August 2012 – Game-based Marketing & Cust Loyalty

mig33

mig33’s Business of making Friends

mig33 is one of the world’s largest mobile-first social entertainment services, connecting over 65 million registered members around the world with chat and entertainment every day, hosting a fast-growing virtual economy. Launched in late 2005, mig33 is headquartered in Singapore with strong consumer presence in Indonesia, South Asia, the Middle East, and Africa. At this […]

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ecommerce_games

Gaining Customer Loyalty in e-Commerce with Games

Online shopping and consumption of digital content is becoming more and more popular in Asia and I don’t have to mention that the region is more than attractive for digital marketers with one billion people online. As the Asia Digital Marketing Association (ADMA) confirms in its recently published Digital Marketing Yearbook, almost half of the

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game_design_ent

Game Design in the Enterprise 2012

M2 Research expects game design within the enterprise to quickly rise and become the dominant segment of gamification by the end of 2013. This trend is amplified by an accelerating environment of consumerization. If the smartphone/tablet is the predominant hardware in the future mainstream work environment, gamification is the corresponding software component. First used to

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mobile_wallet

The Mobile Value Chain Challenge: How the Mobile Wallet is a Game Changer

Product marketing 101 is based on Moore’s classic technology adoption curve, which splits customers in to Innovators, Early Adopters, Early Majority, Late Majority and Laggards. And, to put it simply, is focused on the challenge of getting customers from “Innovators” to “Early Adopters” phase.

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social_games

Social Games – Marketing Platform of the Future

We are surrounded by zeros and ones, the binary code, without us even noticing it. We are creating a digital world of bits and bytes that intensifies the relationship between man and machine, a union that is changing our behavior and communication patterns. The digital world provides a type of programming in our heads, since

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gamification_sap_geny

Gamification used by SAP to engage and motivate Gen Y

Generation Y, people born from the early eighties to the mid-nineties, have an extremely high game and social media affinity. Growing up with cutting edge technology and innovation at home and at school, the Gen Yers are digital natives and by now make up around one fourth of the workforce. They have been engaged in

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gigya-screen

Gigya: Providing the Key for Winning the Game with Social Game Mechanics

Gigya is a leader in providing social infrastructure for businesses with more than one billion unique users per month and a declared mission to socialize the rest of the web. Gigya technology completely integrates your website to the world of social media, providing for 24 social networks and a wide range of ready to use

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gamification_marketing_strategy

What’s needed for a good Gamification Marketing Strategy

Gamification takes advantage of unfulfilled human needs, such as feeling recognized, feeling connected, getting rewarded, reaching goals, or expressing emotion. Today‘s society is full of people with an unconscious lack of exactly these feelings, thus, there are still a lot of target groups and people to be reached.

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trends_2012new

Trends, Challenges and Strategies for Consumer Gamification in 2012

M2 Research expects that the consumer‐level honeymoon period for gamification will be largely over by the end of 2012 and leveraging game mechanics implementation will have become a significant supporting pillar for integrated marketing. When done properly, using gamification for market‐branding adds another level of engagement to a company’s social marketing strategies.

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adv_free_games

Free-to-Play (F2P) Games from a Business Perspective

Free-to-play (F2P) games refer to any video game, or social or mobile application that has the option of allowing its users to play without paying. Since these games are available at no cost to players, other business models, such as charging money for certain in-game items (like powerful bonuses which are usually available for real

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