Mobile+social: the case for games

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Mobile + Social Volker Hirsch (@vhirsch) Social Media World Forum London - 15 March 2010 The Case for Games

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Talk I gave at the Social Media World Forum in London on 15 March 2010.

Transcript of Mobile+social: the case for games

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Mobile + Social

Volker Hirsch (@vhirsch)

Social Media World ForumLondon - 15 March 2010

The Case forGames

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Mobile Games...

... can be a bit of a nightmare

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You do everything right...

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on the inside...

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... on the outside...

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... and on marketing

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Something is still missing...

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THe $ Dilemma (carrier model)

total revenue

after VAT

after carrier

after distributor

after porting & QA

after License

after production

after overheads

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THe $ Dilemma (app store model)

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What is Social?

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Social refers to the interaction of organisms with other organisms and to their collective co-existence [...]

Source: Wikipedia

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A social network is not a community!

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You need Context!

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Prof Dr Karin Knorr-Cetina, Sociologist

Jyrri Engestrom,Founder Jaiku

Concept: Object-Centered Sociality

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A game is a Social Object?

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It always was!

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It’s about Engagement

- Gamers Interact by the nature of the game.

- Gamers can be Fanatics!

- A game and the environment in which it is set matters to its fans.

games are powerful social objects

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-Interact with players in context, i.e. in the game

-Let players interact between them (they have a common object!)

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CwF + RtB = BM

Mike Masnick, TechDirt

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WTF ?

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WTF ?

Trent Raznor

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Nine Inch Nails- All Music free under CC license.- All videos by fans aggregated on

website.- Free iPhone app: Fan Finder.

- Double Album for $10- Deluxe Edition (Double Album + Photo

Book + BluRay + DVD) for $75- 2,500 limited edition signed luxury sets

(with Vinyl + prints) for $300

CwF

RtB

Limited Edition sold out in 30 hours !!!

$750k revenue in 30 hours, $2.3m in week 1.

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Let’s recap: Social is interaction in context

Object

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make sure that mobile levers the Social Object (that is: your game) towards Your Users...

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Mobile is the most powerful digital medium to date.

Why?

1. It’s Big (numbers)2.It’s Personal (nature)3.It’s really personal

(Identification of needs)

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1,700,000,000

4,600,000,000

1,800,000,000

2,250,000,000

Internet users (PC, Mobile, Web Cafe)

unique credit card holders

tooth brushes in use

mobile phone subscriptions

475,000,000circulation of newspapers

825,000,000registered cars

4,000,000,000FM Radios

various sources

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Mobile is a 1st!

• Personal mass media• Always carried• Always on• Built-in billing system• Always present at the point of

creative impulse• Accurate audience identification• Captures social context• Enables Augmented Reality

Tomi Ahonen, Mobile as 7th of Mass Media, 2008;Alan Moore & Jonathan MacDonald, The Glittering

Allure of the Mobile Society, 2008

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It’s VERY personal...

• 91% of people have their mobile within arm’s reach 24/7.

• 64% of Americans are not willing to share their mobile with anyone. 60% of married people will not share their mobile with their spouse!

• It takes an average of 26 h for a user to report a lost wallet but only 68 minutes to report a lost mobile phone.

Morgan Stanley 2007

Unisys Survey

Wired Magazine 2006

• 8 out of 10 German men would rather lose their wife than their mobile phone.

Jonathan MacDonald; Survey of 10 German men at 1am in a bar...

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OK, it’s huge, I get it.

But what do I do with it?

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Address the unique propositions only

Mobile offers.

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Value Levers: the 6 M’s.

Movement

Me

Multi-User

Machines

Money

Moment

Source: Tomi Ahonen

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Mobile is a 1st!

• Personal mass media• Always carried• Always on• Built-in billing system• Always present at the point of

creative impulse• Accurate audience identification• Captures social context• Enables Augmented Reality

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We need Tools

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What

- Create Fanatics.

- Provide avenues for players’ passion.

- Incorporate players’ strongest community: his friends!

- Allow Choice: if, when and where to share. Just offer the path.

- Keep it in context, i.e. in the game.

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Examples of how

- High-Scores (Reward) but make them customizable (context).

- Connect to the community (Avenues of Passion).

- Person-to-Person Challenges & Tournaments (Playful contextual interaction).

- Awards / Rewards (Fanatics).

- In-Game transactions & Virtual Currencies (Contextual Monetization).

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Source: Bain Consulting

74% of all buying decisions are made on a friend’s recommendation

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Real Cross-promotion

- General ads disregard the power of context & relevance (“Spray-Can”).

- Players = Fanatics = Ambassadors.

- Promotions by friends in context are genuine cross-promotions.

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123,296,966,069,453

The Law of Big Numbers

One last thing:

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The Mass Market is here:

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don’t forgetthe “other”

smartphones!

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Choose a tool that delivers all that.

Scoreloop does... ;-)

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So...Where’s the Money?

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Where it always was:

in your pocket...

Catchy phrase nicked from Jonathan MacDonald

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Summing up:

• Facilitate engagement.

• Offer avenues to activate the player’s passion.

• Deliver, and in big numbers.

Got all that? You have a winner!

And if the user wins, the rest (incl. $$$) comes almost on its own...

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