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Monday, June 14th, 2010
by: Brent Marcus
Games figured heavily in the (official) introduction of the iPhone 4G and according to industry research, it’s easy to see why. A recent Nielsen study found games are the most frequently used apps, ahead of more utilitarian categories such as social networking, news and navigation. Games are also at the top of the entertainment app heap, with more usage than anything having to do with either music or movies. Current projections see global mobile gaming revenues surpassing $5.6 billion in 2010.
Here are a few of the new iPhone’s gaming-relevant updates. A new chipset and the promise of faster processing could improve the speed and graphic quality of games. Promises of better networking speeds could eventually allow better multiplayer or even eventually streaming experiences. A better camera on the back and a new camera on the front might allow iPhone developer to take creative cues from existing game platforms and eventually yield some interesting changes in the way players can control the experience. The new iPhone also has a built-in gyroscope, promising more refined game control. The near-term implications are obvious: better mobile games and competition against the mobile games platforms from Nintendo or Sony. The potential long-term ramifications are far more compelling. Read More »
Friday, April 23rd, 2010
by: Josh Lovison
I recently spoke to a class at USC, and in the Q&A afterward was asked a very interesting question: “Do you think everything will be a game?” It’s a question I’ve been pondering for a while, but actually being asked by someone forced me into an answer. Before sharing why I don’t think everything will be a game, let me point out a video from DICE2010 that makes a strong case for “Life Gaming.” The 30-minute clip is well worth watching and makes a number of great points.
Foursquare motivated people to check in at their locations by making it into a game, while the founder’s game-less predecessor (Dodgeball) failed. “FarmVille” is the fastest growing media property to 50 million users, reaching that benchmark four and a half months since it’s release. Virtual goods ( buying “nothing”) was a billion dollar industry in 2009. Despite these points and the ones brought up in the video, there’s a serious danger to the prospect of life as a game.
The issue at hand is one of motivation. Gamers don’t wake up with a strong desire to tap a button several hundred times — it’s the framework around those button-presses that gets people engaged. The problem with “life as a game” is that we are motivated to do many things in life simply for their own sake. Making a game out of those actions endangers our very willingness to do them. Read full article on Mediapost.
Monday, April 5th, 2010
by: Josh Lovison
The iPad is here — and with it, apps. And games. And ads. The iPad arrived on April 3. Rumor is, on April 7 Apple will reveal what it’s done with Quattro and showcase the future of the ad platform for its mobile operating system. This announcement could, in a very real way, mobilize (pun intended) casual gaming ad opportunities.
Did you know there are more iPhones and iPod Touches out there than Wiis? Or that Apple is eating away at the handheld gaming market revenues, despite the games on its platform being a fraction of the price that others charge?
A solid advertising platform from Apple will represent a unified offering for iPhone OS games. Based on where Apple’s interest lies for its iPhone platform, the ad platform should be very publisher-friendly, and potentially able to generate revenue for publishers better than current ad networks. If that’s the case, many publishers will flock to the common standard for their apps (or not). Read More »
Friday, March 26th, 2010
by: Josh Lovison
The news that EA is dropping third parties from selling into the company’s dynamic in-game ad inventory is a pretty interesting development. At first blush, it looks like a move to increase margins and control pricing of the inventory. The more I think about the announcement, though, the more I hope the rabbit hole goes deeper.
When publishers of any sort integrate a third-party ad-serving solution, it essentially puts the sales teams and the creative teams at odds. Sales teams want to dream up incredible, never-done-before done campaigns with brands. A third-party solution acts as a bottleneck, shattering many of those dreams. Creatives look at those third-party solutions as invading their space, and find viewing the ads as a necessary evil.
When the ad-serving technology sits with product teams that work in parallel with the core product teams, this changes in a significant way. Suddenly the core product makes concessions to organically integrate with the ad products coming down the pipe, and then the sales teams are able to dream a bit bigger, doing some very neat stuff. I really hope this intention played a part in EA’s decision, in addition to the desire to control pricing and maximize profits. Read full article on Mediapost.
Tuesday, January 26th, 2010
by: Josh Lovison
Column originally featured on MediaPost
The title of this post is “Will net neutrality kill cloud gaming?” — and no, that’s not the wrong way around. While a handful of game developers just advised the FCC on the importance of net neutrality for the future of online gaming, and to an extent correctly so, there are cause-and-effects in play that also pose significant threats.
Let’s get some definitions out of the way. First off, for the purposes of this post, “cloud gaming” refers to games that are rendered in the cloud (i.e. on servers). In essence, this is the promise of services like OnLive, a gaming offering that portends high-quality gaming on the simplest of devices by centralizing the heavy lifting in the cloud. It’s not there yet, but the intent has many gamers’ hopes up for a day in the future when they can leave the hardware arms race behind. Read more.
Friday, December 11th, 2009
by: Josh Lovison
Column originally featured on MediaPost
Online content, as it becomes increasingly interactive and tailored to the individual, faces a problem: How does it deliver an individual experience and still contribute to a cultural identity?
We have a human need for joint attention. When we see something cool, we point it out to a family member or friend. When we see a movie we really like, we — unprompted by the studio — tell our friends to go see it, too. We crave a shared cultural identity.
We also like personalization. We want content that is tailored to our interests, and the “choose-your-own-adventure” type of storytelling resonates quite well with audiences. We’re especially seeing instances of the latter in gaming. But this concept of personalization seemingly operates against the need for joint attention. So how can the two needs both be satisfied? Social frameworks seem to be key. Read more.
Friday, October 30th, 2009
by: Josh Lovison
Column originally featured on MediaPost
Game consoles are continuing their stealthy takeover of the living room. We’ve been seeing this trend for a while, but the pace is accelerating as the holiday season approaches.
The PlayStation 3 is going Netflix next month. The second console to get the streaming video service, this added functionality should help the PS3 sales for the holiday (which are already predicted to be high due to the lower price point of the PS3 Slim). The solution currently works using a disc shipped out from Netflix, though it’s been confirmed that eventually a native client will be released. There are still rumors of a similar disc-based approach coming to the Wii. Read More.
Friday, October 16th, 2009
by: Josh Lovison
Column originally featured on MediaPost
What’s the difference between “World of Warcraft” and a loyalty program? Surprisingly little. Blizzard (now Activision Blizzard) has made an empire out of games that don’t end. From “Diablo” to “World of Warcraft,” these are bestselling hits predicated on a simple formula: Make your customer an addict.
There’s a ton of things to learn from this company, including novel tactics of CRM – but for the purposes of this post, we’ll limit ourselves to a look at how a store loyalty program would look if designed by Blizzard.
Diminishing returns: All Blizzard games start off with tremendous quantity of rewards per investment at the outset, but taper off into hours of work for a marginal but significant qualitative gain. So our loyalty program will be layered with bronze, silver, and gold points. At the outset, bronze points accrue quickly and can be redeemed often for small perks. Eventually members can purchase a silver membership using their bronze points, at which point they accrue silver points instead, albeit at a slower rate. These can buy more rewarding perks. Gold membership follows in the same manner as silver. Read more.
Friday, September 18th, 2009
by: Josh Lovison
Column originally featured on MediaPost
There’s a recent trend among video game retailers that’s worthy of note for brand marketers. For a while now, retailers such as GameStop have been offering exclusive extras for their customers. These premiums were typically small tchotchkes, small inexpensive trinkets. But now we’re seeing this trend extend into the realm of downloadable content.
I recently returned from a vacation to Italy, where I saw the Palazzo Medici — an exquisite palace built during the Renaissance by Florence’s resident ruling family. If I want to access the Palazzo in Ubisoft’s upcoming game “Assassin’s Creed 2,” I’ll have to purchase the title from GameStop. This is hardly the only instance of this type of promotion. Read more.
Tuesday, August 25th, 2009
by: Josh Lovison
Column originally featured on MediaPost
Last week, columnist Shankar Gupta noted the loading time debacle with “Wipeout HD”’s in-game ads. The story is a frightening one for marketers unfamiliar with the gaming space. What was essentially a 10-second mistake resulted in the early termination of a campaign and loads of upset customers. Is the gaming space really so unpredictable and volatile?
Yes and no. Gamers can be a surly sort, quick to band together for a common cause against a shared enemy. But it’s really not that difficult to know how to avoid conflict. A key concept here is one that really should prevail for all media channels: The best advertising is perceived by a consumer as content. The “rocket science” for gaming ads involves maximizing ROI, targeting the buy, and leveraging the in-game elements into a larger integrated campaign. Avoiding a riot shouldn’t be rocket science, and here are a few tips to help avoid such a scenario. Read More.
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