What has it been like to work within the world of online gaming during the past few months? We spoke with Funda Yakin, Director of Media and Market Development at InnoGames, to find out.
On day one of this year’s Festival of Marketing, Industry Manager for Console and XP Gaming at Facebook, Ciaran Norris, provided insights into the evolving gaming industry and the changing face of its most engaged consumers.
If, like me, you’re a 20-to-30-something with too much spare time on your hands, the chances are you may have been playing a lot of Animal Crossing over the last three months.
As people across the world acclimatise to a life indoors, many are returning to, or picking up, video games as a method of escapism.
I hate to start the year with such a passive aggressive headline, but I hope the reader doesn’t take it personally.
Throughout the course of 2015, I went from being ambivalent about virtual reality, thinking of it as tangential to marketing, to a state of full-on positivity and expectation.
Here’s why I think VR skeptics are missing the point.
A major consideration for any customer-facing business is how to use technology to create meaningful and positive customer experiences.
How can a brand use the data it has captured to help build memorable and personal relationships at every stage of the customer journey?
It’s clear from our previous research that multichannel convergence is now a key driver of strategy within all industries and that most business leaders no longer need to be sold on the opportunities.
However, many organisations are struggling to overcome cultural, technical and data-related barriers to a truly joined-up customer experience and single customer view.
The World Cup is upon us and if you want to stake your reputation and something other than money on a sporting event, Sporting Mouth is for you.
The app allows you to make sports predictions against friends for bragging rights and prizes.
Here’s what John Owrid, the Chairman, had to say about Sporting Mouth’s functionality, development challenges and future in the market.
2013 saw a year-on-year increase of 30% in global digital spend on online movies, games and mobile apps combined, topping $57bn (£34bn) in 2013 compared with $44bn (£26bn) in 2012.
It’s the rise of the mobile gaming market that is driving the biggest growth year-on year though.
These figures come from IHS Technology & App Annie’s recently published Digital Content Report 2013.
As King, the UK based creator of Candy Crush Saga, has just announced its intention to join the Stock Exchange after its profits grew 7,000% last year, and with game apps now driving overall games growth, now is a great time to take a look at the key takeaways from this report, concentrating particularly on the games category.
In the heady and fast-paced world of online marketing, we’re often told that achieving social media awareness is the ‘promised land’ – we dream of things ‘going viral’, watching enviously as the likes of Gangnam Style rocket up the YouTube charts and wondering why the stuff we create for our clients don’t achieve the same level of awareness.
Achieving that nirvana of mass social awareness can completely revolutionise your fortunes. Fine, you might have optimised your PPC to within an inch of its life, you’ve got top SEO positions and your affiliate campaign is an award winner.
You might even have a few glossy-looking awards for your expensive TV campaigns on the office mantle piece. But underneath it all, you know that the level of awareness of your product can make or break you.
Amazon’s first Kindle devices may have been ereaders, but with the Kindle Fire, Amazon is neck deep in the tablet world.
Previous research has found that tablets are popular gaming devices, so it’s no surprise that Amazon is interested in making sure its app store is filled with compelling games.