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Archive for the ‘gaming’ Category

Record Tripping by the Bell Brothers

Dave Larkins Wednesday, February 3rd, 2010

We’re lucky enough to employ one the the two best flash designers in the Philadelphia Region. That would be John Bell. The other one happens to be John’s brother, Dan. And he doesn’t work here. Yet.

In addition to the flash artistry they provide to our clients, John and Dan have been working on a side project for 4 years – Record Tripping.

Record Tripping is a collection of five mini games that players have to complete in a specific order. The gaming experience begins with the scratch of a record. Using your mouse’s scroll wheel, you’ll be able to scratch your way through all five chapters. You can rank for a daily high score or try to grab a spot among the all-time high scores.

Go play the games because they are fun and you really don’t want to get that report done right now. Or. Just go admire the legit technical and graphical beauty of the experience. Record Tripping.

Social Media Cross Platform Integration

Nicholas Pirlis Wednesday, January 6th, 2010

With all of the buzz around social media, companies are searching for best and most effective ways to dive in and connect with consumers. For most the question is how to utilize social media in a way that will engage users and elicit/maintain a meaningful dialog, and for others it is providing those doors for users to consume and digest content in one location or central hub. In the later, companies approach this with developmental integrations. Microsoft has opened yet another door to the largest gaming network and the 20+ million active users on the Xbox LIVE! Marketplace. For those who are not familiar, the Xbox LIVE marketplace, available through the Xbox 360 gaming console is an online gaming and digital media delivery service created and operated by Microsoft. Xbox LIVE is an evolving entertainment hub with seamless integration between gaming and media needs. Through LIVE users have access to online gaming, streaming HD movies through Netflix, video chat with friends, photo sharing, and early access to content and exclusive discounts.

Microsoft has now integrated Facebook, Twitter, Zune, and last.fm. Users with an Xbox LIVE subscription will now be able to connect with friends, tweet, listen to music, and stream more HD media.

Facebook
Share status updates and photos with friends in real-time, as well as gaming moments right from the Xbox dashboard to Facebook. This provides gamers another avenue to share their achievements and favorite gaming moments on Facebook, and keep up with friends right from their console and TV.

Twitter
Read, reply, and post Tweets to Twitter through Xbox LIVE. See what friends and family are up to, connect to celebrities, learn about news as it happens, and follow online trends.

Last.fm on Xbox 360
With Last.fm, members can select music preferences to explore personalized radio stations with a library of more than 3.5 million tracks. Skip, “ban,” or ‘love” tracks to tailor the radio station to your tastes. Share music with friends, manage customized radio stations, and create personal soundtracks. A social component allows users to discover new music based on what other friends are listening to.

HD Entertainment with Zune
Zune on Xbox LIVE gives users access to full HD video entertainment, with the ability to rent and buy the latest movies and TV shows. HD content is in 1080p and 5.1 surround sound. A Party mode allows users to watch movies and share the experience with up to 7 friends in an online ‘movie theatre’ setting. Any download will provide the option to download again and watch on your PC or Zune HD player as well.

What does this mean for users? To the 20 + million subscribers, this is all the more reason to remain in one outlet digesting various levels of gaming, entertainment, and social. Instead of streaming music from your computer or switching off your console to watch a movie in high definition, everything can be done right from your Xbox console. You can keep all of your friends updated on what you are listening to, watching or playing.

What does this mean for agencies and their clients? As LIVE grows the plethora of services offered, so does the amount of time users stay connected, and the number of reasons they stay on LIVE. This provides us even more opportunity to reach these elusive demographics by volume in a highly targeted environment. Among the various search and display opportunities being utilized through Microsoft, with LIVE provides the ability to tailor campaigns using standard ad placements, multimedia such as video, audio and animation, as well as custom sponsorships/contests. Developing branded theme packs for users to skin their dashboards is also an option to engage the audience, essentially creating a downloadable homepage takeover for their dashboard experience.

Xbox 360 Dashboard Preview

1 vs 100 – Microsoft Successfully Blends Advertising and Gaming

Bob Clements Wednesday, August 26th, 2009

Microsoft has recently made its 1 vs 100 game available in beta form as of June 1st, 2009. This is a community based trivia game based on NBC’s television show that ended back in 2008. Microsoft built this game with some strong attributes in mind: Fun, Friendly, Challenging & Rewarding. Seems like a common sense approach, right? Not many developers can achieve this successful mixture, Microsoft managed to do it while integrating an effective advertising platform. Interspersed within the “Live” game show are a series of branded ads and video ads during breaks. Currently Sprint and Honda appear to be the largest advertisers involved with 1 vs 100. Both advertisers have reportedly paid approximately $1 million to be sponsors for Season One of 1 vs 100. So, how does this all work?

As part of a large Microsoft Xbox Live! update awhile back, users were able to create their own custom Avatars (similar to the Mii characters on Nintendo Wii). These user-generated Avatars become the visual representation of players in 1 vs 100. Your character waits in the game lobby for the “show” to begin at its scheduled time. This game lobby is one of the first opportunities for advertiser sponsorships using branded banners in the background. Once the game begins, “The One” is selected based on previous successes and they are pitted against “The Mob”. The goal of the Xbox Live game is to eliminate “The Mob” when you are “The One” in order to secure the best possible reward. If “The One” is defeated, the remaining members of “The Mob” split smaller prizes. The primary reward is Microsoft Points which can be used to purchase arcade games, game content, movies, music videos, or even full games. Additional contests and giveaways are also planned for 1 vs 100, incentivizing players to bring their A-game. Trivia questions come at players fast, timing plays a large part in obtaining better scores. Answering questions quickly, accurately and consecutively improves your overall score and gives users a better chance at becoming “The One” in future episodes. There are many specific rules and game types beyond this basic explanation.

As Microsoft continues to refine 1 vs 100, the audience will surely expand. The current member base on Xbox Live has recently surpassed 20 million active users. The large pool of engaged Xbox Live users combined with the popularity of 1 vs 100 provides advertisers with a strong platform. In 1 vs 100 you can’t fast forward through commercials, the static brand placements are subtle and contestants can’t pause the game to grab a slice of pizza. Contestants pay very close attention to win the valuable prizes which leads to fierce competition and the advertisements are certainly effective thanks to the attentive crowd. My personal experience with 1 vs 100 is that the ads were exclusively a branding tool, no interaction, no conversion events and not much to track outside of viewership and exposure levels. If Microsoft can refine this ad platform during Season Two so that users can interact with the ads, but not interrupt their game, it will take the promotional element to a whole new level. Behavioral data and user demographics are more than likely being recorded through Xbox Live. Adding an element of geo-targeting could really make these ads pop as well. Order a pizza from your couch in the middle of 1 vs 100, submit your contact information to a local car dealership for special pricing/test drive, request free product samples, early game demo access or even sneak previews of exclusive movie trailers all via in-game ads are just a handful of possibilities that Microsoft could leverage with this successful & innovative “gamevertising” platform.

Here’s a quick video that highlights 1 vs 100.

“Snow Crash” and Anticipated Gratification

Dave Larkins Tuesday, July 21st, 2009

I’ve been reading “Snow Crash” by Neal Stephenson. It’s the sci-fi book that actually spawned “Second Life”. I wasn’t reading it to jump back aboard the “excitement to this kinda sucks” train I rode through Second Life, but because I am a sci-fi junkie and Stephenson is brilliant.

Reading it does though stir up a lot of memories about how cool Second Life was supposed to be. The first true mash up of life and technology, where ANYTHING is possible. So I’ve been thinking a lot about why it didn’t work, on a commercial level, and more directly, why didn’t it have the success of other social sites? Lots of reasons of course. In Stephenson’s book you are “goggled” in and experiencing the “metaverse” in true virtual reality. You don’t have to sit at your computer for 20 minutes while it loads, and then use the arrow keys to fly off to nowhere. But as I thought more about what the other social sites offer that Second Life didn’t, I kept coming back to one thing, that I’ll call “anticipated gratification”.

I think human beings have been hard wired for anticipated gratification, and I think facebook, twitter, and previously myspace have learned how to bottle it up. What I mean is this; When I was 10 years old I had a pen pal in Wales. Never met her, but she wrote wonderful letters with big words and sent me pictures. Immediately upon receipt of these letters, I would run up to my room, read them 5 times, and then write back. I would then hand the letter off to Mom to drop at the post office. Then, I wait. That period before I get the letter back, is, to me, anticipated gratification. That feeling is an extremely present and powerful human emotion. If someone told me I could multiply that same emotion by 1000 times I would certainly want to hear more. I would argue that this is what facebook, twitter, text messaging, and all this other stuff have done. If anyone tells me,that after they post something interesting on facebook, that they don’t look forward to a response, I would say they are lying. It’s that same anticipated gratification I had when waiting for my pen pals letter. The anticipation, many times, is better than the response. Twitter allows you to experience “hits” of anticipated gratification 100 times a day, surely triggering a little dopamine release that makes you want just a little more. I think one of the questions is how much is too much? I’m sure it varies for everyone.

Back to my main point here. What’s one of the reasons Second Life didn’t succeed commercially, while other social environments did? There is no anticipated gratification. As soon as you send the letter you get the response. The mystery, the waiting, the anticipation is removed. Maybe we just weren’t ready for that yet. Maybe these social networks are training us to be ready to be fully “goggled in” when the time comes, and anticipated gratification flows in real time.

In-Game Advertising… Where is it?

Bob Clements Tuesday, May 12th, 2009

The gaming industry continues to grow at a rapid rate, even during the current economic climate. More and more consumers are becoming gamers – whether it is casual or hardcore. As the interactive entertainment audience expands so does the potential for effective advertising. Currently most in-game ads are simply based around product placement. This is surely a great method of improving visibility and top-of-mind product awareness. However, this severely limits the volume of potential advertisers due to the high cost of product implementation and lead time. In-game signage & billboards is another approach.

Here’s an older YouTube video highlighting the primary methods of in-game advertising:

So, if you were in the middle of racing 7 other players in Burnout Paradise, driving at 200+ mph, would you be inclined to stop and look at a billboard? Even if viewers of in-game do take notice to the billboards and products, how measurable is it? To my knowledge there’s been no conversion event associated with in-game ads; no methods of measuring success outside of views, length of view, and potential product interaction. If gamers purchase a pair of Nike shoes in Skate 2, can a brick & mortar conversion be associated with it at a later date?

Improvements should be made so we can interact with users, engage them, provide value to the user and finally a simple conversion event. Grand Theft Auto IV had the perfect opportunity to achieve this next generation of interactive advertising. Within the game, your main character was able to logon to a virtual network from computer cafes (and eventually within his apartment). Rockstar could have potentially partnered with AdScape or Massive to create a micro-market that tapped into GTAIV’s “intranet”. Just an idea, but this could take advantage of geo-targeting, dynamic bidding, mini display/search ads – all with a humorous twist to blend into the game’s existing environment of course!

I predict that we’ll all begin to see more interactive ads within the gaming industry and less virtual billboards over the next few years. With consoles typically being connected to a live internet connection constantly, sending user activity to trigger follow-up emails and text messages could lead to very measurable results in a seemingly untapped market. We just need to make sure that the ads are fun, the consumers are engaged and the in-game interaction is rewarding.

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