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	<title>Qubemedia&#039;s Blog &#187; games</title>
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		<title>&#8220;But we already do Social Media&#8221;</title>
		<link>http://www.qubemedia.net/blog/2010/07/22/but-we-already-do-social-media/</link>
		<comments>http://www.qubemedia.net/blog/2010/07/22/but-we-already-do-social-media/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 11:48:13 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[Social media]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1737</guid>
		<description><![CDATA[“But we already do social media” is a phrase we often hear from games companies when we talk to them. And most of you are doing some Social Media. But are you: Going beyond your core audience Building long-lasting &#8216;evergreen&#8217; communities Monitoring the buzz of you game and your competitors Tracking trends and discovering new [...]]]></description>
			<content:encoded><![CDATA[<p>“But we already do social media” is a phrase we often hear from games companies when we talk to them. And most of you <span style="text-decoration: underline;">are</span> doing some Social Media.</p>
<p>But are you:</p>
<ul>
<li>Going beyond your core audience</li>
<li>Building long-lasting &#8216;evergreen&#8217; communities</li>
<li>Monitoring the buzz of you game <em>and</em> your competitors</li>
<li>Tracking trends and discovering new audiences</li>
<li>Uniting your fans and allowing them to be a part of the development process.</li>
</ul>
<p>The reality is, while many games companies we talk to have community managers and some social media activity, they aren&#8217;t maximising their full potential and seeing the bigger picture.</p>
<h3>Going beyond the core</h3>
<p>Most community managers manage their existing community fantastically well &#8211; and this is the job they&#8217;ve been charged with. But they often aren’t given the tools or scope to go beyond this and try to expand the reach of their titles.</p>
<p>It is very easy for games companies to fall into the <a href="http://www.qubemedia.net/blog/2010/01/26/game-over-for-retro-pr/" target="_blank">same old routine</a> of only releasing trailers, behind the scenes interviews and making of sketches. These are things that excite the core and die hard fans, but do nothing for people beyond that. So where are your new customers and new blood?</p>
<p>There are plenty of casual players out there who would love to play your games, but they aren’t interested in how it is made or interviews with the developer. They have different trigger points.</p>
<p>Do you or your community managers know what they are? Do they know how to find out?</p>
<p>By doing research online to see the <em>other online spaces</em> your customers and <em>potential customers</em> go online, you can see find ways to spread your message and excite more communities.</p>
<p>Look outside the games industry at how the likes of <a href="http://www.style.com/" target="_blank">Vogue</a> and <a href="http://community.babycentre.co.uk/" target="_blank">Johnsons</a> are building communities around their audiences common interests and not just their products.</p>
<h3>Make your community evergreen</h3>
<p>Often communities are built around one particular title in the run up to launch and then are quickly dumped. This means you lose all of those fans you spent so long gaining. Start looking at how you can join up your social media and how you can cross-pollinate your communities.</p>
<p>Games will come and go but you don’t need to start building your communities from scratch every time. Try bringing similar communities together and finding ways to build over arching strategies, just like Capcom does with their <a href="http://capcom-unity.com/" target="_blank">Unity</a> site.</p>
<h3>Buzz Monitoring</h3>
<p>Are you monitoring what people are saying about you beyond just your own communities? Regularly checking and using tools such as <a href="http://www.brandwatch.com/" target="_blank">Brand Watch</a> and <a href="http://www.radian6.com/" target="_blank">Radian 6</a> can give you valuable insight into what your community are saying and thinking in real time. These tools are only as good as the words you put into them, you can gain a lot of valuable insight by monitoring not only what people are saying about your company and games but what they are saying about your competitors and the industry at large.</p>
<ul>
<li>What movies are they watching?</li>
<li>what websites are they visiting?</li>
<li>What other games are they playing?</li>
</ul>
<p>This kind of market research can really help you shape your own marketing and portfolio.</p>
<p>Ultimately what all of this comes down to is treating Social Media as a way of enhancing everything you do. Think beyond marketing and community management, think about how you can use Social Media to its fullest and get that edge over your competitors.</p>
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		<title>Social Media Case Study: Monkey Island and @LucasArtsGames</title>
		<link>http://www.qubemedia.net/blog/2010/07/22/social-media-case-study-monkey-island-and-lucasartsgames/</link>
		<comments>http://www.qubemedia.net/blog/2010/07/22/social-media-case-study-monkey-island-and-lucasartsgames/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 10:12:53 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[Social media]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Case study]]></category>
		<category><![CDATA[community management]]></category>
		<category><![CDATA[Monkey Island]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1703</guid>
		<description><![CDATA[A look at how Lucas Arts uses Twitter and Facebook to help promote Monkey Island. With a community over 20k fans on each platform and hundreds of comments a day this has proven to be a great example of social media and community management in games. One of Lucas Arts most loved games series is [...]]]></description>
			<content:encoded><![CDATA[<p><em>A look at how Lucas Arts uses Twitter and Facebook to help promote Monkey Island. With a community over 20k fans on each platform and hundreds of comments a day this has proven to be a great example of social media and community management in games.</em></p>
<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures.jpg"><img class="aligncenter size-full wp-image-1704" title="Facebook | Monkey Island Adventures" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures.jpg" alt="Facebook | Monkey Island Adventures" width="412" height="315" /></a></p>
<p>One of Lucas Arts most loved games series is Monkey Island. The swashbuckling pirate adventure began in the early 90s and after almost a decade of radio silence Monkey Island is back. Games marketing and the online world is a very different place to that of the early 90s where home modems were almost non-existent. So how are Lucasarts using this new landscape to unite fans old and new?</p>
<p>For a start the majority of their Facebook activity is contained within one page. After recently releasing 2 remakes and an episodic series, multiple pages for each game would have created a fractured and time limited community. Communities built around a single product usually have a short shelf life, once the game has launched you can already hear death rattle shaking as fans move on to the newer games communities.</p>
<p>But by creating a community around a specific franchise the community has a reason to exist beyond any one iteration. It means the community can grow over time and not have to stop and start as it tries to lurch between games.</p>
<p>The most important feature of any community is a reason to exist. Sometimes a common interest is not enough to keep people interested.</p>
<p>The guys at Lucas Arts have kept the community engaged and involved with a variety of competitions, tasks and importantly exclusive content for the die hard fans. By being members of this community fans get to see behind the scenes in a way that just isn’t possible in any other medium. Fans can talk directly with the people creating the game, they can request more behind the scenes sketches and be the first to see new trailers and images. Not only that they are surrounded by people as fanatic as they are which reinforces their excitement.</p>
<p>A recent example of an engaging campaign on their page was a set of picture tasks for the community. Fans had to send in photos for each task to help create the “Guybrush Voodoodol” an item that would be later given out in competitions. This set of tasks shows how engaged the community is that without any incentive Fans responded in their hundreds with all manners of pictures.</p>
<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures-3.jpg"><img class="aligncenter size-full wp-image-1705" title="Facebook | Monkey Island Adventures-3" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures-3.jpg" alt="Facebook | Monkey Island Adventures-3" width="286" height="345" /></a></p>
<p>Different platforms have different strengths and weaknesses and Lucas Arts has shown a great understanding of this by focusing Facebook more on sharing rich media and community discussions where as Twitter has been used for shorter and more frequent updates.</p>
<p><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures-1.jpg"><img class="aligncenter size-full wp-image-1712" title="Facebook | Monkey Island Adventures-1" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/Facebook-Monkey-Island-Adventures-1.jpg" alt="Facebook | Monkey Island Adventures-1" width="384" height="53" /></a>Unifying all of the Lucas arts games under one Twitter account also allows for a high level of cross pollination from the other Lucas games communities. However it doesn’t allow for as much focus and attention as the individual Facebook page can.</p>
<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/lucasartsgames-lucasartsgames-on-Twitter.jpg"><img class="aligncenter size-full wp-image-1710" title="lucasartsgames (lucasartsgames) on Twitter" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/07/lucasartsgames-lucasartsgames-on-Twitter.jpg" alt="lucasartsgames (lucasartsgames) on Twitter" width="319" height="230" /></a></p>
<p>In combination this allows fans to become more aware of other Lucas Arts games in a way that makes sense. Fans are not forced or coerced into joining the Twitter but it is a natural progression for the communities to revolve around it.</p>
<p>These communities are more than just sales channels they are providing great content, feedback and a place for fans to meet like-minded people.</p>
]]></content:encoded>
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		<title>3 of the best social media stories this week!</title>
		<link>http://www.qubemedia.net/blog/2010/05/12/3-of-the-best-social-media-stories-this-week/</link>
		<comments>http://www.qubemedia.net/blog/2010/05/12/3-of-the-best-social-media-stories-this-week/#comments</comments>
		<pubDate>Wed, 12 May 2010 13:56:22 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[3 of the best]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[farmville]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1592</guid>
		<description><![CDATA[Back to the usual 3 of the best this week (Even though it has been another exciting day in politics!) This week we look at 3 stories that will improve your knowledge on using Facebook in your Social Media campaigns. 3 of the best Whiteboard Friday &#8211; Facebook&#8217;s Open Graph WON&#8217;T Replace Google A really [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://farm1.static.flickr.com/110/262231662_c73ba468ab_o.jpg"><img class="aligncenter" src="http://farm1.static.flickr.com/110/262231662_c73ba468ab_o.jpg" alt="" width="265" height="344" /></a></p>
<p>Back to the usual 3 of the best this week <img src='http://www.qubemedia.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  (Even though it has been another exciting day in politics!) This week we look at 3 stories that will improve your knowledge on using Facebook in your Social Media campaigns.</p>
<h3>3 of the best</h3>
<p><a href="http://www.seomoz.org/blog/whiteboard-friday-facebooks-open-graph-wont-replace-google" target="_blank">Whiteboard Friday &#8211; Facebook&#8217;s Open Graph WON&#8217;T Replace Google</a></p>
<p>A really interesting look at the differences between Facebook&#8217;s Open Graph and how it compares to Google&#8217;s search algorithm. It seems to me that a combination of these two sets of data will ultimately give you the best results, certainly as Open Graph has a fairly narrow focus.</p>
<p><a href="http://spyrestudios.com/dos-and-donts-of-usability/" target="_blank">18 Dos and Don’ts Of Usability On The Web </a></p>
<p>18 really good tips on presenting your web presence. This equally applies to anything you do with Social Media. Don&#8217;t add millions of tabs to your Facebook page, people just wont click them!</p>
<p><a href="http://www.briansolis.com/2010/05/facebook-sharing-driven-by-simplicity/" target="_blank">7 Scientific Ways to Promote Sharing on Facebook</a></p>
<p>KISS, Keep it simple and sharable! A great motto to always keep in mind when doing any social media activity. Sharing is at the heart of any good campaign so make it as easy as possible and worthwhile for your fans to share your content.</p>
<h3>3 of the rest</h3>
<p><a href="http://www.asylum.com/2010/05/11/goldfish-training-course-ad-changes-our-perception-of-the-most-b/" target="_blank"><span id="ppt19472748">Goldfish  Obstacle-Course Ad Changes Our Perception of Most Boring Pet</span></a></p>
<p>Drench are great at making fun and interesting adverts remember this <a href="http://www.youtube.com/watch?v=e2aRDacKANs" target="_blank">one</a>?</p>
<p><a href="http://kotaku.com/5536051/farmville-maker-is-hemorrhaging-players" target="_blank">Farmville  Maker is Hemorrhaging Players</a></p>
<p>We have looked at <a href="http://www.qubemedia.net/blog/2010/01/11/my-mum-is-addicted-to-farmville/" target="_blank">Farmville before</a>, interesting to see perhaps support for this social network behemoth is wavering. The game is no longer clogging up news feeds and that may be affecting the amount of people playing it. I wonder if this will happen to all Facebook games or if this is just a reflection on Farmville.</p>
<p><a href="http://www.hiwiller.com/2010/04/29/if-mario-was-designed-in-2010/" target="_blank">If Mario Was Designed in 2010</a></p>
<p>Some great observational humour! It also goes back to what <a href="http://www.qubemedia.net/blog/2010/01/19/social-media-the-halo-way/" target="_blank">we have said before</a> on how shoe horning social features into your game does not make it a social experience.</p>
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		<title>The names behind the games</title>
		<link>http://www.qubemedia.net/blog/2010/04/13/the-names-behind-the-games/</link>
		<comments>http://www.qubemedia.net/blog/2010/04/13/the-names-behind-the-games/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 14:08:06 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[cliffy b]]></category>
		<category><![CDATA[human side]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[personality]]></category>
		<category><![CDATA[schafer]]></category>
		<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1428</guid>
		<description><![CDATA[One thing we always talk about in Social Media is personality. Personality is important, it&#8217;s what makes your outreach connect with people and feel real. It gives a face to your games company. The brand on the front of the box still matters more than the people in the back of the manual but I [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/04/robbowling.png"><img class="aligncenter size-full wp-image-1435" title="robbowling" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/04/robbowling.png" alt="robbowling" width="380" height="175" /></a></p>
<p>One thing we always talk about in Social Media is personality. Personality is important, it&#8217;s what makes your outreach connect with people and feel real. It gives a face to your games company.</p>
<p>The brand on the front of the box still matters more than the people in the back of the manual but I see a slow change occurring in terms of people caring about who makes their games.</p>
<p>I expect over the coming years a shift from following publishers to following developers and in turn their employees. Paying attention to the names behind your favourite games may never be a mainstream activity but I think with the opportunity to connect through social networks it will become more important to more gamers.</p>
<p>Why does this matter? Because it gives people the opportunity to speak directly to their fans to build a bigger fanbase for themselves, their company and most importantly the games they create.</p>
<p>On Twitter <a href="http://twitter.com/therealcliffyb" target="_blank">Cliff Bleszinski</a> (Gears of War) and <a href="http://twitter.com/TimofLegend" target="_blank">Tim Schafer</a> (Brutal Legend) have just under 30k followers between them. That is a lot of people to be able to access at a moments notice, to crowd-source, to excited, to engage and to listen. The pair are dwarfed by comparison to the community manager for Call of Duty, <a href="http://twitter.com/fourzerotwo" target="_blank">Robert Bowling</a>, who boasts over 100k followers! Just think what you personally could do with 100,000 people available at your finger tips.</p>
<p>What is great about these accounts is that they are so much more personal than any company blog or website. It is a direct link between fans and creators but there is a price and expectation you will pay for that access.</p>
<p>If you put yourself into these places fans will demand attention, they will pester you with questions, scrutinise your every update and will all hope to become your real friend. Managing expectations comes with the territory of Social Media and while you need to be careful with what you say, don’t let protocol get in the way of making your account interesting. There is nothing worse than a social network account that simply broadcasts; if your fans wanted that they would just subscribe to your RSS feeds. What they want is to hear from you directly.</p>
<p>I think the more games industry professionals get into direct contact with their fans the better. Then the industry can become more about the people than the brands. We will see how the shift from brands to people continues with the <a href="http://www.wired.com/gamelife/2010/04/respawn-entertainment/" target="_blank">recent news that former Infinity Ward studio heads, Vince Zampella and Jason West, had started a new company with EA</a>.</p>
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		<title>Qube wins exciting games industry project</title>
		<link>http://www.qubemedia.net/blog/2010/03/29/qube-wins-exciting-games-industry-project/</link>
		<comments>http://www.qubemedia.net/blog/2010/03/29/qube-wins-exciting-games-industry-project/#comments</comments>
		<pubDate>Mon, 29 Mar 2010 12:39:35 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[Qube]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[505]]></category>
		<category><![CDATA[naughty bear]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1298</guid>
		<description><![CDATA[Qube will be working with 505 games on a new Xbox 360 and PS3 title, Naughty Bear set to be released in the Spring. We will be carrying out community mapping and influencer profiling for 505, and will use this to create a highly targeted engagement strategy. By finding and profiling the game&#8217;s potential audience [...]]]></description>
			<content:encoded><![CDATA[<p>Qube will be working with <a href="http://www.505games.co.uk/" target="_blank">505 games</a> on a new Xbox 360 and PS3 title, Naughty Bear set to be released in the Spring. We will be carrying out community mapping and influencer profiling for 505, and will use this to create a highly targeted engagement strategy.</p>
<p>By finding and profiling the game&#8217;s potential audience online we will develop a truly effective engagement strategy that will increase positive word of mouth around the game and increase pre-order figures for the game.</p>
<p>505 are excited about the possibilities this new relationship holds. Uk and Export Product Manager, Emily Bryce-Willams from 505 said &#8220;we are really looking forward to working with Qube and establishing who is talking about our product online, and how we can harness this buzz and use it to shape both on and offline marketing efforts.&#8221;<strong></strong></p>
<p>The feeling is very much mutual on Qube&#8217;s part, and we will keep you up to date on the latest on the Naughty Bear campaign.</p>
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		<title>The voice of your users</title>
		<link>http://www.qubemedia.net/blog/2010/03/23/the-voice-of-your-users/</link>
		<comments>http://www.qubemedia.net/blog/2010/03/23/the-voice-of-your-users/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 15:47:30 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[co-creation]]></category>
		<category><![CDATA[dell]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Starbucks]]></category>
		<category><![CDATA[user]]></category>
		<category><![CDATA[voting]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1253</guid>
		<description><![CDATA[Pulling trends and topics out of communities requires a lot of work. You need to be in the communities every day, talking, monitoring and pulling out data. For huge companies dealing with your own community can be a huge undertaking let alone the hundreds of fans talking about your brand and products elsewhere. We have [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/sony-share.png"><img class="aligncenter size-full wp-image-1262" title="sony share" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/sony-share.png" alt="sony share" width="403" height="172" /></a></p>
<p>Pulling trends and topics out of communities requires a lot of work. You need to be in the communities every day, talking, monitoring and pulling out data. For huge companies dealing with your own community can be a huge undertaking let alone the hundreds of fans talking about your brand and products elsewhere.</p>
<p>We have looked before at how <a href="http://www.qubemedia.net/blog/2009/09/24/starbucks-– social-media-for-research-case-study/" target="_blank">Starbucks have used My Idea</a> to gather ideas from their user base to help with co-creation of their products and services. A number of other companies are now also offering a similar service such as <a href="http://www.ideastorm.com/" target="_blank">Dell</a> and <a href="http://share.blog.us.playstation.com/" target="_blank">Sony</a>.</p>
<p>With Sony using a voting platform to gather ideas and prioritise features with their user base it got me wondering how this could be used beyond the platform holders. Last year <a href="http://twitter.infinityward.com/" target="_blank">Infinity Ward</a> used a similar system combined with Twitter to get feedback and ideas from their fans for Modern Warfare 2.  It would be interesting to know how useful that was and how much of that feedback they really took on board.</p>
<p>There are quite a few feature requests that made it into the final game. Whether these ideas were already planned or if the votes helped the developers is hard to say but I would think that the top rated feature being in the game was more than just happy coincidence.</p>
<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/mw2-1.png"><img class="aligncenter size-full wp-image-1256" title="mw2-1" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/mw2-1.png" alt="mw2-1" width="384" height="76" /></a></p>
<p>Some other highly suggested feature requests are eerily close to things in the final game. Again these may have just been obvious ideas but either way it is a great vindication of the platform that at the very least fans will feel like their voice was heard.</p>
<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/mw2-2.png"><img class="aligncenter size-full wp-image-1257" title="mw2-2" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/mw2-2.png" alt="mw2-2" width="385" height="78" /></a></p>
<p>Whilst these platforms can be great tools for gathering customer ideas, you need to make sure their is a clear strategy behind it. You need to ensure you have a clear idea of how you are going to communicate with your customers on their ideas, they could end up frustrated if you are seemingly asking for their help and then not implementing their requests.</p>
<p>I think using these tools effectively could produce some real gems. I wouldn&#8217;t expect every user to come up with ground breaking ideas but even if you only get a couple it could make it all worthwhile.</p>
<p>Some final questions to think about.</p>
<p>How involved should your fans and customers be in your designs? Could this end up creating homogenised games designed by committee? Could ideas from your existing fans alienate potential new customers and how do you keep that balance?</p>
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		<title>When will gaming grow up?</title>
		<link>http://www.qubemedia.net/blog/2010/03/16/when-will-gaming-grow-up/</link>
		<comments>http://www.qubemedia.net/blog/2010/03/16/when-will-gaming-grow-up/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 12:59:30 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[buzz monitoring]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[Social media]]></category>
		<category><![CDATA[social media research]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1242</guid>
		<description><![CDATA[In both my work and leisure time I spend a lot of time looking at online discussions about videogames. I see a lot of things said that suggest there are a huge amount of gamers being poorly served by the industry. The home console&#8217;s birth in the 80s has grown into a monstrous entertainment industry. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/2461.jpg"><img class="aligncenter size-full wp-image-1248" title="2461" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/2461.jpg" alt="2461" width="280" height="214" /></a></p>
<p>In both my work and leisure time I spend a lot of time looking at online discussions about videogames. I see a lot of things said that suggest there are a huge amount of gamers being poorly served by the industry.</p>
<p>The home console&#8217;s birth in the 80s has grown into a monstrous entertainment industry. Everyone is now a gamer. But while the industry has got broader in appeal how much has it evolved for those 80s and 90s kids, who now have families, jobs and responsibilities?</p>
<p>Take for example Final Fantasy. A game that gained huge popularity in the west with Final Fantasy 7, selling just shy of 10m copies worldwide and a game that is so culturally important that it is still talked about today. Released in &#8217;97 when gaming was just beginning to flex its adolescent muscles and reach beyond being “just for kids.” Much loved for a variety of things especially its (at the time) visual flair and length.</p>
<p>When you don’t have your own source of income a game that can last up to a 100 hours is great value for money. But those cash rich time poor kids have grown up over the last 13 years. They now have the money to buy all the games they ever wanted, but not the time to play them all, certainly not to completion!</p>
<p>13 years on Final Fantasy XIII is just hitting the shelves and do those 90s teens have the time anymore? Many reviews are citing 20 hours of play are required before the game “gets good”. When many of the audience barely have the time to play a game for more than a few hours, will they be willing to invest almost a day of their life to get to the fun part?</p>
<p>Gamers are also now surrounded by opportunities and social choices that they didn’t have to worry about before. Many of the “hardcore” games are exclusive not inclusive, alienating partners and children. If you are looking for an opportunity to make a lot of money and a lot of people happy I would invest in creating games that those hardcore gamers of yester-year can play with their friends and family, be they the most dye in the wool elite hardcore gamer or a Farmville loving Wii waggler.</p>
<p>The gaming industry needs to start listening beyond the buzz. Stop just monitoring the discussions around your brand and start really examining the communities in their entirety. Look for trends in how people are playing and what they are saying. There is a big opportunity to listen beyond your remit and spot opportunities before anyone else does.</p>
<p>Additional notes:</p>
<p>For some insight into how the audience is maturing and how the industry may end up losing players I recommend checking out this recent <a href="http://www.neogaf.com/forum/showthread.php?t=390266" target="_blank">forum discussion</a>.</p>
<p>And for some steps in the right direction I would look at how games like Guitar hero have added independently scalable difficulties. How New Super Mario Bros Wii creates an environment for <a href="http://www.wired.com/gamelife/2009/10/shigeru-miyamoto/" target="_blank">hardcore and casual gamers to have a good time</a>. I would also look at how Portal and Braid created those complex and deep experiences much loved by “hardcore gamers” but presented in a shorter time frame or with bite sized chunks.</p>
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		<title>You and your customers need to play!</title>
		<link>http://www.qubemedia.net/blog/2010/03/02/you-and-your-customers-need-to-play/</link>
		<comments>http://www.qubemedia.net/blog/2010/03/02/you-and-your-customers-need-to-play/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 11:50:53 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[Social media]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[farmville]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[social rewards]]></category>
		<category><![CDATA[talks]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1192</guid>
		<description><![CDATA[Last week this quite interesting talk from the recent Games Developer Convention surfaced online. Jesse Schell addresses a few key talking points but the most interesting to me was how Gameplay could be used as an incentive in everyday life. I recommend you find half an hour today to watch this video! Once you&#8217;re done [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/Achievementunlocked.jpg"><img class="aligncenter size-full wp-image-1197" title="Achievementunlocked" src="http://www.qubemedia.net/blog/wp-content/uploads/2010/03/Achievementunlocked.jpg" alt="Achievementunlocked" width="354" height="234" /></a></p>
<p>Last week this quite interesting talk from the recent Games Developer Convention surfaced online. Jesse Schell addresses a few key talking points but the most interesting to me was how Gameplay could be used as an incentive in everyday life. I recommend you find half an hour today to watch this video! Once you&#8217;re done my thoughts on how you could use these ideas in your business are after the jump.</p>
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<p>Gameplay and progression are such powerful incentives for consumers and they become super charged incentives when placed in social structures. <a href="http://www.qubemedia.net/blog/2010/01/11/my-mum-is-addicted-to-farmville/" target="_blank">Farmville</a> would not be played by the millions of people that play it if it wasn&#8217;t for its social foundations.</p>
<p>Plenty of local cafes run reward point schemes, they are all pretty basic, each purchase gets you a stamp, 8 stamps gets you a freebie.</p>
<p>These are fine but what more could those businesses do to make being a customer more fun? What about bonus points for coming outside of lunch hours, or achievements for being the first person to order a certain meal. Rather than stamps for purchases maybe you can use them to reinforce positive behavior, bonus stamps for saying please and thank you or bringing your plate back to the bar.</p>
<p>Internally why not give staff experience points for performing tasks, doing the washing up, eating a fruit each day of the week, turning up on time! You can plot these online or just on a whiteboard. Perhaps when staff &#8220;level up&#8221; they can be rewarded with different things &#8220;Congratulations on reaching Level 10 Tom you have unlocked a £100 bonus!&#8221;.</p>
<p>Start looking at your own business and look for areas where you want to positively enforce behavior, this may be in your customers or even your staff. Think about how game play and social structures can be used both online and offline to make being your customer and working in your organisation just that little more rewarding.</p>
<p>Word of warning just make sure your look at the strategy and not the technology. It is easy to get bogged down in setting up Twitter account and Foursquare sites but unless you know why you are doing it..dont! Also just because <a href="http://www.simplyzesty.com/social-media/problem-foursquare-free-coffees/" target="_blank">everyone else is doing it is not a good reason</a>! Have fun and let me know if you come up with or see any great examples <img src='http://www.qubemedia.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Score big with Social Gaming</title>
		<link>http://www.qubemedia.net/blog/2010/02/22/score-big-with-social-gaming/</link>
		<comments>http://www.qubemedia.net/blog/2010/02/22/score-big-with-social-gaming/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 12:36:17 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[bejewelled]]></category>
		<category><![CDATA[high score]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1180</guid>
		<description><![CDATA[High scores started in the arcades. Whilst “Insert Coin” flashed at the bottom of the screen the rest was a leaderboard of the best player with only 3 letters to identify them. Arcades were gaming hubs and being top scorer meant you were the best in the local area. Those 3 letter names were infamous [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://farm3.static.flickr.com/2284/2448337428_f97516a21b.jpg"><img class="aligncenter" src="http://farm3.static.flickr.com/2284/2448337428_f97516a21b.jpg" alt="" width="225" height="300" /></a></p>
<p>High scores started in the arcades. Whilst “Insert Coin” flashed at the bottom of the screen the rest was a leaderboard of the best player with only 3 letters to identify them. Arcades were gaming hubs and being top scorer meant you were the best in the local area.</p>
<p>Those 3 letter names were infamous in friendship groups and you know who you needed to beat. It created a social incentive to want to be better than your friends, play one more time and put more money into the machine.</p>
<p>With modern online gaming the leaderboard is back. You can now see how good you are at the game compared to the rest of the world. But knowing you are 231,321<sup>st</sup> out of 2 million players isn’t as impressive as being in the top 10 in your local arcade.</p>
<p>Some of the most powerful incentives we have are social ones, and trying to be better than millions of other people will only compel the few. We need to make the leaderboards local and unique to each user. This creates a much higher social incentive and makes players play more to beat their friends.</p>
<p>Games are turning our social circles into personalised leaderboards. Every user has a unique leaderboard that only shows the scores of their friends. Being the best of your ten friends is a lot more compelling than being better than millions of strangers.</p>
<p>The beauty of these modern games is that they can always be connected online. They can always be plugged into our social circles.</p>
<p>This means no one ever needs to play a game in isolation (unless they chose to) it also means you don’t have to play a game with everyone, you can choose to just play with the people that matter to you.</p>
<p>Now when I play <a href="http://www.facebook.com/apps/application.php?id=40343401983" target="_blank">Bejewelled Blitz</a> on Facebook the game is constantly reminding me of how I am doing compared to my friends. I don’t know if I am the best player in the world, I don’t even know if I am in the top million, but it doesn’t matter.</p>
<p>What I do know is that (for a short while) I had the highest score of all my friends and it was great, but my high score just encouraged others to play until they beat it.</p>
<p style="text-align: center;"><a href="http://www.blogcdn.com/blog.games.com/media/2010/01/bejeweled-blitz-goty.jpg"><img class="aligncenter" src="http://www.blogcdn.com/blog.games.com/media/2010/01/bejeweled-blitz-goty.jpg" alt="" width="454" height="234" /></a></p>
<p>This is just the first step soon games will go beyond reflecting your social circles scores. They will start using our social circles to make our games more personalised and unique to us. Our experiences will be used to enhance other peoples games and we are starting to see the beginning of this with games like <a href="http://eu.spore.com/home.cfm?lang=en" target="_blank">Spore</a> using our friends creations in our game to make our experience matter just that little bit more. I expect a whole lot more of this over the coming years.</p>
<p>Now I must go and get the top score again on <a href="http://www.facebook.com/apps/application.php?id=40343401983" target="_blank">Bejewelled</a>!</p>
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		<title>Gamers are ahead of the game in Social Media</title>
		<link>http://www.qubemedia.net/blog/2010/02/16/gamers-are-ahead-of-the-game-in-social-media/</link>
		<comments>http://www.qubemedia.net/blog/2010/02/16/gamers-are-ahead-of-the-game-in-social-media/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 11:20:04 +0000</pubDate>
		<dc:creator>Glenn White</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[dudebro]]></category>
		<category><![CDATA[neogaf]]></category>

		<guid isPermaLink="false">http://www.qubemedia.net/blog/?p=1119</guid>
		<description><![CDATA[I have spent a fair amount of time saying how games need to bring themselves closer to the social web, it now looks like the social spaces might be ready to shoot/splice there way into games. Even in this day and age of developer blogs and podcasts there is still an element of mystery around [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://images1.wikia.nocookie.net/dudebro/images/4/49/Dudebroshock-so1337.jpg"><img class="aligncenter" src="http://images1.wikia.nocookie.net/dudebro/images/4/49/Dudebroshock-so1337.jpg" alt="" width="395" height="222" /></a></p>
<p>I have spent a fair amount of time saying <a href="http://www.qubemedia.net/blog/2009/09/21/twitter-is-the-name-of-the-videogame/" target="_blank">how games need</a> to <a href="http://www.qubemedia.net/blog/2009/09/10/social-media-is-becoming-part-of-play-time/" target="_blank">bring themselves closer to the social web</a>, it now looks like the social spaces might be ready to shoot/splice there way into games.</p>
<p>Even in this day and age of developer blogs and podcasts there is still an element of mystery around how many games comes to exist. There is no mystery however on the origins of &#8220;Dudebro: My Sh*t is F*cked Up So I Got to Shoot/Slice You II &#8211; It&#8217;s  Straight-Up Dawg Time&#8221;. This game was born by an <a href="http://www.neogaf.com/forum/showpost.php?p=18785729&amp;postcount=73" target="_blank">off-hand comment on a messageboard</a> and by trying to belittle the common &#8220;hardcore&#8221; game the user <a title="http://www.neogaf.com/forum/member.php?u=54282" href="http://dudebro.wikia.com/index.php?title=Special:Outbound&amp;f=Main_Page&amp;u=http%3A%2F%2Fwww.neogaf.com%2Fforum%2Fmember.php%3Fu%3D54282">cuyahoga</a> has ended up inspiring one!</p>
<p>After creating that title as a way of mocking the &#8220;mature&#8221; games, cuyahoga inspired the popular gaming forum <a href="http://www.neogaf.com/forum/showthread.php?t=381946" target="_blank">Neogaf</a> into an idea frenzy. Users began to speculate on what the game might be, what Dudebro looked like, how the game played until it was decided they would make it into a real game. (check out the full story <a href="http://dudebro.wikia.com/wiki/Main_Page" target="_blank">here</a>)</p>
<p>Not only was Dudebro created in Social Media, the creators are using a variety of social tools to make the game. Right now the team is creating <a href="http://dudebro.wikia.com/index.php?title=Special:Outbound&amp;f=Design&amp;u=http%3A%2F%2Fdocs.google.com%2FView%3Fid%3Ddcs6hh5g_8dv7w2pfm" target="_blank">design docs using Google docs</a>, using a <a href="http://dudebro.wikia.com/wiki/Main_Page" target="_blank">Wiki to share information on the game</a>, Youtube is being used for users to audition for <a href="http://www.youtube.com/watch?v=uaDzyEn2Tt8" target="_blank">voice parts</a> or <a href="http://www.youtube.com/watch?v=k-eKRsC_lp4" target="_blank">share their Dudebro music</a>, there are <a href="http://twitter.com/TheRealDudebro" target="_blank">Twitter</a> and <a href="http://www.facebook.com/DudebroMSIFUSIGTS.SY2?ref=nf" target="_blank">Facebook</a> pages, there is even a <a href="http://www.cafepress.co.uk/dudebro2" target="_blank">Cafepress</a> to purchase DudeBro Merchandise.</p>
<p>The game, regardless of final quality, will be a great triumph for the hundreds of Neogaf users that have come together to create something. It is inspiring to see a group of people using the power of social media to find all the creators they need to make the game work. What is an important take away is that although the final game may not be as grand and impressive as a retail game, these guys are already using Social Media tools in a far better way then the majority of their professional peers.</p>
<p>I think big developers and companies could learn a lot from how these guys are using Social Media. It isn&#8217;t just about setting up a Twitter and Facebook for marketing, they are using tools for internal communication and collaboration. These tools are not just for the community managers and digital marketers they are for everyone! Start looking for communication problems and opportunities in your business (be they internal or external) and start experimenting with social tools and see how they can enhance the things you are already doing.</p>
<p>I look forward to seeing how Dudebro turns out later this year <img src='http://www.qubemedia.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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