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1
Rovio takes flight with Angry Birds: Leveraging growth from a mobile gaming phenomenon
Stephen Whiteside, Event Reports, MMA Forum, May 2013
This report describes the growth strategy of Rovio, the mobile gaming company, spearheaded by its phenomenally successful Angry Birds series.
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Summary
This report describes the growth strategy of Rovio, the mobile gaming company, spearheaded by its phenomenally successful Angry Birds series. The report is based on an address by Michele Tobin, the company's vice president for brand ad partnerships and advertising in the Americas, to the Mobile Marketing Association Forum in New York, in which she describes Rovio's evolution from a "games company to a global media company". Angry Birds has now been extended into numerous new categories, including TV animation, books, consumer products and theme parks (with a feature film scheduled for release in 2016). Revenue also comes from advertising within its games: each new release now contains customised, integrated ad units that involve its characters. The company favours brand partners that add value to its games - for example by offering rewards or additional content, such as a tie-up with McDonald's in China. She also describes collaboration with NASA, started from a Twitter conversation, which saw a variant of Angry Birds launched from the International Space Station.
2
Market research within 3D virtual worlds: an examination of pertinent issues
Tracy G. Harwood and Janet Ward, International Journal of Market Research, Vol. 55, No. 2, 2013, pp. 247-266
This paper presents a review of extant literature about virtual worlds market research. We discuss the need for greater recognition of differences to traditional online and e-commerce web services, including social media.
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Summary
This paper presents a review of extant literature about virtual worlds market research. We discuss the need for greater recognition of differences to traditional online and e-commerce web services, including social media. Our review considers what makes virtual worlds different and of particular interest to market researchers, including an overview of Second Life. We examine the issues faced and analyse how these link to research processes. We conclude that there is a need for a deep understanding of how user-participants behave ‘in-world’. This article contributes by raising awareness and informing the market research community of pertinent issues.
3
Does a gamified approach provide greater insight?
Steve Becker, Dan Goldstein and Terry Sweeney , ARF Key Issue Forum, Re:Think conference, 2013
This study investigates if a gamified survey provides greater insight into the relationship between consumers and brands compared to a more traditional survey approach.
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Summary
This study investigates if a gamified survey provides greater insight into the relationship between consumers and brands compared to a more traditional survey approach. The research found that moving from a traditional survey to a Flash-enhanced survey reduces respondent fatigue and increases quality of response. Equally, when you move from the Flash survey to a gamified one, responses increase even further. The gamified element allowed the researchers to learn more about how respondents felt about particular brands. The research concludes that when the differences between brands are nuanced a gamified environment can highlight feelings and indicate brand differentiation.
4
Marketing cars: A prestige marque for the young
David Edwards and Ollie Gilmore, Admap, February 2013, pp. 26-29
Prestige car brands are eager to attract younger drivers as cheaper 'entry-level' models have proved to be a success in recent years.
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Summary
Prestige car brands are eager to attract younger drivers as cheaper 'entry-level' models have proved to be a success in recent years. The BMW 1 Series now contributes to around one quarter of BMW's annual passenger car sales and Audi's A1 demonstrated the public's appetite for Audi engineering in 'concentrated' form. Mercedes-Benz will launch its A-Class in 2013 but the brand has an age perception problem, with research showing that the perceived age of a Mercedes driver was at least a decade older than that of an Audi or BMW. It is a brand at odds with the dynamism and energy of youth. This article shows how recent campaigns for Mercedes-Benz have started to tackle the issue, using active interaction and cross-platform populist storytelling.
5
In-game Branding Effectiveness (Government & Non-profit)
Recommended Cases, January 2013
This document highlights best practice in using in-game branding effectively in the government and non-profit sector with cases from Depaul (UK), the Metropolitan Police (UK), Urban Ministries of Durham (USA) and Victoria Roads (Australia).
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Summary
This document highlights best practice in using in-game branding effectively in the government and non-profit sector with cases from Depaul (UK), the Metropolitan Police (UK), Urban Ministries of Durham (USA) and Victoria Roads (Australia).
6
In-game Branding Effectiveness (Media & Entertainment)
Recommended Cases, January 2013
Learn how media and entertainment sector experts use in-game branding effectively in this document with cases from Bing (USA), The Sun (UK), Nike (UK) and Dell (India).
View Summary
Summary
Learn how media and entertainment sector experts use in-game branding effectively in this document with cases from Bing (USA), The Sun (UK), Nike (UK) and Dell (India).
7
In-game Branding Effectiveness (Soft Drinks)
Recommended Cases, January 2013
Discover top in-game branding strategies for the soft drinks sector in this document with cases from Coca-Cola (Hong Kong), Fanta (global), Capri Sun (USA) and Fanta (Spain).
View Summary
Summary
Discover top in-game branding strategies for the soft drinks sector in this document with cases from Coca-Cola (Hong Kong), Fanta (global), Capri Sun (USA) and Fanta (Spain).
8
In-game Branding Effectiveness (Alcoholic Drinks)
Recommended Cases, January 2013
Discover top in-game branding strategies for the alcoholic drinks sector in this document with cases from Takahashi Shuzoh (Japan), Keystone Light (USA), Heineken (Europe) and Heineken (Malaysia).
View Summary
Summary
Discover top in-game branding strategies for the alcoholic drinks sector in this document with cases from Takahashi Shuzoh (Japan), Keystone Light (USA), Heineken (Europe) and Heineken (Malaysia).
9
In-game Branding Effectiveness (Automotive)
Recommended Cases, January 2013
This document highlights best practice in using in-game branding effectively in the automotive sector with cases from Subaru (Canada), Mercedes-Benz (UK), Kia (USA) and Volkswagen (USA).
View Summary
Summary
This document highlights best practice in using in-game branding effectively in the automotive sector with cases from Subaru (Canada), Mercedes-Benz (UK), Kia (USA) and Volkswagen (USA).
10
Get your game on: How advertisers are generating buzz with digital games
Chuck Kapelke, ANA Magazine, December 2012, pp. 18-22
This article looks at how advertisers are investing in digital gaming in the US. In September 2012, some 37.6% of Americans played an online game, while 34% of the nation’s 234 million mobile subscribers played games on their mobile devices.
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Summary
This article looks at how advertisers are investing in digital gaming in the US. In September 2012, some 37.6% of Americans played an online game, while 34% of the nation’s 234 million mobile subscribers played games on their mobile devices. Advertisers which interact with consumers through games often see higher levels of engagement, awareness and brand favourability compared to other channels. However, the right approach can be challenging. Tips for good advertising strategy include: making sure that games are primarily fun and creative first; knowing your audience; making the game fit the brand; striving for authenticity; and measuring ROI. Examples of brands that have made the most of branded gaming include 3M's Post-It Notes, razor brand Wilkinson Sword, Old Spice and VISA.
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