Feature: Ayzenberg Group Talks Mobile Marketing Importance

The video gaming sector is changing rapidly and so too are best practices for marketing considerations. While print was essential a decade ago and the :30 second TV spot the crown jewel of every advertising campaign, digital has taken a lead and changed everything. While spending on the web is now a given, reaching mobile devices is also increasingly important. We talked with Keith Pape, VP Social, Mobile & Emerging Media at the Ayzenberg Group about how mobile can revolutionize a marketing campaign and how Ayzenberg is creating strategy and tactics to escalate engagement with consumers.

What is it about the emergence of mobile game marketing that’s led Ayzenberg to take a fresh look at mobile gaming?

Mobile in general is becoming more and more relevant for our demographic and changing the way our audience relates to a brand message. Whether it’s an FPS, old school platformer or MMO, it’s obvious to us that gamers in the 18 to 34 year-old demographic, and even younger, aren’t sitting around in front of TVs anymore. Gamers organize their lives in a way where they make efficient marketing choices and decisions and the only way to get in front of them is to hit all of the touch-points, so being involved in mobile is crucial to ensure a brand’s message lives wherever they are.

How do you see the mobile landscape for marketing emerging and where do you see opportunities for the Ayzenberg Group?

For almost two years, we’ve been talking to gaming clients about connected digital experiences on mobile devices. Discussions about the future, as consumers shift away from broadcast TV scheduling and DVRs, make reliance on traditional screen ads less viable versus the global penetration of smartphones. Figuring out ways to connect across all three screens and beyond is the future and we have been seeking best practices for some time.

Can you talk about the advantage of paid media over platform mobile advertising and how it can help influence a major launch campaign?

Utilizing earned and paid media in concert is a key tactic to the success of all connected campaigns today. Social media originally was conceived as being reliant on a desktop has since infiltrated mobile devices along with an explosion in location based marketing. Mobile devices cover all categories in earned, owned and paid media. Paid media on a smartphone requires a holistic view; it’s about connecting consumers to new experiences not just throwing a banner in front of them like its 1997 all over again. Advertising must make the leap for consumers and be ready to embrace trends and new ways of using connected devices.

Holistic is definitely a good way to describe it.

Keith Pape

From a social media background, the key is not to think of a campaign as only about promoting direct unit sale. Smartphone consumers are smart! Their world is about sharing and influencing their friends and followers. Even if you have to eat some crow along the way, be willing to listen and they will open up to new ways of gaining acceptance and influence.

What are the discovery problems in the App store on both iOS and Android and how can an agency like the Ayzenberg Group help a great game break free from the noise and clutter?

Our learning started with the App store on iTunes. A bit of the chicken or the egg attitude exists with the mentality being, “how do I get past others and into the Top Ten so I get noticed” There are thousands of new apps being released every month, so everyone wants to stand out. Platform partnerships and being featured on Windows Mobile, Android or iOS all help, but if gamers aren’t talking about your game in the proper online ecosystem then it’s next to impossible to stand out. Serving up console quality PR and establishing an online evangelist voice outside of the virtual storefront is the first step in creating a story about a game fans can relate to and feel like they are a part of creating. A great Metacritic score is critical, but having media in place to keep a game top of mind when it launches in the store is absolutely essential to acquire and retain fans.

In mobile gaming, what defines the difference between hardcore and casual games and how does that influence potential marketing opportunities?

For a smaller game or a one-off title, games with little or no budget can give over more ownership of their brand to fans in a grassroots way to build an authentic connected experience with the game. This is how Plants vs. Zombies, Angry Birds and Tap Tap Revolution got noticed because they needed fans to do the work for them to get the word out. Now, they’re buying and selling paid media across multiple platforms and mediums, but are still very diligent and loyal to their community. Community is always first. Games like Infinity Blade or R.A.G.E. for iOS, are pushing the boundaries of console quality product and use paid media to cross over into multiple gamer segments and communities whether it’s a Facebook fan page or a large forum based site like Capcom Unity. Looking at the lessons learned about what did and didn’t work provides an overall sense of the budget size, creative scope and what’s most efficient in delivering a shareable messaging to the community.

Electronic Arts has focused a lot of attention on their mobile division.

They have made the right moves with Madden by getting the community involved and playing to the needs of their fans. They are publishing rock sold games for tablets, smartphones and social networks with games like Monopoly Millionaires and Scrabble. Android tablets are gaining a foothold in the market and EA will be considerably ahead of the pack.

How does the “freemium” model create the potential for more connected marketing experiences for games?

Even with dot coms, ad supported content far outweighs the subscription model. An initial free content model gives a gamer a fully fleshed out experience creating a “velvet rope” mindset and opens up the possibility for more incentives and ultimately revenue. It’s unclear if the limitations derive from stem from the nature of what it means to be a gamer or is platform specific, but Android has a “limited time” freemium model that is effective in converting consumers. Primarily on iOS, game developers and platforms can leverage freemium. We’ll have to see what happens with other operating systems.

Mobile is moving at lightning speed with various trends and traditional console makers are having to re-evaluate from the ground up.

Sony is setting the bar really high with the NGP and its AR capabilities look amazing. All of the hardware manufacturers will be competing to keep up. New phones are around the corner that will be creeping up to meet its capabilities awfully quick.

Talk to me about connected services and how that works for new user acquisition and retention.

The World of Warcraft Armory keeps fans engaged wherever they are across multiple devices. The more they play against others, the more they discover about their preferences. Comparing equipment and talent tree specs is great, but players want to discover how to quest better, when tournaments are happening, etc. Next generation connectivity will be about being able to invite friends to play and not be dependent on the push of a publisher and developer exclusively. If a gamer has the raw data and they can connect to others, they will be perpetually reminded of their connection to a game which is vital to keeping them engaged, connected and feeling a greater sense of ownership. The number one component to making any game a great success is having a good game! That’s what keeps us inspired on a daily basis.

Thanks, Keith.

 

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Beastie Boys Rock Online For Latest Album

When ‘Hot Sauce Committee Part Two,’ the Beastie Boys latest album leaked onto the internet early, the band had no litigious response. In fact, they all but embraced the effort by making it available for free themselves.

With great hubris, we are making the full explicit, aka filthy dirty nasty, version available for streaming on our site, said the band in a statement. We hope this brings much happiness, hugs, and harmony.

The Beastie Boys have embraced the online movement long before most other music artists and have followed that up with a viral campaign for ‘Hot Sauce Committee Part Two.’ That includes a four-minute video for the first single Make Some Noise and a 30-minute mini-movie Fight for Your Right Revisited.

Sony Announces ‘Welcome Back’ Program For PSN

Sony has announced that they will be relaunching PSN and related services soon with much greater security. Additionally, a Welcome Back program will be launched that will offer free PSN downloads, a month extra time for PlayStation Plus for all users and 30 days worth of Music Unlimited powered by Qriocity to subscribers.

This criminal act against our network had a significant impact not only on our consumers, but our entire industry. These illegal attacks obviously highlight the widespread problem with cyber-security. We take the security of our consumers information very seriously and are committed to helping our consumers protect their personal data. In addition, the organization has worked around the clock to bring these services back online, and are doing so only after we had verified increased levels of security across our networks, said Kazuo Hirai, Executive Deputy President, Sony Corporation. Our global audience of PlayStation Network and Qriocity consumers was disrupted. We have learned lessons along the way about the valued relationship with our consumers, and to that end, we will be launching a customer appreciation program for registered consumers as a way of expressing our gratitude for their loyalty during this network downtime, as we work even harder to restore and regain their trust in us and our services.

Twitter As Media Amplifier

Osama Bin Laden s death was officially announced by President Obama on Sunday night, but word of it first got out to most people via Twitter. Keith Urbahn, former Secretary of Defense Donald Rumsfeld s chief of staff, unwittingly became the first to break the news.

Twitter is not in and of itself a news source, writes Erick Schonfeld. Whoever is Tweeting is the source. But all it takes is one person to Tweet out news for it to spread faster than through any other medium. The person doesn t have to be a journalist. Urbahn scooped everyone.

Twitter can work as an amplifier of traditional media. People were Tweeting at a rate of 4,000 Tweets per second during the president s announcement, near an all time high.

Twitter also drives people to traditional media. Last night, news that the President was going to make a surprise announcement certainly drove people to TV. For instance, I first heard about the news conference on Twitter, and then I turned on CNN. Much of what people were Tweeting was what they were hearing on TV, thus passing the news instantly to people who may not have been in front of a TV at the time, noted Schonfeld. But what that means in practice is that if you are following the right people, you don t have to actually turn on your TV. You can learn most of the salient facts from watching your Twitter stream. It can be such an efficient way to get information that people mistake it for the source of the news itself. For an increasing number of people, it is becoming the first place they turn to find out what is going on. However, it also points to other media (much like a news search does) and people click on those links to find out more.

Source: Tech Crunch

Gears Of War 3 ‘Never Fight Alone’ Promotion

Epic Games has announced that there is a new way to invite friends to the Gears of War 3 beta as part of the “Never Fight Alone” promotion. Everyone who has played the beta for at least one match can earn a buddy token to invite a friend.

Other ways to get additional tokens include buying Gears of War from Games on Demand, any of the Gears DLC or a Gears Avatar, playing over 20 hours of the Gears of War 3 beta, buy a 12-month Gold subscription or play 100 hours of any Gears of War title, lifetime to date. Players have until May 4 to earn their tokens, after which Microsoft will email you the codes on May 8.

Blackberry Goes Bold In Touch Phone War

Research in Motion has unveiled their latest attempt at a touchscreen smartphone in the BlackBerry Bold Touch housing the BlackBerry 7 mobile OS. The device will not run PlayBook s next-generation QNX OS.

Along with a faster processor, it will also have new features like voice-activated searches, slicker user experience, enhanced browsing features and better organizational software. It is set to release in Summer 2011 where it will likely compete against the next iPhone and Android devices.

Unpleasant Horse Prances To App Store

Unpleasant Horse was initially rejected by Apple for the App Store, but it has now been accepted for public download. The title is notably the first game from 4th & Battery studio, a subsidiary of PopCap which will focus on more mature titles.

Unpleasant Horse is the result of PopCap’s first game jam event, where employees formed small teams, chose a randomly generated name from a hat, and attempted to make a complete game in 24 hours, reads the description. The name this team drew was ‘Unpleasant Horse Racing in the Sky,’ and off they flew! It took a few more weeks to finish it up and apply some polish, but what you see here is essentially the game that they made during the game jam. We hope you enjoy it.

Source: App Store

Sega Talks Reaching New Territories With Digital

When one traditionally thinks of Sega, images of classic franchises like Sonic, Shinobi and Phantasy Star might pop to mind, but the modern incarnation of the company has popular downloadable titles like Football Manager. The company indicates that this has helped them reach new territories.

A few years ago the digital team was bolted on to the side of other departments, with a couple of people at most working on the project. Now we have a specific ESD team of six looking after PC titles, said Sega s digital distribution manager James Schall. Digital enables you to reach out to new territories.

Source: MCV