PlayStation 3 has sold over 50 million units

>After the announcement from Sony PlayStation a few months ago that the PlayStation 2 console sold over 150 million times, they reported last week that the PlayStation 3, their latest – and according to some experts last home-play console – sold over 50 million times.

PlayStation Portable (PSP) has sold 68 million units Year to Date…

I guess people are still eager to play!

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Social Media Research – an annual report from Michael Steizner

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This presentation gives an insight on the most relevant social media used in USA. It’s about Search, Tools, Services, Lead generation and investment in social media like Twitter and Youtube from a brand-perspective.


Social Media Marketing Industry Report 2011 from Michael A. Stelzner on Vimeo.

More information on http://www.socialmediaexaminer.com

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New Distimo research is out

>I am still wondering why brands are still hesitating to start developing cool branded games for the world. My book A brand new playground clearly states all the possibilities to create cool concepts for consumers. Also my research shows that gamers are very much open for brand interaction (hence the 600.000 Nespresso fans on Facebook and over 11 million for Victorias Secret).

Again the most downloaded applications (free as well as paid applications) are GAMES! Surprise, surprise. Of course it’s the coolness of the concept that determines a great deal of the success of the game, but hey, that;s why BrandNewGame is here!

… 😉

Source: www.distimo.com 

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A Mobile update: Phones versus Pads versus Computers – Globally

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Internet Trends Presentation

Read the full article and response at Mashable

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Trends 2011: The young generation – a historical overview!

>My conclusion of this great video is that:

1. Young generations never change in behavior
2. We all want to make a difference
3. We still want to be individuals that belong to groups (which is a paradox 😉
4. Nowadays we have unlimited options to claim 5 seconds of fame and leave a digital footprint
5. We want to share with our friends, relatives and connections what we do, when, where and how


We All Want to Be Young from box1824 on Vimeo.

The movie “We All Want to Be Young” is the outcome of several studies developed by BOX1824 in the past 5 years. BOX1824 is a Brazilian research company specialized in behavioral sciences and consumer trends.

This movie has an open license by Creative Commons.

Written and directed by Lena Maciel, Lucas Liedke and Rony Rodrigues.

Thanks:
Zeppelin Films

box1824.com.br

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Service in the Industry is not a Product Feature but a Business Model

>This presentation show you how services can be sold as product-add-ons. Just like in my book it describes opportunities to sell services as product+ or upgraded products. Like a game with 5 extra levels (this was done during the presell period of the game R.U.S.E. for instance)…

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Games Everywhere : The Larger Role for Web Platforms and Services for Ga…

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If you have an hour of spare time – this Google talks presentation will teach you the potential how games can help to achieve serious business goals! It will really give you decent insights!

Posted in Innovation, inspiration, Presentation, Research | No Comments »

Universal Mc Cann Wave4 – Social Media study

>Wave 5 has just been released with more insight on digital consumer behavior. For people who missed last years presentation, check the one below. Wave 5 will soon be posted!

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Nielsen proves in-game advertising increases SALES with 24%!

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In-Game Advertising in EA Games Lifts Brand Sales

First Time Research Connects What Consumers See in-Game with What They Buy In-Store

REDWOOD CITY, Calif., Sep 14, 2010 — Electronic Arts Inc. today revealed results from a study conducted by The Nielsen Company which shows the degree to which brand advertisements within video games can boost real life sales. The study, commissioned by EA on behalf of Gatorade, shows that in-game advertising increased household dollars spent on Gatorade by 24%, and offered a return on investment of $3.11.

The study focused on households that purchased at least one of six EA SPORTS(TM) titles: NHL(R) 09, NHL 10, NBA LIVE 07, NBA LIVE 08, NBA LIVE 09 and NBA Street Homecourt. Gatorade had a variety of product placements within the games including arena signs, players’ water bottles, score updates and other call outs.

The study was based on Nielsen’s US Homescan panel of more than 100,000 households, representative of the US population, including a subset of Homescan homes that scanned video game UPC (Universal Product Codes) barcodes. The scanned barcodes were matched to a reference library of more than 14,000 video game titles. Nielsen compared the households that purchased at least one of the studied games before and after Gatorade branding was integrated into the games (the test group) with households that didn’t purchase one of the games (the control group).

These test and control group homes are projected out to the broad Homescan panel by matching them with the larger Homescan household universe based on similar purchase patterns and demographics in order to achieve a statistically reliable sample. Finally, the sales impact of Gatorade advertising was measured by analyzing and comparing Gatorade purchase behavior between the households that had and hadn’t purchased the games that carried Gatorade advertising.

This is the first time that this type of sales lift analysis has been done for advertising within video games. The study is the result of work undertaken by EA and The Nielsen Company to help marketers better understand the potential of advertising in this space.

“Nielsen’s study is a milestone for interactive entertainment,” said Elizabeth Harz, Senior Vice President of Global Media Sales at EA. “For the first time, advertisers are able to link the value of their in-game marketing or sponsorship to actual sales. Now brands can feel confident adding gaming as a core media channel for their advertising.”

“Video games are a deeply engaging consumer experience,” added Gerardo Guzman, Director, Media Product Leadership for The Nielsen Company. “Bringing our industry accepted ad effectiveness understanding to video games is another way to help marketers understand how consumers respond to advertising across different environments. This should help optimize the impact of and derive a return on media investments. In this case the story is simple – dollars put into video game product placement result in more retail dollars.”

Posted in Advertising, ingame advertising, Presentation, Research | No Comments »

Games still the most popular apps on smart phones

>Research done by Nielsen amongst 4.000 US Smartphone users shows that games are still the most popular downloads.

Interesting to see that social networking websites (Facebook & Twitter I guess) are more popular than ‘communication apps’ like Voice over IP (Skype) and Instant Messaging (MSN). Also the weather and news is high in the list.

The charts speak for themselves I guess 😉

Posted in Apple, game, iPad, iPhone, iPod, Mobile, Research, Social media | No Comments »