Archive for the ‘Conferences’ Category.

Social Gaming – SXSW panel

image from shutterstock

image from shutterstock

Social gaming is a hot topic here at SXSW. The industry has been growing at an incredible rate and traditional gaming companies have been caught unaware by a flurry of new market entrants.

Playfish was one of the 2009 success stories. Within two years of starting the company, they are attracting 60 million monthly players and are selling 90million items a day (virtual goods and unlockable gameplay). It’s also been a huge personal success for the founders, who sold the business for £240 million last year.

I noticed that Sebastien de Halleux, one of the co-founders of Playfish, was speaking on a panel this morning so I went along. It has been one of my SXSW highlights so far. Here are a few notes (NB comments are paraphrased).

How are social games different to what’s gone before?

SdH: The design of the games is the main difference. Rather than an immersive story-telling experience designed for gamers it’s a social experience designed for non-gamers.

ET: Story’s have endings so are not as scalable or well suited to social gaming platforms.

OA: It’s like going back to how we used to play board games with friends. From faceless gaming back to connecting with real people. There’s also a massive shift for the gaming industry; the economics of gaming is driving business model changes.

JD: Social has brought gaming to the masses. Facebook has also had a profound effect on what people are prepared to share online. People are open about their identity and that’s helped drive the big shift.

ET: The difference is that games can now transmit themselves through invites and gifting. So the opportunity is for a game to pass through recommendation not through marketing. As a result you don’t have to be a big brand or established business to have success. Just focus on creating good games.

Lessons you have learnt and surprises

ET: It’s useless to predict what will work in the future (social gaming) from the past (traditional gaming). For example, who would have thought a game about farming would be a runaway hit. You have to try a wide variety of things. Find a success and then drive hard into it.

SdH: Speed of the industry has evolved. Don’t even think about a change from time cycle in years to months to weeks. We think in evolutionary cycles – EA has published 17 versions of FIFA in 17 years, and our Pet society game has already been through hundreds of evolutions. It is constantly evolving with continuous feedback into each step.

JD: We’ve learnt that social games are living, breathing services. They are not stand-alone games or products. If you launch one, you are committed to it. The volume  of feedback, and the emotion behind it, is incredible.

ET: We’ve learnt that gameplay is there as a delivery mechanism for the content, or as a facilitator for social interaction. It’s not the reason for being

SdH: Launch early. We launch at a 10% completion milestone. We launch unfinished products and that’s fine as early feedback helps you get the game right.

Monetisation of social games

SdH: In-game micro-transactions are key. The game is free and we create emotional incentives that make people want more of the game. Audiences are ready to pay for good games, but in small chunks. Just don’t get fooled into believing that you need large ticket transactions. Try not to think in terms of a business plan based on: Price x Quantity. Instead, think about Distribution x Engagement x Lifetime User Value.

ET: we’ve found that there are two things that can have a disproportionate impact on profitability:

  • Creativity / self-expression – allowing people to be creators makes them care more and increases their life time value.
  • Competition – player vs. player conflict drives a willingness to pay for competitive advantage.

What’s the place for gaming brands in social?

There was some disagreement on this one.

OA: brands will take over this space. For an example, look at the success of Dante’s Inferno, an average game that got traction thanks to the brand.

SdH: The value of brands in a retail world was huge. It helped them fight for shelf-space and increased trust at the point-of-purchase. But there is no shelf space in social games [not sure I agree with this as we all look at the “top 25”]

Social gaming is driven by invitations from your friends. Direct emails into your inbox from people you know, alleviate the need for brands as a purveyor of trust.

But brands will be have a role especially in their ability to make you care more about a game by mixing offline with online. E.g. FIFA. There is a huge opportunity to innovate here as we move towards games with 1Bn players.

When it comes to other brands taking part (e.g. Coke) advergames do not work well as people see through them. However it is possible to create engagement models where brands add to the experience.

How will mobile gaming integrate with social gaming?

SdH: mobile is difficult to integrate. There are so many issues to balance if someone starts a game on the web then wants to continue playing on a different platform like iphone.

We are running a service. Running a service on the iphone is hard as they are built for application download. There are workarounds, but microtransactions in games are difficult (iphone does not allow individual item purchase, nor do they allow gifting). The factors that drive success on the web are difficult to replicate on mobile.

ET: The trick of getting social mobile to work will be hitting the union (think Venn diagrams) not the intersection of iphone and Facebook. There needs to be a synergy of multi-platform, not just a replacement.

Mobile is more like a way of making money out of what we already have.

Then it got controversial.

OA: we want Xbox and Facebook fully connected. Games will become fully transferable between the web, mobile and your TV screen.

ET and SdH: this has been forecast for years, but will not happen.

Things to watch

  • The frictionless monetisation of Facebook credits is exceptionally powerful
  • Location aware games like Gowalla and Foursquare.

Abbreviations:
SdH Sebastien de Halleux – Playfish co-founder
ET – Eric Todd, Playdom
OA – Omar Abdelwahed, Ubisoft
JD – Jon David, PopCap Games
GD – Gareth Davis, Facebook (moderator)

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SXSW 10 session notes: Crowd sourcing innovative social change

Another day at SXSW, and a good seminar on crowd sourcing and not-for-profits. The ‘Crowd sourcing innovative social change’ session saw Amy Sample Ward, Beth Kanter and others talking about how to use crowd sourcing in a not-for-profit environment, not for fund raising or marketing, but for service and programme delivery. One interesting distinction was between a ‘crowd’ and a ‘community’ and how this impacts the model you use.

As with other SXSW sessions, rather than reproduce the conversations after the event, here are the hand-drawn notes taken during the session itself.

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SXSW: Crowd sourcing innovative social change session notes

You can also see Amy’s presentation from the session here:

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SXSW 10 session notes: Can the real-time web be realized?

Day Two of SXSW and one of the most interesting sessions we’ve been to so far was ‘Can the Real-Time Web Be Realized?’ including Brett Slatkin from Google, Dare Obasanjo from Microsoft and Scott Raymond from Gowalla among others.

Rather than regurgitate the content of the session, we’ve included our low-tech hand-drawn notes from the session below.

SXSW: Real-time web session notes

SXSW: Real-time web session notes

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SXSW and the UK Digital Mission

SXSW image by benjamin ellis

SXSW image by benjamin ellis

This week I’m going to be reporting from the South by South West Interactive (SXSWi) festival in Austin Texas. SXSW is World’s largest digital and interactive festival/trade-show/conference/party/event/get-together. Around 20,000 people will be joining me in Austin to uncover the latest thinking in digital and, I suspect,  to network like nutters.

I’ve been looking for an excuse to make it to SXSW for years. A few months ago my prayers were answered and FreshNetworks was picked by UK Trade & Investment (UKTI) to be one of 40 companies chosen to represent the UK at the festival. The grandly titled Digital Mission aims to help UK digital companies expand internationally and develop overseas business relationships.

The list of events is monsterous. It’s taken me a few hours to get my itinerary in order. I suspect I have fallen into classic SXSW-newbie mistake of trying to plan out a perfect route between each session to ensure a schedule that optimises my time here. I’ll probably find the plan goes in the bin half-way through day1 one.

some frantic session planning on the plane

Some frantic session planning on the plane

Here are just three of the sessions I am looking forward to:

  • Time + Social + Location. What’s next in mobile experiences – Foursquare and Gowalla are hot properties inn the social media world at the moment. This session includes Naveen from Foursquare.
  • Can the Real Time Web be Realised – a panel debate featuring some great speakers – Scott Raymond, co-founder of Gowalla, Marshall Kirkpatrick of ReadWriteWeb and Bret Slatkin from Google who created PubSubHubBub which you will hear a lot about in 2010.
  • Banking 2.0 – financial services driven by people and emerging technologies – as a social media agency, FreshNetworks has always done a lot in the financial services sector, so I am keen to test some ideas we’ve been discussing back at base.

And finally, one of the delights of coming to SXSW as part of the Digital Mission is the opportunity to spend lots of time with other UK entrepreneurs. I have always found that spending time with peers not only gives me new ideas, but also (because I’m rather competitive) it tends to raise the level of my personal ambition.

There are a few companies that I am especially interested in learning more about:

  • oneDrum – embedding collaboration in Microsoft Office documents
  • Silence Media – cost per engagement ad network for video banner ads
  • Slicethepie – crowdsourced band/music funding

Let me know if you want me to bring you anything back from Texas.

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Media140 – Social Media in London

Media140 Social meetup in London

Media140 Social meetup in London

Almost every event organsier talks about creating an engaged and involved audience. Sadly it rarely happens.

On Thursday I spoke at the Media140, a Social Media Meetup in London. The event was mostly dominated by Social Media agencies and consultants. There was a lively atmosphere, a loud shouty man and most of all, lots of energetic interaction.

I am still trying to work out exactly what the magic formula was. Perhaps because only a hardcore bunch made it through the snow; so they were determined to speak up. Or maybe it was the free drinks that created a positive and friendly Twitter back-channel from the off.

So what can event organisers, searching for elusive interaction, learn from the Media140 event? One factor that definitely made a difference was the style and approach of Guy Stephens (Carphone Warehouse) and Richard Baker (formerly General Manager, Virgin Trains). They kicked things off with an informal open conversation about Social Media. And they brought two key things to the debate:

1. A specific angle, social media for customer service, in which they had clear expertise

2. An openness to debate. Their style was non-lecturing, they didn’t pretend to know all the answers and it was clear they wanted to be challenged and learn from the audience.

Perhaps it’s something about Social Media – we’re all learning together – that makes interaction more likely. But clearly personal style goes a long way. And I suspect it’s especially important to make sure your first speakers have the right tone.

If you’re working in social media in London then I recommend you sign up for the next Media140 Meetup Thanks @andegregson and @KatePickering for organising it and for @Guy1067 and @Richard_Baker for the engaging conversation on Social Media for Customer Service.

Oh and my favourite Social Media takeaway of the event was that Social Media Agencies need organisational change management skills as much as they need marketing, PR or customer service capabilities.

Image courtesy of Iain Weir

Social networks: acquisition or retention tools for marketers?

LONDON, ENGLAND - MARCH 25: In this photo illu...Image by Getty Images via Daylife

Presentations from Facebook and MySpace at the Marketing 2.0 conference caused something of a stir – first of all for getting both on stage at the same time, and second as Damien Vincent from Facebook, having only just joined them from MySpace, seemed to momentarily forget who he was working for.

But the content of their presentations was interesting, if only to see how both organisations approach selling their marketing potential to brands. Of particular interest was a set of statistics shown by Olivier Hascot from MySpace, based on surveys in the UK. They found that:

  • 40% of Brand Friends remembered the advertiser when shopping either online or on the high street
  • 22% of Brand Friends said that they spend more money with the advertiser

These could be impressive statistics for MySpace and would no doubt interest any advertise looking to raise both brand awareness and customer spend in the current economic climate. But I’d like to understand a little bit more about them. I’d like to know if the suggested cause and effect (that being a Brand Friend on MySpace led to greater brand awareness and higher customer spend) is actually the case, or if something else is at play.

As acquisition statistics, these do look impressive. If, as a brand, I could get 40% higher brand awareness among non-customers, and 22% higher spend from new customers by being friends with them on MySpace, there would be no question that this would be a good idea. However, I suspect this is not what’s happening.

Consider a brand advocate or even just a regular purchaser of your brand’s products. I imagine that it is these people who are likely to befriend you on MySpace. It is also these people who are likely to both have your brand at the forefront of their mind when out shopping, and spend more with you as a result. So rather than these two outcomes being a result of a consumer being your Brand Friend on MySpace, it could be that all three outcomes (higher brand awareness, higher spend and being a friend) are a result of them being a regular customer or even a brand advocate.

If this is the case, then it could be that social networks, at least the Fans and Pages bits of them, are strategies for retention of existing customers rather than acquisition of new ones. Would you become a Friend or a Fan of Nutella if you didn’t like that particular chocolate spread? Probably not. You are much more likely to join them in this way if you are already a customer, and probably one that is willing to attach themselves (and their social network profile) to your brand.

So from this perspective, activities in social networks are probably best focused on customer retention. Letting your most loyal or enthusiastic customers become your friend so that you keep your brand at the forefront of their mind and they ultimately spend more with you.

Of course, there may be some brands where social networks are a perfect hunting ground for acquisition targets, but I would expect this to be restricted to more aspirational brands or products. Whilst I might not become a fan of Nutella if I wasn’t already a customer, there is a high chance I might become one of the new Peugeot 308 before I have actually bought one. But this is because I am willing to attach the aspiration towards this brand to my profile. This is probably unlikely with most products.

Read all of our posts based on the Marketing 2.0 Conference here.

Why is word-of-mouth for brands so important?

It’s been a busy week at FreshNetworks, with Charlie on Web Mission 09 in San Francisco and me in Paris for the Marketing 2.0 Conference. A great chance to meet people and also to learn, and this week’s Required Reading for the team is one of the presentations given in Paris.

Wolfgang Lünenbürger-Reidenbach from Edelman presented about word-of-mouth and why it is important to brands. What I like most about this presentation is the emphasis that it places on word-of-mouth not being about technology. Too often, discussions on word-of-mouth revert to the mechanisms by which people hope this will be transmitted – by widgets, social networks or online communities.

Technology is, of course, important, but word-of-mouth is actually a social function. It’s about people trusting and respecting your brand so much that they are willing to put their reputation in line with it – recommending it to friends and peers. It’s about people doing your advertising for you and about helping you gain penetration in markets you could never reach effectively with traditional advertising. And perhaps most importantly, it’s about the outcome, not the process. Word-of-mouth is only useful when people act on what they hear.

View more presentations from EdelmanDE.

Using experts to get real engagement in online communities

Online communities are about engagement, between consumers and between them and the brand. They bring huge benefits for and brand or organisation, from rich insights through innovation and ideas to word of mouth and advocacy. The question we are often asked is why the consumers would take part. Why would they take part in your online community.

My presentation at the Marketing 2.0 conference in Paris earlier this week addressed this very issue and discussed different ways in which you can incentivise people to take part and which of these we have found to be most successful at FreshNetworks.

1. Pay people to take part

We’ve discussed incentives in online communities before and the simple truth is that if you are building an online community that is about long-term engagement and real dialogue then they don’t necessarily have the impact you want. Online communities are about social interactions and social dynamics. Once you pay people or incentivise them to take part (by giving them, for example, vouchers or entry into a prize draw for completing a minimum number of actions each month) you shift the member’s mindset from this social one into a market one. They make a judgement on what you are giving them and how much effort they are willing to expend for this. And the end result is typically that you don’t get the kind of involvement that you want. Some people may do slightly more, but these will be fairly transactional contributions. And you may even dissuade some people from doing as much as they would otherwise.

2. Feedback from the brand

There is a definite benefit in online communities to real feedback from the brand. You are not leading the online community but taking part in it alongside all of the other members. With this in mind you should take part and respond to people in your online community. Feedback is essential and an online community won’t work, won’t grow and won’t meet your objectives if you don’t take part. It should be seen as a normal part of community management, and the way that you reward people for their comments and contributions. They want to know you’re listening and responding so do this.

3. Using your brand’s expertise

Over and above the importance of listening and responding, there is a real power of using the expertise that is inside every organisation to give something back to your community members. All organisations are experts in something – you may be an insurance company that has a lot of information to help home-owners, or you may be a travel firm that has expertise in travel and making the most of your holiday. Whatever your brand and whatever your product you will have expertise that your customers can use. And there is real power in this. By putting yourself forward as experts you are giving people an insight into your brand and an opportunity to engage directly with you. By answering questions from community members, you are incentivising them within a social dynamic rather than giving them money and making their behaviours more transactional. And video brings all of this to life a lot more.

At the conference, I presented a video we have made to showcase how you can use expertise in a community, and you can see this here:

Social media in action – Using expertise in online communities

So our advice is simple. Don’t incentivise people with money or anything equivalent to this. Rather involve yourself in the community – give them feedback and leverage your internal expertise. It’s the best way to launch, grow and build a real online community.

Read all of our posts based on the Marketing 2.0 Conference here.

Are online communities all a game?

A number of speakers at the Marketing 2.0 conference (including myself) made analogies (explicitly or implicitly) to games or gaming when talking about their social media strategies. I think that this is a good analogy and very relevant to understanding what we do when we are building and managing online communities at FreshNetworks, and how to motivate people to take part in them.

Most social media strategies, and indeed most online communities that we build, hope to increase a consumer’s engagement with (and exposure to) the brand. This can often mean trying to increase the amount of time spend on site, or increasing the frequency and recency of visit. We see all three of these increase in our online communities (often quite substantially) when compared with other territories that the brand controls online. But to achieve this we need to offer the consumer something compelling, and to some extent enter into a game with them.

This may be in a very traditional sense, and some of the best online support communities that I know of are powered using a similar techniques to those you find in games. Rewarding those who give valuable answers to lots of questions with access to special parts of the site, new challenges to take part in and special avatars so that others can see their position. But in most other online communities this very overt application of gaming techniques would not be as successful. However, there is still much we can learn.

We want to engage people, increase the amount of time they spend with us and the benefits they receive. They want to be entertained, to share their thoughts, to learn and to be heard. To satisfy both sides we can take an influence from games and gaming:

  • Provide people with new activities to do – Games are based on levels, when you complete one set of activities another opens up, keeping people involved and engaged. The same should be true in an online community. When somebody completes a task we should be providing them with something else to do. If they have uploaded a photo we should be showing them a forum discussion to tell us more, or a set of photos they might be interested in commenting on. We can show them something they might want to do and a new challenge to take part in.
  • Reveal the community slowly – In a game, as people progress through levels the features available to them increase. In an online community, this approach is also successful; we don’t want people to see all that the community has to offer at once. They may be overwhelmed by the variety of things to do and it can be easier to release content and features more slowly to new members. But it is also good for members to feel a sense of discovery, to find new features the longer they spend on the site and to feel to some extent rewarded each time they come back.
  • Allow people to play at their own level – Some of the best games are so successful because people can play at their own level. If they are expert gamers or just amateurs, they can enjoy and feel rewarded by spending time with the game. The same is true in an online community. Some people are never going to start a new conversation or propose a new idea. But they may want to vote for a video they like or answer a poll. Allow people to engage with the brand on whatever level is appropriate to them and allow them to benefit from this engagement, at whatever level it is.
  • Make it fun – Games are fun and online communities should be too. They should be diverting and provide stimulation and excitement for those participating. When you’re building and managing you online community always ask yourself: how are we making this a fun place to be?

Read all of our posts based on the Marketing 2.0 Conference here.

Big brands in social media: Ford and Southwest Airlines

Ford Motor CompanyImage via Wikipedia

There are many examples of big brands in social media (in fact you can find a whole range across different industries in our online community examples), but at the Marketing 2.0 conference in Paris it was great to hear some real case studies from the people behind these strategies and campaigns.

Two presentations that particularly stood out were from Scott Monty at Ford and Paula Berg from Southwest Airlines. Both have a strong history of customer engagement and have been, to some extent, pioneers in their use of social media and online communities. And both of their presentations were refreshing in terms of the information they shared. For me, four core themes came from what they said:

  1. It’s about people not firms – social media is about people engaging with people, and firms that want to engage with them all also need a personal touch. You should put faces on the individual people who make up your brand and let people see and engage with them. Of course, from the brand’s perspective it is best to do this is a way that is sustainable even when the individuals leave the firm.
  2. Make things public – social media is a about sharing and it provides a real platform for firms to share their knowledge and information. In fact, Scott Monty told us that Ford, as part of its social media strategy, shared with the public anything that used to appear on its intranet that was not commercially sensitive. This seems to be a great approach – social media and online communities are about openness and honesty. Brands who are open and honest will be most successful.
  3. Connect with people where they are already – don’t make it difficult for people to find and connect with your brand. Rather provide them a route, a way to connect with you. As Scott Monty said “every obstacle we put in the way closes a distribution channel”. The best examples of social media marketing, and the best online communities also engage people where they are – be that on Facebook, YouTube, Twitter or blogs. They engage them and then provide an easy route for them to engagement.
  4. Provide a place for people to go to – whilst engaging people where they are is important, you need to provide something for them to do once you have engaged them and the best examples of big brands in social media provide a place for these people to go to. An online community, web site or other activity that you drive people to where they can really engage with you on a site that you provide and where you benefit from the engagement as much as the consumer does.

Read all of our posts based on the Marketing 2.0 Conference here.