Only Valve Can Tickle The Press

We already heard from Valve head Gabe Newell last week that the company would be revealing some news about its long-rumored efforts to bring Steam to a wider audience, including (possibly) news about the (supposed) SteamBox console. Now there’s a cryptic email from Valve PR head Doug Lombardi, which reads as follows:

“Valve – Three announcements coming next week”

As Gabe mentioned a few days ago, we will be talking next week about the steps we’re taking to make Steam more accessible on televisions and in the living room. Specifically, we have three announcements to make beginning with the first one on Monday morning. Below is the URL where we’ll post the information, so please bookmark this address and check back at the start of the week. Thanks for your interest, and as always, ping me with questions.

http://steampowered.com/livingroom.

That’s all Lombardi had to say on the subject. Typically, a major announcement from a publisher or manufacturer would mean the media getting some information ahead of time (under embargo) so that articles could be prepared in advance. Key outlets might even be given exclusive interviews, photos or videos about the new products. It seems quite odd to merely throw this out to the media, without even a specific time, and expect excellent coverage. The media and the world will be getting the info at the same time . . . whatever time that may turn out to be.

Usually you’d see a carefully crafted, laudatory press release complete with quotes from the CEO or other key executives about how wonderful the product is, how important it is, and why it’s going to have a huge impact and make a ton of money. Perhaps Valve feels they don’t need to say all that, and the product will speak for itself. Maybe that’s true enough, but heading into an exceptionally crowded and noisy marketplace for the fall you would expect more effort to stand out.

It will be interesting to see just how important or impressive these new announcements are, whenever they appear.

Study Shows Anger Spreads Easily On Social Nets

Using the popular Chinese social network Weibo, scientists from Beihang University have honed in on how emotions spread from person to person in online communities. They found that anger was the most influential emotion.

Scientists collected a whopping 70 million tweets from 200,000 users over the course of six months. They analyzed the emoticons contained within the tweets and categorized them into joy, sadness, anger or disgust.

Users with angry missives tended to interact with each other more, and that proactivity resulted in spreading their sentiment more effectively. It’s not a shocking discovery, considering users sending angry messages to one another would prompt others to become angry. On the upside, joy was the next sentiment most likely to be shared. Sadness and disgust did not catch on as easily as joy and anger.

The study is similar to one conducted in 2001 at the Wharton School at the University of Pennsylvania titled “Facebook Therapy: Why People Share Self-Relevant Content Online.”  That study also found that users were more likely to share ‘powerful’ emotions such as anger.

While it isn’t surprising that a study proves the timeless proverb ‘one rotten apple can spoil the bunch’, the implications from these findings are far-reaching for social media. It’s where the tone of communication from a small but vocal segment can affect entire communities, something marketers and brands have discovered in some not so pleasant ways.

Sources: MIT Technology Review

Making A Run For Greatness

Mobile game publisher Pocket Gems has teamed up with the National Football League to publish NFL Runner: Football Dash for iOS and Android, and the game will get a massive promotional boost from a deal with McDonald’s. The endless runner genre popularized by Temple Run finds a natural expression in the running game of football. The challenge in today’s crowded app market is how to stand out, and Pocket Gems has found two ways to do this: Get a license attached to a huge audience (the NFL) and get a promotional deal with a company that has an immense reach.

Launching during the first month of the 2013 NFL season, NFL Runner is the first NFL-themed endless runner game. Players join their favorite NFL team and compete against other NFL teams’ scores to best each other on the virtual gridiron. Players evade linebackers and safeties, scramble around obstacles, and rush down the field while grabbing collectibles and supercharged power-ups. “It’s terrific to work with the NFL to launch NFL Runner,” said Ben Liu, CEO of Pocket Gems. “It has also been fantastic to work with McDonald’s to create a promotional model that provides players with codes found on millions of physical products to unlock free power-ups in the game.”

Starting September 23, McDonald’s customers can find codes for free power-ups for NFL Runner on millions of Mighty Wings boxes and select cups across more than 14,000 McDonald’s restaurants in the U.S. “McDonald’s customers and NFL fans share a passion for fun, exciting experiences and this game brings our customers one step closer to NFL action,” said Barbara Fitzgerald, director of marketing at McDonald’s USA.

The [a]list daily talked with Pocket Gems about this three-way deal, and the first question was which party had the idea for this cross-promotional game Was it the NFL, McDonald’s, or Pocket Gems “We had talked to NFL for a while and it just made sense to put together the first NFL-themed endless runner game,” said Jameel Khalfan of Pocket Gems. The process for getting the whole project to come together was, surprisingly perhaps, not very difficult. “The NFL and McDonald’s were both very supportive of the game, so it was a very smooth process working with both of them to coordinate the brand elements in the game as well as the promotion details inside McDonald’s stores and on the NFL’s mobile apps”

The scope of this promotion is immense, and the addition of virtual game items to physical products opens up interesting possibilities for the future. “This is definitely a new arrangement – having codes on physical products for play in mobile games,” said Khalfan. “I think we will continue to see more and more cross-over between the digital and physical world.”

More such promotional games may be coming in the future if this proves successful. Game publishers may seek such arrangements, or deals may arise from major licensors or advertisers. All parties can benefit from a deal like this. McDonald’s gets to capitalize on the excitement of the new football season and at the same time rope in more tech-savvy customers – the ones who may enjoy the free WiFi featured at McDonald’s. The NFL, of course, gets a boost by having its logo in more places, and by having gamers engage with football in a new, casual way that may even get more people interested in the sport.

Pocket Gems gets a good shot at finding its endless runner game becoming extremely popular as a result of all this. The game, while free-to-play, will generate revenue for Pocket Gems through the sale of powerups like the ones you can get free at McDonald’s. “Yes, the powerups are available for purchase in the game,” confirmed Khalfan.

“Pocket Gems has a strong track record as a successful developer and publisher of engaging mobile games and we’re excited to work with them for NFL Runner,” said David Healy, director of media strategy for the NFL. “We’re also thrilled to be working with McDonald’s to bring millions of fans unique power-ups within the game. The collaboration between the NFL, Pocket Gems and McDonald’s will make NFL Runner an innovative and fun new way for our fans to connect with their favorite team.”

NFL Runner was published and developed through a partnership between Pocket Gems and MunkyFun. The precise details of the licensing and promotional relationship, as in who pays how much to whom, are (as you would expect) not being revealed. “Unfortunately we can’t talk about the business model behind this, but we are really excited about the partnership with NFL and McDonald’s,” Khalfan said.

Game Connection Broadens Agenda For Europe

Game Connection has announced the first set of details for its upcoming event taking place this December in Paris.  Based on the spotlight on speakers and sessions, the agenda covers a broad range of game industry topics, with issues relevant to console, online and mobile games represented.

Among the first speakers announced are Steve Fowler, head of marketing at Guild Wars 2 maker ArenaNet, Joost van Dreunen, CEO of SuperData and regular contributor to [a]list daily, Linda Carlson, global community relations head at Sony Online Entertainment, Fred Markus, design lab director at Epic Games, and Jussi Laakkonen, CEO and founder of app discoverability platform Applifier.

Game Connection Europe 2013 is set to take place December 3-5 in Paris.  Registration is now open and there are early bird discounts on some passes until October 2.

As a final reminder, today is the last day to submit to the Game Connection Marketing Awards, also taking place at Game Connection Europe.  Submissions are being accepted online.

Here’s the full list of first speakers and sessions announced as provided by Game Connection:

Staring Down the 800 Lb Gorilla: Guild Wars 2 one year later – Steve Fowler, Head of Global Marketing at ArenaNet

Data & Trends 2013: The Online Games Industry in Review – Joost van Dreunen, CEO at SuperData Research

Great Expectations – Beta in the Modern Marketplace – Linda Carlson, Director, Global Community Relations at Sony Online Entertainment

Chasing Rabbits, What I have learned from prototyping with Nintendo – Fred Markus, Director Design Lab at Epic Games

The Tricks Up Our Sleeves – An Overview of the Simple Techniques Used to Create Realistic Details within Game Effects – Keith Guerrette , Lead FX Artist at Naughty Dog

Supercharging Word of Mouth – Jussi Laakkonen, CEO & Founder at Applifier

Loved by Millions – How to make a game a global sport – David Hiltscher, VP Gaming Communities at Turtle Entertainment

The Tiered Pyramid Method: Next-Generation Game Design – Doru Apreotesei, Creative Supervisor at Ubisoft Blue Byte

How to Help Oversea Partners in Chinese Mobile Market – Edward He, CEO at Renren Games

Social vs. Mobile Games – Arthur Chow, CEO at 6waves

App Store Insights: How to Make the Next Killer App – Bertrand Schmitt, CEO at App Annie

Truly Cross-Platform – combining a digital gaming experience with physical products and toys – Thomas Bleyer, Managing Director at Ravensburger Digital

For more details on the agenda, visit the Game Connection online program.

Adobe Celebrates The ‘New Creatives’

Adobe just passed the 1 million subscriber mark for its Adobe Creative Cloud and is celebrating with this new TV spot. The video has a series of artists whose work is projected across their faces done to the song Default by Django Django.

Source: AdWeek

 

‘Bayonetta’ Meeting A Bloody Fate

The studio that did Witchblade, Hellsing and Afro Samurai is doing a Bayonetta anime! Check out the first trailer for Bayonetta: Bloody Fate, encompassing all the over the top violence and silly sexuality for which Bayonetta is known.

Lego ‘League of Legends’

The ongoing League of Legends championship is one of the hottest things in gaming right now as evidenced by its massive viewer numbers of streaming sites. In case you missed some of the action, here’s some of the highlights . . . done in Lego!

Nintendo’s Hiroshi Yamauchi Passes Away

Hiroshi Yamauchi, the former president of Nintendo who led the company to profit with a change in direction, passed away at the age of 85 yesterday of pneumonia.

Nintendo wasn’t always the Nintendo of today. At one point, they were a playing card company, making the rounds in 1949 when a young president named Hiroshi Yamauchi led the way.

Over the years, the company found a new direction, primarily in the 1980’s when, with the guidance of Yamauchi, it led a rise in home video game popularity with the Nintendo Entertainment system. Since that time, Nintendo’s business has been on the rise with new systems and games, though Yamauchi quietly retired in 2002.

“Hiroshi Yamauchi transformed a run-of the-mill trading card company into an entertainment empire in video games,” said Ian Livingstone, co-founder of Games Workshop and former chairman of publisher Eidos. “He understood the social value of play, and economic potential of electronic gaming. Most importantly he steered Nintendo on its own course and was unconcerned by the actions of his competitors. He was a true visionary.”

Source: BBC

SOE On Developing Online Audiences

These days, no one can really be “right” when it comes to online arguments, as there’s always someone out there trying to prove that their statement is the strongest – even if it’s not always factual.

Linda Carlson, director of global community relations for Sony Online Entertainment, explained that the process for online audience growth is “an area of study,” where players of their games act more like occupants, interacting members of the virtual world that the company creates, including Planetside 2 and DC Universe Online, both of which are coming to PlayStation 4.

Carlson spoke at GDC Europe about the matter, stating, “When I first started playing in 1999, it was the most extraordinarily, overtly sexist environment ever,” she says when we meet after her talk. “That’s one of the reasons I started playing as a male dwarf. I made a female wood-elf, and it was, ‘Hey baby, nice rack!’ So I made a female human – not as attractive – and it was still just people wanting to cyber. I finally went for a male dwarf, because nobody wants to touch that.”

“I’d been a strong supporting member of the community… I was one of those veterans that liked to help out, though I typically avoided forums as much as I could. They were really a cesspool at that time, and I didn’t feel comfortable posting there – they’re moderated much more carefully now.”

“It’s all a matter of perspective. The size of the problem changes depending on who you are, so you have to take all of these views seriously, even if you can’t change something [back].”

More information on the process can be found at the link below.

Source: GamesIndustry International