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Mobile Commerce Press Google aims to make mobile games more social - Mobile Commerce Press Mobile Commerce Press Mobile games continue to pick up momentum around the world and Google is eager to ensure that it can keep consumers as engaged as...
Google's Android could be a powerful ally in the continuing move from phone to game console. What is clear about "mobile marketing" is no good comes from thinking of a smart phone as anything other than a really small iPad :).
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Top 10 Contests & Games Revolution Scoopshttp://sco.lt/8oUphR Graphic + Post - Complete Gamification Framework | via @yukaichou
http://sco.lt/8nXAgb Book Review, Graphic - 3 MOST Important Words In Internet Marketing? Games, Gamification and Gamify http://sco.lt/6Ca6VN Blog Post - Six Cool eCommerce Gamification Exampleshttp://sco.lt/7pDYXJ White Paper - Gamification: Winning Hearts, Minds and Loyalty Online
http://sco.lt/5rXzaz Infographic - Enterprise Gamificationhttp://sco.lt/8gvVXl Scoopit Post - Big Data and Gamification's Big Banghttp://sco.lt/8Nyf9V Blog Post - Google Making Mobile Games More Socialhttp://sco.lt/6FbuyH Video Game Review - Hemp Tycoon Is Brilliant, Instructive, Addictive Fun
http://sco.lt/6IuABF Blog Post - Tale of the Tape: Kickstarter vs. Indigogo crowdfunding websites Learn more about the Scoopit Top 10 Conversion Study: http://sco.lt/69HeAj
This White paper is intended to provide an understanding of gamification and its growing importance and relevance for addressing some of the serious challeng...
Gamification 101: What You Need to Take Engagement to the Next LevelBusiness 2 CommunityTechnology is having a huge impact on the way companies engage employees and customers. Enter gamification. What is it and why should you care about it?
Everything is coming up gamification and with good reason - it works. This is NOT to say the application of game theory is easy, but gamification is lexicon we must have in our Internet marketing vocabularies.
Gamification 101: 'Level Up' Your Engagement
Big-bucks Silicon Valley VC backing for company whose first iPad game, IF, launched earlier in the week. By Stuart Dredge.
Games industry veteran Trip Hawkins has raised $6.5m of venture capital funding for his latest startup, educational games maker If You Can Company. The firm, whose development team is based in London, released its first iPad game earlier in the week. The game – IF... – aims to teach children social and emotional skills through play.MartyEducational mobile games is a MAJOR trend. Won;'t be the last money raised here. Good insight by @Ronald Bannon M.B.A., Adm.A., F.C.M.C.
Games industry veteran Trip Hawkins has raised $6.5m of venture capital funding for his latest startup, educational games maker If You Can Company. The firm, whose development team is based in London, released its first iPad game earlier in the week. The game – IF... – aims to teach children social and emotional skills through play.
SARASOTA, Fla. – As the global marketplace for mobile gaming apps continues to grow, Obscene Interactive, the gaming division of OBJ Enterprises (OTCBB: OBJE) is working to boost revenues by replacing in-game banner ...
Cool idea to make games more engaging by improving their ads. What we've known as "ads" are dying fast. Soon I'm not sure we are going to know when an "ad" is playing.or where the line between game and ad is.
Forbes There's A Reason Only 16% Of Gamers Play Downloaded Games Exclusively Forbes There's a new report out from the NPD Group called “Exploring Digital Gaming” which says that 16% of American gamers download their games exclusively, favoring...
This post explains that the 16% who limit their game play to downloads limit their play in critical ways because discs and distribution via GameStop-like stores where players return games for a substantial credit against the next purchase. Hmmmmmmm.....Post also points out prices don't reflect the savings of downloads...yet. CDs used to be like that too, not so much anymore. We know we are moving to a "download everything" future, but the cloud version of our disc economy is hardly mature. Going to mature faster than e think and open source game development has some interesting angle that could maintain the collectors aspect of gaming. Game developers, much like content marketers, need to think PLATFORM and less "disc based" economy since the one has a future and the other is already dead man walking.
Marty NoteGreat post along with a hard to decipher infographic. Great tips such as make your first sentence Hook-y.
Tips for building self-made marketing tools.
The first TCG based on fantasy anime story, taking the TCG game into the heart of MMO game play with RPG elements.
I don't begin to understand much of this Kickstarter project created by Totally Awesome Games in Oklahoma, but creating games from anime with RPG elements (whatever they are) sounds cool. Great lesson here for startups. When you pitch ideas GO SLOW. Remember not everyone viewing your Kickstarter campaign will know what RPG elements are. Over explain especially when asking for money. I like the video once we are out of the car. Shooting someone talking in a car isn't something I would advise. Its distracting and worrisome (will he crash lol). Where is the physical space where these game designers work? If they don't work in a cool space together I would have shot at least part of the video in a space that looks like a game design company. I'm not saying be inauthentic, but when asking for $75K best to create confidence. Investor confidence is based on a number of factors including:* What you say. * How you say it. * What others say. * How others say what they say. The problem here is we step directly into the middle of a conversation I only half understand. I plan to give $100 because I'm intrigued, but there is a real ART to marketing especially crowdfunding marketing that is mostly missed here. Hope these guys make it despite the confusion and will make my usual offer to TAG, Inc. If they would like help with their marketing contact me and I will be glad to contribute ideas Free.
For people with dyslexia, playing action video games may help them better manage shifting attention between audio and visual cues, new research reveals.
There are several things I like about this study including how it shifts thinking about games as superfluous and moves them to important and educational - a point Steven Johnson makes in Everything Bad Is Good For You. As a dyslexic who spent many hours with his hand under his chin spelling words phonetically. The learning about sound was fascinating. Researchers think if they can control sound and visual stimulation, like in a video game, dyslexics may learn better (faster). This is what I remember about dyslexia - learning was so HARD, so inefficient. The other kids could write and spell. I struggled with those outward manifestations of "learning", yet my mind was capable of grasping complex concepts (for a ten year old). I could DISCUSS those concepts too, but I couldn't WRITE IT DOWN at least not in a way anyone but me could understand it. There is another lesson in this post - don't limit your thinking about how to solve a problem to a narrow band. How can you add some "video game dyslexia study" into your marketing. Can you make your marketing a game? If you think about it getting people to know and love you online is a bit like teaching a dyslexic, a dyslexic in a hurry.
Library contest has teens create video trailers for books.Spring is a great time for creativity and imagination. The Stanislaus County Library is holding a video contest for all teens, ages 13 to 18.Marty NoteSTEALTHIS idea from the librarians! If you are a brand marketer ask customers to create trailers for your brand. Trailers are so ubiquitous and such a defined paradigm sparking customers imagination wouldn't be hard. The creative content and social shares such a contest would generate would bring real benefit to any website / brand.
The image of the emblematic smartphone game has not been held in high regard of late. Certainly not with titles like Flappy Bird seemingly taking over the world, earning $50,000 a day off our meaningless compulsions and further cementing the well of condescension "hardcore" gamers have for the mobile platform and its capacity.
That's where Threes comes in. Released Wednesday as a universal iPhone and iPad app, the $1.99 title -- a simple math-based puzzler with gorgeous design and catchy music -- is what a overtly refreshing, downright fantastic mobile game should be.
Beautiful and a little crazy (lol). M
There's a lot of misinformation on how gamification is supposed to work and I'm going to dispel some of those ideas.
This is the best article I’ve read about why the Gartner all gamification will fail post is stupid AND gamification is harder than you realize.
The post takes 3 myths and patiently and completely explains the TRUTH of gamification - that is highly effective but neither easy or plug and play.
Points, badges and leaderboards encourage competition and enhance performance Marty - I agree. Leaderboards managed badly become disincentives. This is why Scoop. Its "horse race leaderboard" called MyCommunity is so brilliant as it only shows the horses running immediately behind and in front of me.
Gamification is simple – assign points and badges, and you are done!
Marty - If you think about what we are doing you know "simple" doesn't apply. We are applying game theory to web marketing. Simple? Not at all, but what Internet marketing ever starts as "simple"? None that I've ever come across.
Gamification increases participation and productivity of employees in boring, mechanical tasks
"Boring mechanical tasks are boring. Visiting a website is rarely either boring or mechanical, so I don't see this issue as important as it is for those attempting to adopt gamification for HR and other team building applications.
From conclusion: "Gamification holds tremendous promise .... but an over-simplified engagement strategy focusing only on points, badges and leaderboards, can do tremendous harm to the organization."
12 Ideas for Facebook Contests (12 Ideas for Facebook Contests http://t.co/R4nUAcDBNR)
Had higher hopes for this infographic. Granted focusing on KNOWN holidays is always smart retailing, but wanted cool ideas such as: * Facebook Friends Contests - Can you get your Facebook friends to do some good? * Facebook LIVE - Stream content live to Facebook and hold a contest to see who does this best / has most interesting stream. * Facebook Picture Contest - adaptable to any business vertical and idea since Facebook is about pictures primarily. * Facebook Question Contest - every business can use this one too. * Best Parents / Grandparents / Kids on Facebook contest - not sure what the judging criteria would be here but love the social media generation. Make sure rewards are more SOCIAL than material and read Pink's book Drive for why. No matter what be sure to pull links back to owned properties or you just make FB richer and they don't need your money (you do :).
Gamersyndrome Zynga to launch mobile version of 'FarmVille' game Los Angeles Times While the Facebook title helped launch Zynga to stardom and convinced investors in its 2011 initial public stock offering that it would be a standout among...
Mobile gaming is fully upon us. I'm designing CrowdFunde, our crowdfunding and content marketing app, now and creating mobile first. Bet video games head in the same direction - create the mobile game first then, if the numbers merit it, move to game consoles, laptops and desktops. Gotten so I think of all Internet marketing as a game and the smartphone as the game console (lol). This LA Times article about Zynga making FarmVille for Mobile is a SOT (Sign of the Times). M
Football Is Closer to Becoming Moneyball Than You May Think DailyFinance Seven years after the Oakland A's use of unconventional wisdom swept baseball by storm, the 2009 New Orleans Saints began to mesh analytics with game planning and personnel...
I think once the money gets large enough, the stats deep enough and the computers strong enough all things become "MoneyBall". Our evolving mathematical world always makes me think of Asimov's "psychohistory". Isaac Asimov wrote science fiction about robots long before it was cool. One of his concepts was the future was predictable and knowable in the aggregate. The math, in his Foundation series, was so large the future was known.Or known for the society because the math was large enough. The future remained unknown for the individual. Sure there is a contradiction here, but go with it its science fiction. This post about how football is becoming moneyball too should not surprise anyone who has been paying the smallest amount of attention.
Business 2 Community How to Effectively Incorporate Google+ Into Your Brand's Content Strategy Business 2 Community Last year, the integration of Google Plus with YouTube (forcing YouTube users to have a Google Plus account) artificially added...
Great tips here for using the most disruptive tools out there to create disruption in your biz vertical.
A Hong Kong hedge fund manager wants Nintendo Co. to develop and sell mobile games--a sign of growing dissent among Nintendo shareholders.
Can't believe it takes PRESSURE to get Nintendo to join the mobile games revolution. Heck I've thought about creating a mobile games company (lol).
Three campaigns creatively stood out by leveraging smart insights around conversations that would be happening at the Games (Gotta love how these biz's marketed the games - @Airbnb "@globeandmail: brands deserve medal for the Winter Olympics
Frankly I could care less about the winter Olympics, but sports create the most valuable NOW content on the planet and this post explains some brands deserve GOLD from the games in Russia.
IPO Pumps Zynga's Share Price In Volatile Online Game NicheMarketWatchIt is also developing new role-playing games, which have a longer lifespan that social games, by introducing such games as Battlezone.
Expected consolidation in game space has lassoed an unexpected Zynga.
Game On! Lab is the hub of reference to break down the game design into understandable elements and apply them to the professional environment in order to design, evaluate and solve engagement problems.Marty NoteSergio Jimenez (@gamkt) has done Internet marketers a great service. His http://www.gameonlab.com/ has a "gamification canvas" that walks Internet marketers through the steps needed to add successful gamificaiton. Gartner's famous report saying 80% of gamification installations would fail sets the table. Never mind 80% of all Internet marketing fails, use of Sergio's gamification canvas may just turn odds in your favor. Important to turn odds in your favor since gamfication, done well, increases engagement, sharing and User Generated Content (UGC) all things every website needs these days.
FRONTLINE explores how the perennial teen quest for identity and connection has migrated to social media – and how big brands are increasingly co-opting young consumers’ digital
Fascinating look "behind the curtain" of celebrity and social media. The power of the like isn't discussed from its serendipitous condition roots more from the cultural phenomenon. This "new fame" gets bestowed to the lucky few (as always). The collaborative nature of success is an underlying theme. Note the comment by the skateboarder who gets more hits when he skates with his friend the social media star than based on his talent alone. The strange randomness of this new fame is probably neither strange or random. There are probably old core values driving things despite the new generation of content creators. The Frontline piece does show how brands and branding are changing and becoming more apparently democratic. Do brands really LISTEN more or simply ape what is necessary to sell more sugared water now? Time will tell.
We reached our goal of 5 Beta CrowdFunde partners:Moon AudioMetabolismMagicCurattiMaximumRealEstateExposureLowryeye
These are great partners for CrowdFunde. We would like to find 5 more partners in these categories:* Lawyers (especially ones who work with startups). * B2C ecommerce websites.* Doctors and Dentists.* B2B agencies or other relationship sellers.* Sports sites. * Travel sites.
* Gift or other product sites.Learn more about the CrowdFunde Partner Search:http://crowdfunde.com/crowdfunde-partner-contest/
That's the gist of a great piece in The New Yorker, which looks at falling profits at both Mattel and Hasbro and knows exactly where to point the finger.
The Death of Toys, Blame The WebI agree with the premise of this post about the death of toys. I would go further. I've noticed my consuming habits have changed from physical to virtual goods. There was a time I cared about what car I drove, books I read and cool Swatches I could find. Not so much anymore. Now I stream videos, buy books on Kindle and check the time on my iPhone. Physical goods feel lime more PAIN than VALUE. Pain because a physical good has to be moved when I move, a physical good takes up SPACE and needs maintenance (dusting at least) and physical goods must be disposed of at the end of their lifecycle. Virtual goods don't need as much curation, they are in the cloud (at most) so there is no need to move them and their entry costs are often lower (because they didn't need expensive shipment). I think this trend is more pervasive than ME (lol). And the trend to "virtual goods" is killing the sale of physical goods such as books, movies and toys.
Problem With Leaderboards SOLVED Yesterday in one of the best #gamification posts I've read by @gamificationco they pointed out the problem with leaderboard is done WRONG they kill incentive. I know all about having incentive killed. Scoop.it started with a single leaderboard. Each day I would STRUGGLE to get 10 or 20 views as the pro curators at the top of the stack like Robin Good or Anna-Cristina Pratas racked up hundreds in the same time. OUCH. One-Day Scoop.it flipped a switch and their leaderboard changed. Instead of seeing the top of the stack and feeling the opposite of incentive. Their new board floated my account in the middle of curators in the same horse race I was in. Like many people I'm one of those horses that runs faster to catch horses with a lead. The key is making daily progress. I worked on "Winning The Day" or achieving the most views of any curator I could see. Winning the day taught me what worked, provided a sense of accomplishment and helped me learn in a sequence that wasn't overwhelming. Reminds me of riding a bicycle across America. In the summer of 2010 I rode a bicycle across America. If I thought of riding 3,300 miles in rain, heat and pain never would have left home. When I broke the BIG mission into smaller 50 and 60 mile rides over 60 days the same goal FELT achievable. Remember to FLOAT your leaderboard the way Scoop. It’s brilliant creators learned to do and you will keep engagement HIGH and help your players achieve the most important goal for any game designer - to keep playing. The ultimate goal of any GREAT game is...more game pay :).
Gamification has quickly become a super trend in marketing, customer retention and employee engagement. Check out this new infographic: The Business of Gamification.Marty NoteNot sure why this is an infographic, but information is helpful and well presented. Gamification WORKS online. Don't be turned off by the famous Forrester report saying 80% of all gamification will fail. Duh, 80% of anything online fails. Gamification connects visitors to your content or THEIR content on YOUR website (even better). Gamification rocks online marketing.
Martin W. Smith dice que la Gamificación se ha convertido rápidamente en un super tendencia de marketing, la retención de clientes y el engagement.
Pin de la infografía:
GSN Games, the Waltham, Mass.-based game development arm of the Game Show Networ...
Why every game company isn't exploding right now is a mystery to me.