New Research on Social Gaming

A May 2011 study by Saatchi & Saatchi found that of US internet users ages 18 to 44, 50% play social games on a daily basis.

This study,
entitled "Engagement Unleashed: Gamification for Business, Brands and Loyalty," also found the following:
"When asked how they would like to hear about a new product, 44% of respondents preferred email communications and 37% would choose some kind of online game experience. Only 3% wanted to be told about new products by TV or radio advertising."

Given discussions of social gaming trends that occurred at this year's Social Media and Communities 2.0 conference and the much-buzzed about potential of a Zynga IPO, social gaming is certainly a hot topic right now. The idea that game players are willing to view advertising or perform market research within the context of a game is a very attractive one to marketers.

Yesterday, IIR had the pleasure of hosting a webinar "Winning the Battle for Consumer Attention in a Fragmented Media World" presented by comScore. This presentation further showed that digital advertising within online entertainment was a growing avenue. In fact, one finding presented was that "exposure to display ads doesn’t just impact online sales – it lifts in-store sales as well."

The full presentation is still available for archived viewing, watch it here.

Given these new findings, would you consider advertising with a social game? Or developing a social game as part of your digital strategy? Have you seen any other recent research on these topics? Share with us in the comments or find us on twitter @Community20.

Michelle LeBlanc is a Social Media Strategist at IIR USA with a specialization in marketing. She may be reached at


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