/91408318

KIA: Results

Source: http://www.thinkwithgoogle.com/

Social Game: Best Practices – (According to ORACLE whitepaper)

Best Practice 1: Define Your Goals 2: Don’t Build It from Scratch 3: Understand the Power of Viral Connections 4: Measure 5: Simplify and Beautify 6: Integrate Your Brand Within Your Game 7: Integrate Charitable Giving 8: Market Your Game

Social media games

• Definition –Gaming which has added social network integration (e.g. Madden Superstars, FIFA Soccer, Minesweeper, Blackjack, etc.), and

–Social networks which inversely features gaming (e.g. Farmville, Mafia Wars, and Cafe World on Facebook).

Fun games are not just big..!

.. on a global scale

.. with global networks

KPI´s: # Unique active players per month per

game

# Unique active players per day per

game

% Female players

# Average session length

# Most popular time to play

# Users purchasing virtual goods per

month

% Revenues from direct user purchases

$ Funds raised for social causes by

purchasing virtual goods across games

Source: http://www.smartkpis.com/blog/performance-measurement-in-the-social-gaming-industry-kpis-for-electronic-games/

Example: Social Gaming KPIs

Source: http://www.verticportals.com/socialgaming/

The Social Gamers are...

4 Social Gamer archetypes

Sources: http://blogs.imediaconnection.com/blog/2011/11/02/who-is-today%E2%80%99s-social-gamer-maybe-not-who-you-think

http://www.adweek.com/news/technology/who-social-gamer-135285

http://www.gamasutra.com/blogs/SteveMallory/20120413/168507/Social_Gaming_and_the_Bartle_Archetypes.php

Tentative social game typology ● Fun games:

● Action/Adventure Game

● Role-Playing Game

● Horror Game

● Indie Game

● Children’s Game

● Mobile / Online/Web casual Game

● Sports/Racing Game

● Serious games

● Health

Serious games, simulations, applications and developments

using gamification techniques for diagnostics, treatment, health

staff training, promotion of healthy habits, and so on.

● Education and Learning

Serious games, simulations, applications and developments

using gamification techniques for the learning of educational

contents, values and/or concepts associated with public or

private educational centres, or for corporate training.

● Business Strategy

Serious games, simulations, applications and developments

using gamification techniques in various company departments,

including marketing, brand advertising (advergames),

production, finance, logistics, decision making, business

simulations and innovation.

● Culture and Society

Serious games, simulations, applications and developments

using gamification techniques for the promotion of culture and

tourism, or to promote values like solidarity, awareness or

environment protection.

Source: http://funandseriousgamefestival.com/

Let´s look at social game examples

• Consumer

– Facebook games (Criminal Case)

– (Social) Web games (Nike)

• Business

– Organization game (Zappo´s “Face game”)

• Environmental

– Practically Green

• Education

– CodeAcademy

– DuoLingo

• Government/NGO

– Health game (Pain Squad)

Facebook game of the year 2013

Criminal Case by Pretty Simple

• This hidden object game from a French indie studio combines crime scene investigation with

engaging sharing mechanics to create the most successful Facebook game

• In a case study of the game, Open Graph stories featuring visceral artwork drove organic growth

for the game throughout the first half of the year.

• Content updates and additional cases drove more growth for the game in the second half of the

year.

Source: https://www.facebook.com/appcenter/criminalcase

Source: https://www.youtube.com/watch?v=4MYozJ8L_UM

Gameplay

Source: https://www.youtube.com/watch?v=cSBUuFIvEaY

Facebook game of the year 2013

• Results

– +25 Million MAU (monhtly active users) in 6 months

– 7 Million DAU (daily active users) in 6 months.

– Over 10M€ in revenue for 2013 from Criminal Case

– Over 500 million Open Graph actions generated since launch

– 1 player out of 2 comes in the game through an OG story

– 60% of players are female

(Social) web games

Source: http://youtu.be/kBLwN56KZ6o

Zappo´s Face Game

Source: http://youtu.be/zghi4q3ENE8

Practically Green (WeSpire)

Source: http://www.freshtilledsoil.com/a-green-team-effort-practically-green-mobile-design-for-sxsw-eco-app/

Education: CodeAcademy

Source: www.CodeAcademy.com

Education: DuoLingo

Source: www.duolingo.com

Potentials

• Huge benefits in social games seen from an advertiser

POV!

• The KPIs are promising.

• Games at work has promises of increased engagement,

productivity, and performance when it´s aligned with the

culture (Zappo case)

• Everythings fine …. But ….

Pitfalls

• Bad gamification can aggravate instead of engaging employees and

potential customers .

• The success of a game comes down to two things: it has to feel legitimate

to users, and it can't feel forced — like that mandatory, company-wide

foosball tournament you had last week.

• Some researchers (Mollick and Rothbard, Wharton University, US) point

out: “doing something that is required and is supposed to make things fun,

it violates the idea of funness. It's no longer a fun activity; it's a mandatory

activity."

• The danger of "gamifying" a customer-facing product:

Your engagement metrics will go up for a certain set of visitors, you'll be

making others turn away.

Reference: https://knowledge.wharton.upenn.edu/article/gamification-powering-game

Further perspectives

• Developing social games for business purposes requires

– a relevant Strategic Framework and

– relevant theory about human Motivation

• To ensure that business strategies and user needs are

incorporated in the gameplay and the storytelling

• Frameworks like Octalysis and Gamification Model Canvas

seems relevant.

(See next slides)

• Self Determination Theory seems relevant See next slides)

Theory: SDT

Theory: SDT

Ex2: Strategic frameworkhttps://drive.google.com/file/d/0Bx0pHYoPwo_zSE43WDFUYkpWWDQ/edit?usp=sharing

Thank you :-)

for your attention

Resources

• Using Social Gaming to Drive Engagement: Insights and Best Practices for Brand ManagersAn Oracle White

Paper. August 2012. www.oracle.com/us/.../social-gaming-for-engagement-1841595.pdf

• Danish official Internet and IT stats:

– It-anvendelse i befolkningen – EU-sammenligninger 2013, Danmarks Statistik ,Maj

2014,http://www.dst.dk/da/Statistik/Publikationer/VisPub.aspx?cid=19373

• Gamification Model Canvas

An agile, flexible and systematic tool to help find and evaluate solutions based on game design and to ultimately

develop behaviors in non-game environmenhttp://www.gameonlab.com/blog/2014/01/15/the-making-of-gamification-

model-canvas

• Gamification Roadmap http://www.fanminds.com/fanblog/gamification-roadmap/

• “For the Win: How Game Thinking Can Revolutionize Your Business,”

by Kevin Werbach, Dan Hunter. 2012

• Mobile Mindshift . http://solutions.forrester.com/mobile

• Social Gaming. Whitepaper by Vertic Portals. http://www.verticportals.com/socialgaming/

• Bunchball. Leaders in gamificationhttp://www.bunchball.com/resources/whitepapers

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