Full Circle: An SMW Wrap-Up

This is a guest post by Gary J. Nix.

Contrary to the belief of some, digital marketing conferences are not merely another chance for people to showoff how awesome they are, learn new autocorrect facts, such as the word Livestream converts to Kirstie Aimee (don’t ask), and come up with new-fangled buzzwords like screenagers and platblishers. These conferences are an opportunity to reinforce the fact that, no matter what adjective you use, it’s all marketing. This is something we must all remember, especially once you see the tag #MarketingMarketing on Twitter. And here’s why:

Games People Play

The IAB conducted a discussion on the relationship of today’s gaming and social experiences, both on and offline. Besides the fact that data tells us that two billion people are playing games digitally and about 900 million of those are doing so on mobile devices, the huge point is that people enjoy competition, collaboration, and sharing. These three levers are used in digital gaming now and have always been used in marketing.

Adding these elements in your marketing mix at the right time and in the right way will give consumers another reason to be involved with your brand. Plus, there’s a reason “Shall we play a game” is one of the most popular movie lines from the 80’s.

The Revolution won’t be Televised, but it May be Streamed

As expected, there was plenty of talk about content at Social Media Week. The most poignant from a marketer’s general point of view was presented by Percolate in a discussion that was really about content delivery has been revolutionized. While it is important to understand the seven core components of content marketing — audience, trigger, brand element, topic, campaign, business objective and platform — along with the importance of context, content has been delivered way before we’ve done so digitally. I only mention this to clearly state that content marketing is not a magic bullet. It is important for discovery and delivery in the world as we know it today; however, it is nothing new. We’ve been doing this for many moons and will continue to do so. It’s marketing. #NODISRESPECTOTPERCOLATE #ALLDISRESPECTTOJIMMYKIMMEL. That last hashtag was clearly a joke.

Millennials are Humans

This is a direct quote from a fun-filled discussion about the millennial demographic. Many truths about millennials were examined, such as their actual loyalty coupled with the ability to adapt, their demands regarding innovation and entertainment, their level of thoughtfulness, their aversion to banner ads, and their respect for serious issues. However, we have been talking about them as if they were some new species. Many of us have gone through a period of life with these characteristics, and some of us, like me, are still going through it. It’s good to know what makes this age group tick, but please don’t confuse them with a flying machine that can make the Kessel run in less than 12 parsecs. Please don’t confuse them with #GenerationSelfie either.

Culture and Behavior Trump All

A long time ago in a galaxy far, far away, marketing relied heavily on focus groups and surveys for the data needed to understand what people wanted. Yes, these are still important actions, but we can get a plethora of information from the social web by simply listening. The discussions that take place reveal so much psychographic information as to how people behave and people follow and create culture.

To me, this is the most important recurring theme of the conference. At times it seems that we forget that the most important part of marketing is figuring out to whom we will market our product or service. We’ve become so caught up in how we will deliver the message, we’ve forgotten to make sure it goes to the right people or that the message even makes sense. So, before you go off with a beautifully designed visual campaign with bells and whistles on the newest platform, make sure that you remember that the consumer retains control over our businesses and we need to go to them and show them value. They’ll appreciate you for it.

Just my two cents…

Gary J. Nix is known as many things: Your favorite brand’s de facto ambassador. Propagator of true brandwagoning. Zeitgeist Firestarter. [American] HYPE man. Digerati Deputy. Random comedian. Life observer. Founder of #bespokehashtaggery a/k/a Cobra Kai. Enigmatic wunderkind. Zen BRANDarchist. Keyser Söze. But most importantly, he’s all about marketing, identity, and branding in business. Strategy, Testing, Implementation — all of these things must be done in order to ensure success. Risk & Reward are his R&R. Learn more here.

“Games People Play” image courtesy of Joshua, WarGames, MGM.
“The Revolution won’t be Televised, but it May be Streamed” image courtesy of Web Solutions of America.
“Millennials are Humans” image courtesy of Disney/LucasFilms/The Corellian Engineering Company.
“Culture and Behavior Trump All” image courtesy of KeyChangeNow.com.

More Than a Game: The Impact of Education

What if games replaced books? What if higher education was replaced overall? We know education is important for personal development, but how much do we realize the impact of education on the creation of a just and more civilized society. These questions are becoming of increasing importance.

The near future could bring us just that. Gabe Zichermann, Chair of The Gamification Summit is an expert on gamification; not to mention a powerful and energizing speaker. Last year at SMW NYC, Gabe’s session was a packed house – for good reason, too. He unloaded his knowledge of motivation, gaming techniques and how gaming can be used for education, training and overall behavioral change.

Anya Kamenetz gives Gabe a run for his money. Author of DIY U: Edupunks, Edupreneurs, and the Coming Transformation of Higher Education, Anya is invested in really examining higher education and how we can innovate in that space.

And on Tuesday at the Global HQ, the two will lead us in a deep conversation about where gaming and education meet and how we as a society can use both to create a more just and collaborative world.

Friday Finale… Finally For Me

This is a guest post by Anna Choi.

 

While the end was near for dedicated attendees of Social Media Week New York City, Friday was just the beginning of my experience. There was no time to waste and after debating over the serious line up of various events, I was ready for my first SMWNYC gathering.

 
What Real Time Marketing Really Takes
Emily Steel from the Wall Street Journal led the panel discussion including Beth Waxman-Arteta of JWT, Ryan Davis of Blue State Digital, Bill Wolff of Primetime Programming, and Mike Sommers of Viggle at the Advertising and Marketing Content Hub at JWT. Topics from preparing for and challenge with real time marketing were touched on with much talk about the type transition period social media is fueling.

And what did I take away?

  • HR/human power is essential behind real time social media, real thought processing and relevance is needed to sustain engagement.
  • Every brand could use real time marketing, how it’s executed may differ.
  • Advertising agencies will transition into “brand content” agencies so the meaning of CMO may be defined as editors of content. Simply put, “real time” marketing will be just marketing in the future.
  • People/consumers are looking for substance and authenticity.
  • Filtration of information is diminishing, as communication is becoming more real/raw.
  • Currently real time marketing is a mixture of PR, social media, and brand management.
  • The thing about authenticity is that it’s imperfect sometimes. Mistakes happen.

 
Future of Social Technology
Michoel Ogince of Big Fuel and Jason Kincaid of TechCrunch discussed their predictions/opinions on the future of social networks/technology at the Global Society Content Hub at Big Fuel Headquarters. The conversation circled around the topic of humanization and the complex human behavior that social technology has yet to mirror perfectly. It was great to hear the opposing sides that Michoel and Jason brought especially when Path was brought up. They did agree that this is still the early stage of social technology and that if we think it’s really social right now, we’re wrong.

But the discussion also touched on:

  • Facebook: is it a place to dump a ton of content?
  • Social gaming (Zynga in particular): gamers invest a lot of money and time in the beginning but it dies off, they hit a wall.
  • App Store’s future: currently it’s a challenge to find/access specific apps.
  • Far future: social technology will be penetrated in every aspect to “friending” objects such as your fridge.
  • Advice for entrepreneurs: be driven by passion, don’t cling on to every “success story advice”.
  • There will be “niche networks” for social media/technology in the future.

 
Left Brain Meets Right Brain –The Blueprints for a Sophisticated Social Marketing Campaign (hosted by Shoutlet)
Jason Weaver, the CEO of Shoutlet, led this discussion including David Armano of Edelman Digital, Doug O-Reilly of MWW, Chris Eichman of Rayovac, and Brenda Schmerl of Reader’s Digest. The hour-or-so long conversation revolved around the controversial topic of left brain, right brain, or both. Planning and organizing people who are left-brain dominant among those who are right-brain dominant seemed to be key in finding the balance for a company. There was a debate over people who were both, or a hybrid, and if this category even existed. David Armano walked everyone through what he called a community engagement blueprint when touching on the subject of scenario planning. Improvisation seemed to be a theme for reacting effectively, with the main focus on being able to utilize the strengths of those who are creative and those who are analytical.

My overall impression of Social Media Week NYC was great. (especially since is FREE!) Being a student that is always seeking for more real world information, besides a textbook or some year-old case study, these events left me satisfied. Actually, I take that back, SMW has left me hungry and on the edge of my seat in excitement for what’s next. Being a part of the generation that really digs deep into the data of this social realm is fresh and transformational. I truly can’t wait to see how what’s trending now transitions into traditional.
 

Anna is a quirky senior at Virginia Tech studying Marketing and International Business. She is curious and thirsty for anything related to social media and brands. Anna aspires to work in an environment that’s constantly battling between the trending and traditional. When she’s not geeking over new digital happenings you can find her working on her new healthy lifestyle and obsessing over froyo. Follow her on twitter @achoi12 or dig deeper on her personal blog, achoi12.tumblr.com, or marketing blog, annanciate.tumblr.com.

Green Gamification: Combining Social Media & Game Mechanics to Promote Sustainability

Games are like ketchup: widely loved and diversely applied, with an appeal rooted in childhood. In fact, a new report reveals that over 90% of U.S. kids aged 2- 17 are gaming today. Yet the gaming generation has been on the rise for three decades, leading to not only an army of young gamers, but also an influential adult segment. It is small wonder, then, that “gamification” is the most disruptive force to impact marketing since the arrival of social media.

Typically defined, gamification refers to the use of game mechanics, such as points, badges, leaderboards and challenges in non-game settings. Traditional examples include airline frequent flyer programs and “Buy 10, Get 1 Free” loyalty offers. But the proliferation of social media and smartphones along with the cultural adoption of gaming has increased both the scope and sophistication of gamification.

At its core, gamification is about one thing: fun. In today’s competitive battle for mindshare, games are the most effective tool for leveraging technology, rising above marketing noise and engaging the socially-networked consumer.

Like any marketing strategy, gamification can be applied to encourage frivolous consumption or provide superficial entertainment. But games are also uniquely suited to change the world for the better. As gaming enthusiast and renowned author, Dr. Jane McGonigal, points out, “When we are playing games, we are tapping into our best qualities, our ability to be motivated, to be optimistic, to collaborate with others, to be resilient in the face of failure.”

The power of gaming is derived from the underlying behavioral psychology that motivates people to play. Successful gamification design involves understanding player personality traits that can be identified through models such as Bartle Types and Keirsey Temperaments. A key finding of gaming studies is that the vast majority of players are driven by cooperative social interaction. Gamification guru, Gabe Zichermann, developed the “SAPS” rewards model to further outline the behavioral drivers “Status,” “Access,” “Power” and “Stuff.” While extrinsic rewards, such as free products (Stuff), can be short-term motivators, Zichermann reveals that intrinsic rewards, such as community recognition (Status), are superior mechanisms for fostering engagement and loyalty. The most compelling rewards fulfill innate human desires for achievement, reciprocity and appreciation. Great games make us feel alive.

The Gaming Era is upon us. Gartner analysts predict, “By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application.” As a result, gamification presents an exciting opportunity to advance sustainability initiatives. Research from OgilvyEarth suggests that games can be a vehicle to create brand equity while also promoting green behaviors. The synergy between gamification and sustainability is based on the fact that, like gaming, greening is largely a social action that triggers an emotional response. Innovative companies recognize the opportunity to tap into consumer passions and have begun to employ “green gamification” to create shared value for individuals, businesses, communities and the environment.

The recent union of Recyclebank and Greenopolis affirms the traction of two leading platforms that reward people for everyday green actions. Recyclebank’s “Green Your” challenges use quizzes, pledges and social sharing to educate and incentivize players on interactive microsites. Greenopolis’ RecyclePix mobile App encourages users to share pictures of recycling to earn rewards. The interface includes a dynamic photo stream that can be voted on for bonus points.

Solar manufacturer, SunPower, recently ran a Facebook contest to teach people about solar energy in exchange for badges and prizes. Startups such as Simple Energy and Practically Green use the social web to calculate metrics like household energy saving and reward users for their relative performance. These companies validate that people are proud to share eco-conscious habits and that a little friendly competition positively reinforces their green activities.

Traditional industries are green gaming too. The Nissan Leaf includes CARWINGS, which is a digital tracker that both measures fuel consumption and ranks drivers according to fuel-efficiency. The Ford Fusion Hybrid adds graphical flair by incorporating a Tamogochi-style game, in which a small dashboard plant grows and shrinks based on green driving practices. Even social games on Facebook are experiencing a makeover; for instance, Guerillapps and upcycling pioneer, TerraCycle, partnered to introduce Trash Tycoon, which applies Zynga-like gameplay to bridge the gap between virtual and real-world sustainable living.

Gamification and game development are still in their formative years, evolving to exhibit more purpose and tangible impact. As the sustainability movement also matures, it behooves the stakeholders to embrace the potential of green gamification.

In order to propel green into the mainstream, we need to make it enjoyable, accessible and rewarding. As my fellow eco-entrepreneur, Anthony Zolezzi, proclaims, let’s embrace “fun and fame, not guilt and shame.” This is the new spirit of sustainability and green gamification is leading the way.

***
Ashok Kamal is the Co-Founder & CEO of Bennu, which is the leader in green social media marketing. Connect with Bennu at @Bennuworld. To learn more about green gamification and engage with companies highlighted in this blog, join us at Social Media Week NY’s “Green Gamification” panel on February 15th.

Red Bull Space Gaming Happy Hour with Ian “Enable” Wyatt, Tomorrow!

We are so grateful to Red Bull for hosting our Entertainment, Gaming & Sports Hub throughout the week! In addition to the several content related events taking place everyday, Red Bull is also hosting a Gaming Happy Hour!

Sip on a Red Bull and Vodka during your liquid lunch break and challenge seventeen-year old,  pro-Halo player “Enable” at some good old fashioned video game fun! Let’s see who has the best game: YOU or this high school kid?

Seventeen-year-old professional Halo player, Ian Wyatt - better known to his fans as “Enable”

Don’t worry, you won’t have to challenge this pro in Halo ( we know you’d lose!)–here is a description of the new game you’ll get a chance to test drive:

Imagine being able to speed around your own custom-built racetrack at speeds of up to 200 mph. Oh, and you get to show it off to your friends, have them race it and create their own tracks for you to race on. Now you don’t need to be a professional driver to do so. All you need is your iPhone or wifi-enabled iPod Touch and some cans of Red Bull to experience the brand-new Red Bull Augmented Racing app, which will make its public debut in March. Stop by Red Bull Space everyday this week between 2:00 p.m. and 3:00 p.m. for your personal sneak peak of Red Bull Augmented Racing, as well as the chance to drive the Holy Grail of Gran Turismo 5 – the Red Bull X2010 prototype.

Other games include; Shaun White Snowboarding, Halo: Reach, Moto GP, Dead Space 2, FIFA, Grab Turismo 5 Stimulator, and others!

Get your game on at the Red Bull Space tomorrow, February 10th from 2-4 PM.

(We wouldn’t plan any meetings or calls after 4 PM.)

See you there!

Event Spotlight: “Social Gaming: How Social Dynamics are Reshaping Games”, Hosted by David Eastman, JWT Worldwide North America CEO

In New York, our team is proud to be partnering up with JWT, a Global Social Media Week partner and the official host of The Business, Media and Communications Content Hub.  On Monday February 7th, we’ll be jumpstarting a week of dynamic panels and insights from a number of innovative leaders in their respective fields, with remarks from JWT Worldwide North America CEO, David Eastman.  His keynote will immediately be followed by a panel on how social media is shaping the landscape of gaming. Checkout a recent 5 Questions with David Eastman and find more information on the gaming panel below!

  • What’s this event called? Social Gaming: How Social Dynamics are Reshaping Games
  • Where will this event be held? The Business, Media & Communications Hub at JWT
  • When will this event be held? Monday, February 7th at 9:00 am
  • Who is hosting this event? JWT
  • What’s this event all about? Social games are here to stay. This panel will bring together a variety of experts from the gaming industry (casual, hardcore and cross-platform) to talk about how social dynamics are reshaping games of all types and making them more pervasive across all walks of life. To register for this event, please use the form here.
  • So, what is JWT? JWT is the world’s best-known marketing communications brand. JWT is a true global network with 200-plus offices in over 90 countries. JWT was also Named Adweek’s Global Agency of the Year. Check out JWT’s site to learn even more about their work and their people.

Clare Brown is a contributing writer to the Social Media Week blog and works in digital communications at Deep Focus