Why Can’t Coke Get Enought of Second Life?

20 08 2007

The guys over at Threeminds are pointing to a new video done Wieden + Kennedy, which is a follow-up to its Cannes Silver Lion-winning and Emmy-nominated commercial “Happiness Factory“, a six-minute sequel entitled “Happiness Factory- The Movie”.

Marketing Coke Through Video Games

Coca-Cola Goes Virtual



EA Caught Fiddling Wikipedia

16 08 2007

A number of reports are going around the gaming community about an EA staffer changing some entires to Wikipedia in favor of EA.

…a number of areas on EA’s Wikipedia page that have been altered in the past to apparently erase Hawkins’ legacy.
Not only that, but ‘clean up’ alterations were made to the page - again allegedly by an EA staffer - to remove negative entries focussing on controversial business practices and the publisher’s previous attitude to its workers.

This is a small nail in EAs coffin for consumer who don’t like the 800 pound giants. Maybe the person knew that Wikipedia tracks all IPs and maybe they didn’t, but everyone knows you shouldn’t try and change history. There won’t be much backlash from this and most people will forget that this happened in a month, but I can’t help but wonder if this was worth the rewards received from doing this.



Facebook: The Next Social Gaming Platform Part 5

15 08 2007

Kongregate may have what it takes to becoming the social gaming platform of choice on Facebook. I started playing around with the Kongregate and love the variety of games that they have featured. Check out this cool video of the founders of Kongregate. To have a killer gaming app, regardless of platform, you need to have two key traits inbeded with your game:

Community - users of your game need to be able to connect with one another and share their passion for you game. This will help build your brand as they hype your game with the outside world.

Variety - Not everyone plays the same game, just like not everyone wears the same show. The more variety you can offer your community, the longer you’ll be around for as your games get mass market appeal.

Kongregate logo

Lucky, Kongregate has both of these. They have roughly 1000 games on their website and are giving incentives for their community members to keep coming back for more and more. If your game can fill those two areas and execute flawlessly, then I see no reason for your game to not be a killer gaming app. You could be in the wrong place at the wrong time, but you are not going to know that until you launch.

I started play Desktop Tower Defence and I’m really loving the game. It’s simple to play and hard to master. This one will keep me entertained for hours.

Check out the other posts in this series
Facebook: The Next Social Gaming Platform Part 1
Facebook: The Next Social Gaming Platform Part 2
Facebook: The Next Social Gaming Platform Part 3
Facebook: The Next Social Gaming Platform Part 4
Facebook: The Next Social Gaming Platform Part 6



Reach, and Frequency for In-Game Ads

14 08 2007

Gameasure logoInterpret’s GaMeasure is featured in an AdAge article.

One of the biggest challenges with emerging channels is figuring out how to plan them into the media mix — and it’s why they often come out of separate, smaller “experimental budgets.”

The new service is going to be a planning tool more the anything and bring some Nielsen like rating information to the table.



The Power of Community at GameFest

14 08 2007

GameFest07 LogoWhen I work with any client, regardless of the sector of entertainment they play in. I try and bring the discussing of community to the front. I’ve a very strong believe in the power of a community and how it can enhance and promote your brand. Last night Gamasutra post an article from GameFest about this very subject.

As the panel discussion drew to a close, Hryb asked the panelists to come up with the nugget of wisdom they wanted the attendees to leave with. According to Pobst, “Community can make your game better,” but that “It can be a trap… you have to trust your instincts… having that relationship and understanding what to do with those inputs.” If you don’t have a community presence, Bowling insists that it’s crucial now. “Convince your company to get someone who’s involved.” Make sure they always respond to the fans.

The panel consisted of David Weller, XNA Community Manager; Elizabeth Loverso, Director of Product Development, Red Storm Entertainment; Robert Bowling, Community Manager at Infinity Ward; and Jeff Pobst, Founder and Chief Executive Officer Hidden Path Entertainment. I look forward to more article from GameFest as the week moves along.