Gamification, social reading, and crowdsourcing were the topics of the night. Here’s a recap of how the night played out.
Book Creation: Beyond the Printed Page
New Publishing Business Model #8: Gamers Become Readers
While it’s not exactly a new thing for publishers to publish game manuals (whether of the video variety or other, like Magic: The Gathering which all the SUPER-cool kids were really into when I was growing up and, frankly some of my friends kind of still are), the game (punny!) changes when big entertainment companies like Nintendo start opening up shop within bookstores.
Everyone Games
The PEW Internet & American Life Project has released a study on “Adults and video games.” The study says that “Some 53% of American adults age 18 and older play video games,” and that 21% play a game everyday. That’s a lot of people playing a lot of games.
Gaming and Entertainment Currency—DMC
First up, Nintendo. Gaming industry is expanding to market to moms (why are all women over a certain age labeled as ‘moms’? I mean, they might be mothers but they are also a lot of other things. I’m not sure we need to give them just one category since I’m sure they think of themselves as more than only a parent).
Now, 600-Second spot. Media scarcity is dead and it’s changing the marketing landscape…ads can be ignored because consumers have a ton of choice. Fuel Industries has decided entertaining consumers is the way to get people to pay attention. Games, interactive websites—basically, making people want to want you.
Brands become content creators—gotta work for it with savvy new consumers. In-depth discussion of a McDonalds campaign of fairies and dragons. How does this campaign actually work for the company? Not clear but apparently Fuel wins awards for stuff. Buzz on Twitter is that this presentation is really more of an ad than education. Next…