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	<title>Affinitive's Social Media Playground &#187; video games</title>
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	<link>http://www.socialmediaplayground.com</link>
	<description>Welcome to Social Media Playground, a place to discuss all things related to word of mouth (WOM) and social media marketing. Brought to you by Affinitive, a word of mouth and social media marketing, technology and strategic solutions firm located in New York City and San Francisco.</description>
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		<title>Online Video &#8211; A Growing Opportunity for Video Game Purchase Influence</title>
		<link>http://www.socialmediaplayground.com/social-media/online-video-a-growing-opportunity-for-video-game-purchase-influence/2009/02/12/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=online-video-a-growing-opportunity-for-video-game-purchase-influence</link>
		<comments>http://www.socialmediaplayground.com/social-media/online-video-a-growing-opportunity-for-video-game-purchase-influence/2009/02/12/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 18:54:56 +0000</pubDate>
		<dc:creator>Patrick Courtney</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[influence]]></category>
		<category><![CDATA[online video]]></category>
		<category><![CDATA[UGC]]></category>
		<category><![CDATA[user-generated content]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[viral]]></category>
		<guid isPermaLink="false">http://www.socialmediaplayground.com/?p=160</guid>
		<description><![CDATA[A couple of notable online marketing studies found their way to my inbox recently and I thought I&#8217;d point out a conspicuous congruency supporting the use of online video as a key component of an overall marketing plan, especially for video game publishers.  Considering video game publishers make up a significant share of our client [...]]]></description>
			<content:encoded><![CDATA[<p>A couple of notable online marketing studies found their way to my inbox recently and I thought I&#8217;d point out a conspicuous congruency supporting the use of online video as a key component of an overall marketing plan, especially for video game publishers.  Considering video game publishers make up a significant share of our client roster, I thought the following research pertinent.</p>
<p><img style="float:left;margin:0 10px 10px 0;" title="UGC Creators" src="http://www.socialmediaplayground.com/wordpress/wp-content/uploads/2009/02/ugccreators2.gif" alt="UGC Creators" width="324" height="191" /> eMarketer <a href="http://www.emarketer.com/Article.aspx?id=1006888">released</a> some big numbers last week on the growth of user-generated content creators and consumers.  The report estimates that by 2013 the number of UGC creators will reach 115 million (just over half of all internet users), up from 83 million in 2008.  That&#8217;s significant, and indicative of the growing popularity of user-generated content (specifically video) as a platform for fluent self-expression.  And as the quantity of content increases, so too does the audience.  An estimated 70% of all internet users, roughly 155 million, will be consuming some form of UGC by 2013.</p>
<p>The study goes on to suggest that the growth in UGC may be unprofitable if the advertising climate for user-generated media remains stagnant, citing &#8216;unpredictability of UGC&#8217; and &#8216;absence of ad standards&#8217; (among others) as the culprits for these conditions.  While these issues pose a concern for a company like Google who are still seeking to profit on YouTube after its acquisition in 2006, marketers are presented with an amazing opportunity to reach their audience in an organic and credible way.</p>
<p><img style="float:right;margin:0 0 10px 10px;" src="http://www.socialmediaplayground.com/wordpress/wp-content/uploads/2009/02/ugcconsumers1.gif" alt="UGC Consumers" width="324" height="191" />Marketing Vox <a href="http://www.marketingvox.com/tv-online-video-heavily-influences-video-game-selection-042238/">covered</a> an Ad-ology survey last week on the influence of video game selection.  The survey, called <a href="http://www.ad-ology.net/index.cfm?Page=influence">Fall 2008 Median Influence on Consumer Choice</a>, reported that of consumers between the ages of 18-24 nearly 65% were influenced by online video.</p>
<p>&#8220;&#8216;Gamers want to see new releases in action before they buy, and online video is an effective way to show actual game play,&#8217; said C. Lee Smith, president and CEO of Ad-ology Research.&#8221;</p>
<p>This significant level of influence of online video on video game purchases presents an opportunity for leveraging the growing number of UGC creators and consumers.  At Affinitive, we integrate online video, official or user-generated, into the majority of our programs when it makes sense, and have experienced a great deal of success in most cases.</p>
<p>For example, we recently executed a user-generated video contest for the release of an RPG-style video game.  The contest was set up to encourage those who bought the game to upload their best game play videos (see an example <a href="http://www.youtube.com/watch?v=4dv1rV8MbYk">here</a>), with the winner earning a gift certificate and autographed merchandise.  By the end of the contest (roughly two weeks after the game&#8217;s release,) the contest had received over 50 entries totaling 300,000+ views.</p>
<p>That&#8217;s not to say that every marketing campaign needs online video, rather I&#8217;m simply pointing out that the audience and creators are increasing, and the influence is there.  It is a growing opportunity that should be considered when developing an online marketing strategy.</p>
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		<slash:comments>907</slash:comments>
		</item>
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		<title>Lord of the Rings Fans Strut Their Stuff for Ultimate Fan Contest!</title>
		<link>http://www.socialmediaplayground.com/social-media/lord-of-the-rings-fans-strut-their-stuff-for-ultimate-fan-contest/2009/01/16/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lord-of-the-rings-fans-strut-their-stuff-for-ultimate-fan-contest</link>
		<comments>http://www.socialmediaplayground.com/social-media/lord-of-the-rings-fans-strut-their-stuff-for-ultimate-fan-contest/2009/01/16/#comments</comments>
		<pubDate>Fri, 16 Jan 2009 22:07:12 +0000</pubDate>
		<dc:creator>Patrick Courtney</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Self-Promotion]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[consumer promotion]]></category>
		<category><![CDATA[consumers]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[enthusiasts]]></category>
		<category><![CDATA[fans]]></category>
		<category><![CDATA[lotr]]></category>
		<category><![CDATA[The Lord of The Rings]]></category>
		<category><![CDATA[UGC]]></category>
		<category><![CDATA[video games]]></category>
		<guid isPermaLink="false">http://www.socialmediaplayground.com/?p=157</guid>
		<description><![CDATA[Talk about passionate fans! For the past several months Affinitive has been running &#8220;Battle For the Ring&#8221;, an enthusiast community/advocacy program we developed for the new video game The Lord of The Rings: Conquest for one of our great clients, Electronic Arts. The game hit stores this week, and to celebrate the illustrious history of [...]]]></description>
			<content:encoded><![CDATA[<p>Talk about passionate fans!  For the past several months Affinitive has been running &#8220;Battle For the Ring&#8221;, an enthusiast community/advocacy program we developed for the new video game <em>The Lord of The Rings: Conquest</em> for one of our great clients, Electronic Arts.</p>
<p>The game hit stores this week, and to celebrate the illustrious history of The Lord of The Rings franchise and to increase awareness for the new installment in the video game series, Affinitive coordinated a user-generated video contest to find the &#8220;Ultimate The Lord of The Rings Fan.&#8221;</p>
<p>Five finalists from a pool of impressive entries were chosen by the program&#8217;s managers, and were then voted on by the community.  The winning video was submitted by &#8220;Thorgaz&#8221;, who showed us exactly what it means to be the ultimate fan (hint: creating your own set of <a href="http://en.wikipedia.org/wiki/Nazgul" target="_blank">Nazgul</a> gloves and perfecting an unbelievable <a href="http://en.wikipedia.org/wiki/Gollum" target="_blank">Gollum</a> impression.)  We appreciate his time and effort into making this video, and showing off his passion for the series!</p>
<p>Check it out:<br />
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		<slash:comments>64</slash:comments>
		</item>
		<item>
		<title>Complement Consumers&#8217; Social Habits to Spread WOM</title>
		<link>http://www.socialmediaplayground.com/research/complement-consumers-social-habits-to-spread-wom/2008/03/13/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=complement-consumers-social-habits-to-spread-wom</link>
		<comments>http://www.socialmediaplayground.com/research/complement-consumers-social-habits-to-spread-wom/2008/03/13/#comments</comments>
		<pubDate>Thu, 13 Mar 2008 21:22:28 +0000</pubDate>
		<dc:creator>Affinitive</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[consumers]]></category>
		<category><![CDATA[Keller Fay]]></category>
		<category><![CDATA[psychographic]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[video game marketing]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[WOM]]></category>
		<category><![CDATA[word of mouth]]></category>
		<guid isPermaLink="false">http://www.socialmediaplayground.com/research/complement-consumers-social-habits-to-spread-wom/2008/03/13/</guid>
		<description><![CDATA[Word-of-Mouth is a fickle beast. It is difficult to trigger WOM for a product, but it is even harder to determine how the word will be spread, how the message changes, and who it will reach as it goes from one generation of consumers to the next. Keller Fay Group released research showing that 90% [...]]]></description>
			<content:encoded><![CDATA[<p>Word-of-Mouth is a fickle beast. It is difficult to trigger WOM for a product, but it is even harder to determine how the word will be spread, how the message changes, and who it will reach as it goes from one generation of consumers to the next.</p>
<p>Keller Fay Group released <a href="http://www.kellerfay.com/news/Ad%20Age%2012-4-06.pdf" target="_blank">research</a> showing that 90% of WOM conversations occur offline and only 7% occur online. For marketers targeting the online space, this was a hard finding to swallow as it suggested that opportunities were being missed in a space where WOM is difficult to measure.</p>
<p><a href="http://www.beaffinitive.com/solutions/" target="_blank">Our solutions</a> at <a title="Affinitive" href="http://www.beaffinitive.com" target="_blank">Affinitive </a>focus mostly online, so at first glance it seems perhaps we were focusing on the wrong space. In our programs, we ask participants to self-report the number of times they are involved in conversations related to the product or brand of interest and whether those conversations occurred online or offline. I gathered results from 8 of our past programs in the video game industry. The results showed that <strong>only 37% of WOM happened offline</strong> for participants of the program, a marked difference from the 90% presented earlier:</p>
<p style="text-align: center"><img src="http://www.socialmediaplayground.com/wordpress/wp-content/uploads/2008/03/offline-vs-online-chart-2.gif" alt="WOM — Offline vs. Online" /></p>
<p>So, what is happening here? I think there are three Ps in play:</p>
<ul>
<li>Person (Who is being targeted?)</li>
<li>Place (How are they being targeted?)</li>
<li>Product (What is being talked about?).</li>
</ul>
<p>Depending on how and where a program is executed has effects on where the WOM happens. We found an online-rich personality is often a major <a title="Psychographic" href="http://en.wikipedia.org/wiki/Psychographic" target="_blank">psychographic trait</a> of video game consumers. Noting this, we were able to to augment their natural social engagements with product-related WOM encompassing specialized strategies designed to keep participants online.</p>
<p>If you want to target people who feel more comfortable in the online space, then use that to your advantage. Offer tools and ideas to spread the word online. Integrate your program into the environment with which your consumers are most comfortable. Tactics developed for a program must complement both audience and product.</p>
]]></content:encoded>
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		<slash:comments>261</slash:comments>
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