Friday Dec 15th

Latest News

Legal Aspects of Social Media Gamification
Since marketer’s interest in social media gamificationprogressively growsand it is in the nature of gamificationto aggregate data,it is necessary to start looking intolegal risks and restrictions. In any case, operators of gamified systems need to strike the balance between the right user experien ...
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Social Games – Marketing Platform of the Future
We are surrounded by zeros and ones, the binary code, without us even noticing it. We are creating a digital world of bits and bytes that intensifies the relationship between man and machine, a union that is changing our behavior and communication patterns. The digital world provides a type of prog ...
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Foldit: Solving Scientific Problems with  Gamification
Last year, the team behind Foldit, the developer of an online puzzle game, made headlines for unlocking the secrets of a key protein in the fight against HIV, just by deals with protein folding. The game has been part of an experimental research project, developed at the University of Washington, w ...
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Gamification used by SAP to engage and motivate Gen Y
Generation Y, people born from the early eighties to the mid-nineties, have an extremely high game and social media affinity. Growing up with cutting edge technology and innovation at home and at school, the Gen Yers are digital natives and by now make up around one fourth of the workforce. They hav ...
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How to Engineer User Behaviour with the Desire Engine
In his welcome speech at the Gamification Summit 2012 in San Fransisco, Gabe Zichermann, CEO of GamificationCo. said to his audience: „for most of us the concept that work and play need not be diametrically opposed, seems absolutely, positively natural. But for the vast majority of the people in t ...
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Gigya: Providing the Key for Winning the Game with Social Game Mechanics
Gigya is a leader in providing social infrastructure for businesses with more than one billion unique users per month and a declared mission to socialize the rest of the web. Gigya technology completely integrates your website to the world of social media, providing for 24 social networks and a wide ...
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Item-Selling based Payment Model soars in Asia Pacific
Nowadays, casual online games usually provide various methods of payment system, such as allowing the players to play the game for free, but to purchase certain in-game items to proceed with the game, or having the players indirectly pay a service fee by encouraging them to watch advertisements prio ...
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What’s needed for a good Gamification Marketing Strategy
Gamification takes advantage of unfulfilled human needs, such as feeling recognized, feeling connected, getting rewarded, reaching goals, or expressing emotion. Today‘s society is full of people with an unconscious lack of exactly these feelings, thus, there are still a lot of target groups and pe ...
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Deloitte: Tech Trends 2012 - Gaming gets Serious
Deloitte‘s annual report on technology trends had an interesting section on Gamification this year, which means taking the essence of games – fun, play and passion – and applying it to real-world, non-game situations. In a business setting, that means designing solutions using gaming principle ...
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Trends, Challenges and Strategies for Consumer Gamification in 2012
M2 Research expects that the consumer‐level honeymoon period for gamification will be largely over by the end of 2012 and leveraging game mechanics implementation will have become a significant supporting pillar for integrated marketing. When done properly, using gamification for market‐branding ...
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What can be learnt from Toy Designers and the Gaming Industry
Taking a closer look at the gaming industry and its creative and innovative game inventions, it becomes obvious that engineers, product managers and marketing specialists most probably just have to get more space for completely senseless and aimless experiments. It would most probably revitalize the ...
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Free-to-Play (F2P) Games from a Business Perspective
Free-to-play (F2P) games refer to any video game, or social or mobile application that has the option of allowing its users to play without paying. Since these games are available at no cost to players, other business models, such as charging money for certain in-game items (like powerful bonuses ...
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What to keep in Mind when evaluating Gamification Platforms
A successful enterprise gamification strategy calls for the right gamification platform, which will provide the tracking of achievements, the implementation of rules, goals and further administration, as well as monitoring and analytics.
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20 Elements of a Gamification Marketing Strategy
More and more businesses are using gamification to create brand awareness and drive user engagement. Gartner, Inc. predicts that more than 70% of Global 2000 organizations will have at least one gamified application by 2014. In the last few years, the number of companies that deliver gamification se ...
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Overview of available Gamification Platforms
If you need some help to find your way through the jungle of available gamification platforms, asking yourself what kinds of platforms are on the market in the first place and what are they specialized in, the list below should be quite useful.
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BUZZword: Gamification
Gamification describes the use of game design techniques, game thinking, and game mechanics to enhance non-game contexts. Typically, gamification applies to non-game applications and processes to encourage people to adopt them or to influence how they are used. Gamification works by encouraging use ...
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CrowdTwist Gamification Platform: Incentivizing Engagement, Recognizing Individuals and Rewarding Impact
CrowdTwist, headquartered in New York City, provides a cloud based multi-channel customer relationship and loyalty platform, designed to enable companies incentivizing, recognizing, and rewarding customers for any action they take. The platform was originally conceived as a way for music artists to ...
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Popularity of Social Games is skyrocketing and conquering Tablets
Once on the fringes of digital advertising, social game ads are now the hip newcomer with big corporations such as McDonald paying for players to build restaurants in Zynga Inc's "CityVille" game or Unilever-sponsored Dove spas popping up in "The Sims Social." The number of people who play social ga ...
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Gabe Zichermann on the Game Mechanics of Customer Loyalty
Gaming is becoming more and more popular and reaches new audiences of all ages, especially since the range of games has been expanded significantly through apps and social games. Gabe Zichermann, founder of the strategic consultancy Dopamine, explored the concept of “Funware,” a new model for i ...
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Social Game-based Marketing breeds Success as a hot Marketing Platform
These days, even city dwellers can harvest crops, breed animals in a cow pasture and decorate a lighthouse all in a day’s work—from their cubicles. It’s all thanks to Zynga - the San Francisco-based social network game developer whose resume includes FarmVille, CityVille, FrontierVille, Words ...
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mig33’s Business of making Friends
mig33 is one of the world's largest mobile-first social entertainment services, connecting over 65 million registered members around the world with chat and entertainment every day, hosting a fast-growing virtual economy. Launched in late 2005, mig33 is headquartered in Singapore with strong consume ...
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Skrill’s Top 5 Payment Methods in Online-Games
SuperData Research conducted recently a survey for Skrill / Moneybookers, showing the top 5 payment methods, which include: 1. Gamecard / eVoucher (18.2 %); 2. Credit card (16.1 %); 3. Digital Wallet (14.6 %); 4. Mobile phone (14.4 %); 5. Prepaid (14.4 %). Their survey shows that virtual goo ...
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Gaining Customer Loyalty in e-Commerce with Games
Online shopping and consumption of digital content is becoming more and more popular in Asia and I don’t have to mention that the region is more than attractive for digital marketers with one billion people online. As the Asia Digital Marketing Association (ADMA) confirms in its recently publish ...
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Fliplife: A new Idea requires new Thinking
Fliplife could be described as a 2.0 version of the classic parlour game. You meet up with friends, mastering tasks sometimes against each other, sometimes as a team. The individual players compete with each other playfully, chat, and make friends. This all takes place in a domestic environment - a ...
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Game Design in the Enterprise 2012
M2 Research expects game design within the enterprise to quickly rise and become the dominant segment of gamification by the end of 2013. This trend is amplified by an accelerating environment of consumerization. If the smartphone/tablet is the predominant hardware in the future mainstream work envi ...
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Announcements
iProperty Group upgrades senior management team with key ‘C’ level executive appointments. Paul Whiteway has been appointed Chief Operating Officer for the Group. He previously held senior management roles at Yahoo! Southeast Asia and Microsoft in the UK and has been an Entrepreneur In Residenc ...
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The Mobile Value Chain Challenge: How the Mobile Wallet is a Game Changer
Product marketing 101 is based on Moore’s classic technology adoption curve, which splits customers in to Innovators, Early Adopters, Early Majority, Late Majority and Laggards. And, to put it simply, is focused on the challenge of getting customers from “Innovators” to “Early Adopters” ph ...
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August 2012 - Game-based Marketing & Cust Loyalty

VMWare APAC

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