Boosting sales with incentives for social gamers?

Started by ASPD, January 19, 2011, 10:56:20 PM

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ASPD

Just few days ago I accidentally  read a brief resume over the 2010 profits from selling virtual goods; with almost 80% of FB users playing on daily basis, it's not so shocking that those profits were calculated to be over $500 millions spent on Facebook on the virtual goods, with a very high probability for this amount to double in 2011 (yes, Blizzard, there are other games!). The demographic also shows that actually 40% of social gamers are regular online customers.

And then, saw this:

http://mashable.com/2010/09/27/facebook-credits-for-online-shopping/

What do you think? Perhaps FB gift cards and credits could be a sexy alternative to the regular promotions, if you're into retail or drop shipping ( maybe some particular aff programs too)




Rooftop

I can see it working well in some markets.

If you are buying them to give away I'd definitely buy them through a US based account.  Looks like 10 credits = $1, but 10 credits also = £1.  If that's correct there is an angle right there!

ASPD

I very intrigued by the site which actually offers a platform which does this; i see though for now they are collaborating with very large online stores. However, even if you buy them directly, imo is still a cost-effective promotion investment (though is good to know US acc get advantages ;) )

Gurtie

don't suppose anyone has any demographic info about the people who play games (which use FB Credits) do they? From what I can tell everyone aged 5 to 105 plays FarmVille but I don't really do FB so I'm not sure what games/apps use credits and if there's any way to get some info about the players?

ASPD

Actually there was a study related to the demographic - obv nobody can tell how accurate it is.

Turns out, average online player is...women between 35-45, proud owners of credit cards, which was clearly the important bit...

Also, ebar in mind FB credit can be use on most popular games - zinga, mafia wars, *ville, Sorority * etc

eurotrash


Gurtie

cool, thanks guys - Jason, I must hit him up for some insider data  8)

Leona

#7
When researching yoville I found much the same, it was 20-45 year old women that were spending real money on virtual cash and 18-30 year old men. However, with the introduction of gift cards Zinga have not only hit a demand market but also introduced the next generation of spenders into the virtual economy within a population that values social status on those that are rich and have the next trend in virtual goods. The women I spoke to who spend real money (normally mothers) on virtual goods, and therefore by reason more time in gameplay, considered their expenditure on virtual goods as part of their entrainment budget. They didn't go out and therefore they used the money in game play instead. They love decorating their virtual homes and running events.

However each game has its market so I would go and explore the individual games to target your specific market accordingly. For instance Mafia wars would appeal to mainly males 18-30 although I haven't researched this.

ASPD

I think you're definitely right Leona; by targeting the gamers based on the specific games you have much higher chance selling them whatever you want. Most importantly, i see over the net sites specifically designed for people who play those games to gain partners, so they make it really easy for you to find those eventual consumers