
Of all the cool things about the iPhone 4 -- synchronicity between applications; multi-tasking; screen resolution; aggregated Inbox in OS4 -- it hadn't changed my life. Until...
...Angry Birds.
The iPhone turned me into a gamer. For those of you who haven't tried Angry Birds, don't. You will become addicted. If you play already, you know exactly what I'm talking about. More than 7 mm people have downloaded the $.99 app...more than 2mm for Android in the past three days for pete's sake. Why? The game combines just the right amount of technical skill (e.g., micro-touch moves place the bird catapult at just the right angle), goal-achievement (i.e., more than 200 levels, each just a little bit more frustratingly, tantalizingly, intriguingly difficult to achieve than the next), and engaging graphics, animation, and audio.
Social gaming is becoming a significant subset within a new phenomena we know but haven't fully acknowledged as a potent weapon in the marketing arsenal, social commerce -- the nexus of social networks + ecommerce. Paraphrasing Manny Anekal, Global Director of Brand Advertising at the world's largest social game developer, Zynga, we are on the verge of a social gaming tsunami. More than 60mm people play social games every day; in 2010, people will spend more than $1.6bn -- that's billion, folks -- on sales of virtual goods within social games alone (most of it taking place within Facebook). Something big is happening right before our eyes.
I was like you -- hated getting the senseless Mafia Wars and FarmVille status updates on Facebook and loved it when Mark Z. finally realized that a rebellion was fomenting if he didn't shut down the auto feeds. Angry Birds isn't even really social. It's alone-play, as if I really had the time. And there are no brand integrations...no virtual stores, no virtual gifts.
But Angry Birds became more than just an addictive time-suck after I attended The Altimeter Group's "The Rise of Social Commerce" conference two weeks ago. Playing over and over made me think even more deeply about social commerce, specifically about how game theory is capturing the imagination of people who would never have thought themselves as gamers, or that they'd be susceptible to brand integration within a social game. "Maybe it's the iPhone," I thought. It's the perfect device to whittle away a few free minutes...
I'll reference additional learning from this excellent conference in subsequent posts, simply too much good stuff for a single entry. For now, the "something big" is that big brands are going to go big in social commerce and social gaming. Here are some reasons why:
- Social games like Mafia Wars -- as well as alone-player games like Angry Birds -- engage people because:
- they are extremely easy to play;
- only require a mouse or simple one-finger touch (vs. 28 moves on a Halo controller);
- are not competitive in the classic sense -- no one loses, everyone wins, and the "competition" is more about cooperation (i.e., helping others find new guns in MW);
- they build social constructs that help people connect with family and friends;
- most games are free or extremely low-cost up front;
- don't require large time commitments -- people can play for a few minutes when they need a break or want to relax for a few minutes;
- "Gamification" may be the buzzword for 2010. Game developers have known for a long time how to capture attention and keep people playing. Today, game theory is influencing more and more of the interactions we have with brands -- and brands are increasingly figuring out how to apply game theory to capture the imagination and monetize the free-time of fluid consumers;
- According to Zynga, the "prototype" social gamer is a 40 year-old woman. Hmm. Not quite who you'd think of at first, but upon reflection, the perfect target for social games AND for brands to connect with -- highly social; motivated by cooperative competition and personal achievement; tech savvy enough so that the technology is seen as an enabler, not a hinderance. They also happen to be household budget directors inclined to shop online.
Innovative brand marketers are exploring social games -- some, like Cascadian Farm, found a formula that worked for them for a short time in FarmVille. Long-term, however, the likelihood is that people, not brands, will establish the social commerce comfort zone -- whether it's within a social game or a widget that generates a pop-up retail store anywhere shoppers surf the Web. The fluid consumer is not going away any time soon, so the more they play games, the deeper brands will have to integrate into the game to connect with them.
Whether or not it's the iPhone's fault that I'm now hooked on Angry Birds, there's a lessen to be learned. Most of us like playing games, and when we do, we like to win. Brands who figure out how to push our inner competitive and social gaming button create opportunities to extract untold benefits, including lots of money. Those who don't risk getting smacked in the head by a nose-diving yell0w-bellied sapsucker.
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