Wednesday, December 8, 2010

Being Right or Making Money


You wanna know what the mother of all bubbles was? Us. The human race.”


That’s Gordon Gekko in the distinctly-mediocre Wall Street: Money Never Sleeps.


This weekend brought a rush of stories about a “bubble” that may or may not be re-inflating in Silicon Valley. The New York Times kicked it off, venture capitalist Fred Wilson (who is featured prominently in the story) quickly responded, and then Newsweek weighed in just to make sure the “Bubble 2.0″ moniker was secure. Uh oh, right? Not so fast.


One giant nugget of information in the NYT piece (co-written by TechCrunch alum Evelyn Rusli) is a bit buried:


For starters, this is not a stock market bubble. None of the companies are publicly traded.


In other words, if this “bubble” were to pop, it wouldn’t be the mothers and fathers of the world hoping to put their children through school who would be getting screwed. It would be the private investors. It would be a handful of (mostly) rich people who would be out of some of their money.


I suppose the employees of the collapsing startups could also be screwed somewhat. But they’d undoubtedly find work again quickly. And the founders would start new companies. Just like after the first bubble.


Business Insider has a good rundown of the actually public tech companies — you know, the kind mom and pop can and do actually invest in. The consensus there? Pretty wonderful, actually. Not over-the-top outrageous, just very solid for the most part.


Now, that doesn’t mean a “Bubble 2.0″ couldn’t pop and adversely affect the overall ecosystem. In fact, I’m sure it would to some extent, mainly because less money coming in would mean less innovation across the board. But it wouldn’t cause everything to collapse.


We all just lived through a very real bubble. The housing bubble. The results of it popping almost completely brought down not only our own economy, but much of the world’s economy as well. Real people lost their life savings. People went to jail. More people should have been locked up forever. It’s almost insulting to mention this supposed new web bubble in the same breath as that.


Again, this “Bubble 2.0″, if it does exist, is mainly just troublesome for investors. Smaller angel investors, in particular, are getting squeezed out of deals because early stage valuations are getting ridiculously high in some cases.


Undoubtedly it’s true that some of those startups should not be accepting so much money at such valuations, but that’s on them. If they fail, it will be a lesson to other startups. Maybe the motto is: go big and go home (at least in the early stage).


Another underlying current here is that many private investors aren’t comfortable with the state of the startup ecosystem. And yet many of them continue to do deals that they may not be comfortable with. Again, that’s on them. They’re all doing due diligence. If they don’t think a deal is worth it, they obviously shouldn’t do it. But some don’t seem to be able to turn down their name being attached to a high-profile investment — even if projections have it panning out to be a 2x exit. (The horror!)


Maybe some of them would actually be more comfortable investing in what Wilson calls “The Mess“. That is, startups in their awkward years. They’re neither new and sexy nor mature and money-making. Not surprisingly, no one seems to want to invest in those, besides current investors. But maybe those are where some deals are to be found.


In the press, there are two kinds of sexy stories to write: over-exuberance and death. We just got done with a week’s worth of over–exuberance surrounding the Google/Groupon deal. Holy shit, $6 billion dollars for a company that has only really been at it for a little over a year? That’s awesome! Let the good times roll.


The deal ultimately fell apart and in came the death stories. There needs to be balance in the world, after all. We know this just as well as anyone. The $6 billion Groupon deal made web investing as hot as the sun for a few days. And now it’s a bubble.


But wait. “Bubble 2.0″ has existed before. Here it is in 2005 — with Wilson worrying about some of the same things he’s still worried about. And here it is again in 2007 — with John Dvorak worrying that social media among other things would pop the bubble. And wasn’t it for sure a bubble later that year when Microsoft invested in Facebook at a $15 billion valuation? I was sure I heard that over and over and over again. Turns out, that was a pretty damn awesome investment, strategic or not.


There are dozens of other examples as well.


So maybe this is actually “Bubble 4.0″ or “Bubble 5.0″. Or maybe it’s not a big bubble at all. After all, if it pops and gum gets over only a few faces, will anyone do anything other than point and laugh, then go on with their lives?


[image: 20th Century Fox]


Best case scenario: the Volt is being sold at cost. The reality: it's being sold at a big loss and the taxpayers that have been footing the bill via the bailout and now via a tax abatement that will cost taxpayers some $42 billion over the next few years and that the media isn't reporting (Detroit News spews Obama propoganda: Feds to recoup $36 billion in bailout money, fail to mention GM receiving $45 billion tax furlough). Evidence that the Volt is being sold at a loss comes on page 4:

Q: How many batteries does the Volt have? What would be the cost to replace them? -- reader Michael Douglas



A: The Volt has one battery pack, assembled in Brownstown Township. It's 5.5 feet long, shaped like a T, and weighs 435 pounds. That battery contains 288 cells. The flat, laminated, 5-by-7-inch cells each weighs a little less than a pound, according to Prabhakar Patil, CEO of Troy-based Compact Power. The cells currently come from LG Chem in South Korea, but Compact Power, an LG Chem subsidiary, will start making them in Holland, Mich., in 2012.



Peterson declined to provide the current cost of the battery. For now, all you need to know is that GM will foot the cost of repairing or replacing the battery during the time covered by the transferable warranty. Once drivers start nearing the end of the warranty, GM expects the battery to cost less than it does today, Peterson said, as the technology becomes more common.
We can glean some information on the cost from a prior post of mine back in September: Stimulus: Granholm, Obama celebrate giving $368+ million to MI plant to produce $33,000 car batteries. The key snippet:

Costs are high. The government has estimated that a battery with a 100-mile range costs about $33,000, ...
If that's the government estimate, you know the costs are even higher. Try $45,000. The Volt gets about half that mileage, but we can't just cut the cost in half because 1) the control system has to be there regardless of size, and 2) an active vapor-compression refrigeration system is still going to be operating because of the tremendous heat generated by the batteries when discharging. So for the Volt, the battery cost with supporting subsystems will be around $30,000. As a point of reference, GM is selling the non-hybrid version of the Volt - the Chevy Cruze - at $16,000. That's right - the batteries in the Volt costs twice the entire non-hybrid vehicle. From that, one could estimate that the true cost of producing the Volt is $46,000. Add a profit margin and the Volt should be selling for $50,000, not $41,000. You could buy three Chevy Cruzes for that plus some luxury options on each.



The Volt is being subsidized at least twice by the federal government taxpayer: once at the front end (production - possibly as much as $9,000) and once at the back end ($7,500 purchase tax credit). Only in the world of government is this considered a winner.



Previously:

Sen Carl Levin (D-MI): Chevy Volt (that hasn't sold a single unit, fills up on coal and the feds have to pay you $7,500 to buy one) proves "doubters" wrong

PJM Article: Chevy Volt, Nissan Leaf Actually Get Only 23, 25 MPG

Good grief: COAL-powered 2011 Chevrolet Volt named Green Car of the Year

Nobel Peace Prize given to Obama's expensive, coal-guzzling car that the government has to pay you $7,500 to buy and hasn't sold one unit yet on open market

Detroit Free Press clueless that the Chevy Volt is a hybrid

Video of Granholm: Criticizing the Chevy Volt is un-American!

Top auto supplier CEO: Government too focused on electric vehicles, "ignoring" other technologies

Video: 'The Truth About Cars' Editor Edward Niedermeyer on why the Chevy Volt is a $41,000 electric lemon

That $41,000 price tag for the Chevy Volt? Could be $61,000

Robert Gibbs: Hey - I bet Rush Limbaugh doesn't drive one of those awesome GM F-150s

Granholm to Congress: Put battery incentives in energy bill because it will do for jobs nationally what it did for jobs in Michigan

Obama comes to Michigan, touts money he's giving to KOREAN battery plant to create jobs at $504,667 each

Irony: Michigan touts electric cars for economic growth, but denies permits for power plants to charge them

Detroit News: Buyers won't recoup extra cost of electric vehicles, but electric vehicles will save Michigan's economy or something

Confirmed: Chevy Volt 230 mpg claim is bs

Side-splitting headline of the day: GM touts Volt with 230 mpg city rating (by using Enron accounting methods)

Another Plug-In Hybrid False Mileage/Energy Savings Claim

Government report: electric cars won’t reduce carbon emissions and likely create more

UNTRUE! - Enron Accounting on the 100 mpg Hummer H3

DetNews: 12 projects expected to create 2,900 jobs

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bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

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Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

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She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

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If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


bench craft company scam

PokerNews Gift Guide | PokerNews

If your making a list and checking it twice, check out what Rich Ryan thinks you should by for your poker playing friends and family members.

<b>News</b> - Britney Spears Tells Us About &quot;Best Birthday of My Life <b>...</b>

She and beau Jason Trawick escape a fake abuse scandal at a luxe resort in Mexico.

The arrest of Julian Assange: as it happened | <b>News</b> | guardian.co.uk

Follow the latest reaction and fallout as the WikiLeaks founder Julian Assange is denied bail, and the latest leaked cables reveal US plans to defend Poland and Baltic states against Russia.


Tuesday, December 7, 2010

about internet marketing

Were you one of the many swooning over Frank’s iPhone app-assisted, Central Park proposal to girlfriend Kasey the other month? Well, sorry to tell you, folks, Frank’s undying love was a lie! That is to say, it was a hoax.

Frank’s Marriage Proposal in Central Park hit class='blippr-nobr'>YouTubeclass="blippr-nobr">YouTube at the end of October to the delight of many an class='blippr-nobr'>Internetclass="blippr-nobr">Internet denizen and news outlet — so popular that we’re still receiving tips about it over here at class='blippr-nobr'>Mashableclass="blippr-nobr">Mashable.

According to the YouTube description, the elaborate proposal was orchestrated by a team enlisted by Frank (whose real name is Doug Darwin — Kasey’s real name is, in fact, Kasey). The whole thing — which included a live band and a row boat — was said to be filmed using a bunch of hidden cameras, which were “streamed live into the team’s iPhones so they could watch the whole thing from a safe distance. A behind-the-scenes camera guy videotaped the team in action,” according to the YouTube description.

Whatever app the description is referring to, it doesn’t exist, but it did prompt some commenters to speculate that the whole thing was an elaborate Apple commercial.

It turns out the commenters were wrong — the video was not a shill for Apple. It was made to promote Michael Krivicka’s and business partner, former Saturday Night Live producer James Percelay’s, newest venture, Thinkmodo. Thinkmodo, which will launch on January 3, 2011, focuses on mining the marketing potential of viral videos.

If Krivicka’s name sounds familiar, you may be familiar with his other moniker, The Bald Guy, under which he has come out with such stunts as parody AR iPhone app NUDE IT, as well as a campaign to get Jimmy Fallon to follow him on Twitter.

“Since viral videos are both art and science, we wanted to merge both elements to introduce predictability to the videos’ success,” Krivicka tells us. “As part of our ’study’ we staged an elaborate marriage proposal in Central Park and fused tech and romance to see how well each would be received if merged.”

“Would men be drawn by the awesome iPhone app (which unfortunately doesn’t exist) or would women cry and wonder why Frank threw the ring (which was never in the box)? Since our video was covered by outlets like Glamour as well as CNET, we learned that, contrary to conventional wisdom, content can be made to appeal to both sexes without lessening the appeal to each.” (Note: It seems CNET was suspicious from the start.)

As for what Krivicka plans to do with these findings: “The field of viral videos is constantly changing and new trends are born every day,” he says. “With these particular findings we want to show advertisers that one video can target men and women. Separate campaigns are not needed.”

Krivicka certainly picked an effective theme for his video; tech-related wedding proposals are always a crowd-pleaser — see The Old Spice Guy delivering a proposal during his viral campaign, a proposal packed with Twitter, Foursquare and Qik, and even an Apple Store wedding.

What do you think of Krivicka’s highly effective, yet false, viral video? What function do you think videos like this could serve in a marketing arena? Have you lost your faith in true love? Let us know in the comments.

For more Web Video coverage:

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This post originally appeared on the American Express OPEN Forum, where Mashable regularly contributes articles about leveraging social media and technology in small business.

Social games, like FarmVille, Mafia Wars and MyTown, racked up a number of high-value brand partnerships during the past year, and the social gaming industry in general is seeing huge interest from investors and consumers.

The top 10 class='blippr-nobr'>Facebookclass="blippr-nobr">Facebook games, for example, all have more than 10 million monthly active users each, with FarmVille leading at 62 million monthly active users, followed by FrontierVille at nearly 37 million and class='blippr-nobr'>Zynga Pokerclass="blippr-nobr">zynga poker with nearly 33 million. Granted, these are small portions of Facebook’s total network of more than 500 million users. But with a budding industry like social gaming, these are still impressive numbers, especially given the growth that these games are experiencing — all of the top 10 games were launched after 2008, with the top three games being launched after mid-2009.

The U.S. population alone is also a good indicator of user adoption — one in five Americans over the age of six have played an online social game, according to a recent study.

Increased user activity has spurred attention from investors. From an acquisition point of view, we witnesed Disney’s $763.2 million acquisition of Playdom, Electronic Arts’s $400 million acquisition of Playfish, and Google’s acquisition of Slide. Regarding investment, the big winner this year is Zynga, having now raised a total of $366 million.

Brands are taking notice and acting quickly, implementing innovative ways to advertise in social games and capitalize on the rise of virtual gaming.

Carree Syrek, a partner in social media strategy at Mindshare, a global media and marketing services company, recently spoke at ad:tech on the common misconceptions that companies have about marketing in social games. Here’s are the four concerns she discussed.

1. My Audience Doesn’t Play Social Games

Brands often look at social gaming as something that only a niche group of gamers partake in, but multiple surveys show that social gaming actually appeals to a much broader audience than most would expect. One early 2010 survey found that the average social gamer was a 43-year-old female.

“One of the biggest things that I hear when I talk to brands is ’social gamers are moms. They’re middle-aged moms,’” said Syrek. “But actually, this is not the case. Each of the games or the worlds that you’re in have very specific audiences that you wouldn’t necessarily see unless you dug a little bit deeper.”

Syrek pointed to the disparity between FarmVille and Mafia Wars demographics as an example of diversity among social gamers, as presented in the 2010 PopCap Social Gaming Research Results.

  • FarmVille pulls an audience that is 62% female, 33% of its audience is between 18 and 34 years old, and the average income is between $60,000 and $100,000. The FarmVille audience is also 84% caucasian and 7% Hispanic.
  • Mafia Wars’s audience, on the other hand, is 51% female, with 28% of the audience between 18 and 34 years old, and the average income falling below $30,000. Seventy-one percent of Mafia Wars users are caucasian, while 17% are African American.

Syrek clarified that raw numbers don’t explain the full story, pointing to index numbers as a way to better understand an audience. Index numbers are used in marketing research and indicate the strength to which a certain demographic is represented on a site or service, generally with a weighted base number of 100 representing the average class='blippr-nobr'>Internetclass="blippr-nobr">Internet user.

“There are different ways to segment for ethnicity if you’re going after specific markets,” she stated. “The numbers in parentheses [as pictured above] are index numbers. So, you can see that even though, say in Mafia Wars, the African American segment is only 17% of the people who play that, their index is 198. So, you’ve got a really receptive market there that you can tap into.”

“The point is that you can actually dig deep, and you can find the proper environment for your target demographic,” stated Syrek.

Before writing off social gamers as middle-aged moms or male teenagers, be sure to look at the types of games out there and learn about their audiences — you may find that your audience is present on a few niche social games.

2. Virtual Worlds Are Not for “Serious” Companies

“I think it’s important to note that there’s a place here for everyone. It’s not just about the Jolly Green Giant being in FarmVille… it doesn’t have to be that literal, and there are spots for everyone here to play,” said Syrek.

It is a misconception that advertising in social games is only territory for entertainment brands or brands that want to be seen as “fun.” On the contrary, many serious brands were discussed during Syrek’sad:tech session.

Linda Gangeri, manager of national advertising for Volvo Cars of North America, discussed Volvo’s recent campaign on MyTown, in which Volvo’s strategy was to “leverage location-based services to deliver Volvo-branded messaging and virtual goods to people checking in to competing dealerships.”

Upon launching the Volvo S60, the Volvo marketing team decided to test virtual goods as a way to build awareness for the new vehicle.

“It was a 30-day campaign from September 1 to September 30,” explained Gangeri. During the 30-day period, 5.3 million Volvo-branded checkins were reached, 1.3 million Volvo-branded virtual goods (including a steering wheel, a wheel, the Volvo iron mark and the S60 vehicle) were delivered, and 20,000 clicks to “See the S60 in Action” were logged, for a click-through rate (CTR) of 1.5%, which is much higher than the CTRs that the rest of the marketing industry is accustomed to.

“It gave us the opportunity to dig deeper, to immerse ourselves in an environment where people are having fun [and are] engaged, and then to take branded items, embed them and expose them to this huge audience of people,” said Gangeri, happy with the results of the campaign.

3. It’s Always About Capitalism

Within social gaming, the virtual goods market is the top revenue driver for social game creators — virtual goods makes up 90% of Zynga’s revenue, for example. Social gamers are willing to buy digital goods in order to improve their positions in the games. This is great for game creators, obviously, as they are technically selling nothing. Users buy fake shovels and tractors to tend to their fake fields. There’s a lot of money in that — the U.S. virtual goods market is predicted to pass $2 billion in 2011.

While the money is certainly there, social gaming and the virtual goods market aren’t always about capitalism. In fact, Syrek mentioned four examples of social good on social gaming platforms:

  • Pet adoptions in class='blippr-nobr'>YoVilleclass="blippr-nobr">Yoville raised $90,000 for SF/SPCA during the spring of 2009.
  • Teddy bear purchases in Mafia Wars raised more than $100,000 for Coalition for the Cure (Huntington’s Disease) in March 2010.
  • The Pandaren Monk pet in World of Warcraft generated $1.1 million in donations for the Make-a-Wish Foundation.
  • To date, Zynga players have raised more than $3 million in connection with Zynga.org social partnerships, the majority of which has been directed to the welfare of women and children in Haiti.

These cases illustrate that social games could be a good route for for-profit or non-profit businesses hoping to raise a little awareness for social good projects.

4. Social Games Are a Fad

Social networking dominates most people’s time spent online, but next in line is online gaming, Nielsen reported in August. Of course, social gaming only accounts for a portion of that sector, but still, the fact that social networking and online gaming dominate online activity is a nod to the growing importance of social gaming.

Syrek pointed to the 2010 PopCap Social Gaming Research Results to validate her argument that social gaming isn’t a fad. The study found that 24% of U.S. and UK Internet users play social games at least once a week, and that most social gamers play other genres of games, including casual and hardcore games.

In another portion of the session, Manny Anekal, director of brand advertising at Zynga, illustrated that users are spending a lot of time playing social games. FarmVille users average a whopping 68 minutes of FarmVille play per day and Mafia Wars users average 52 minutes per day on the game, according to April 2010 Cisco Security Intelligence Operation data, for example. It’s no secret that social games are engaging (and addictive), but who knew users were spending so much time tending to virtual farms and brawls?

While it is admittedly difficult to decide if social gaming is truly a fad or not, data points toward its continued and growing popularity.

What are your thoughts on marketing in social games? Let us know in the comments below.

For more Business coverage:

    class="f-el">class="cov-twit">Follow Mashable Businessclass="s-el">class="cov-rss">Subscribe to the Business channelclass="f-el">class="cov-fb">Become a Fan on Facebookclass="s-el">class="cov-apple">Download our free apps for Android, iPhone and iPad


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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Were you one of the many swooning over Frank’s iPhone app-assisted, Central Park proposal to girlfriend Kasey the other month? Well, sorry to tell you, folks, Frank’s undying love was a lie! That is to say, it was a hoax.

Frank’s Marriage Proposal in Central Park hit class='blippr-nobr'>YouTubeclass="blippr-nobr">YouTube at the end of October to the delight of many an class='blippr-nobr'>Internetclass="blippr-nobr">Internet denizen and news outlet — so popular that we’re still receiving tips about it over here at class='blippr-nobr'>Mashableclass="blippr-nobr">Mashable.

According to the YouTube description, the elaborate proposal was orchestrated by a team enlisted by Frank (whose real name is Doug Darwin — Kasey’s real name is, in fact, Kasey). The whole thing — which included a live band and a row boat — was said to be filmed using a bunch of hidden cameras, which were “streamed live into the team’s iPhones so they could watch the whole thing from a safe distance. A behind-the-scenes camera guy videotaped the team in action,” according to the YouTube description.

Whatever app the description is referring to, it doesn’t exist, but it did prompt some commenters to speculate that the whole thing was an elaborate Apple commercial.

It turns out the commenters were wrong — the video was not a shill for Apple. It was made to promote Michael Krivicka’s and business partner, former Saturday Night Live producer James Percelay’s, newest venture, Thinkmodo. Thinkmodo, which will launch on January 3, 2011, focuses on mining the marketing potential of viral videos.

If Krivicka’s name sounds familiar, you may be familiar with his other moniker, The Bald Guy, under which he has come out with such stunts as parody AR iPhone app NUDE IT, as well as a campaign to get Jimmy Fallon to follow him on Twitter.

“Since viral videos are both art and science, we wanted to merge both elements to introduce predictability to the videos’ success,” Krivicka tells us. “As part of our ’study’ we staged an elaborate marriage proposal in Central Park and fused tech and romance to see how well each would be received if merged.”

“Would men be drawn by the awesome iPhone app (which unfortunately doesn’t exist) or would women cry and wonder why Frank threw the ring (which was never in the box)? Since our video was covered by outlets like Glamour as well as CNET, we learned that, contrary to conventional wisdom, content can be made to appeal to both sexes without lessening the appeal to each.” (Note: It seems CNET was suspicious from the start.)

As for what Krivicka plans to do with these findings: “The field of viral videos is constantly changing and new trends are born every day,” he says. “With these particular findings we want to show advertisers that one video can target men and women. Separate campaigns are not needed.”

Krivicka certainly picked an effective theme for his video; tech-related wedding proposals are always a crowd-pleaser — see The Old Spice Guy delivering a proposal during his viral campaign, a proposal packed with Twitter, Foursquare and Qik, and even an Apple Store wedding.

What do you think of Krivicka’s highly effective, yet false, viral video? What function do you think videos like this could serve in a marketing arena? Have you lost your faith in true love? Let us know in the comments.

For more Web Video coverage:

    class="f-el">class="cov-twit">Follow Mashable Web Videoclass="s-el">class="cov-rss">Subscribe to the Web Video channelclass="f-el">class="cov-fb">Become a Fan on Facebookclass="s-el">class="cov-apple">Download our free apps for Android, iPhone and iPad

This post originally appeared on the American Express OPEN Forum, where Mashable regularly contributes articles about leveraging social media and technology in small business.

Social games, like FarmVille, Mafia Wars and MyTown, racked up a number of high-value brand partnerships during the past year, and the social gaming industry in general is seeing huge interest from investors and consumers.

The top 10 class='blippr-nobr'>Facebookclass="blippr-nobr">Facebook games, for example, all have more than 10 million monthly active users each, with FarmVille leading at 62 million monthly active users, followed by FrontierVille at nearly 37 million and class='blippr-nobr'>Zynga Pokerclass="blippr-nobr">zynga poker with nearly 33 million. Granted, these are small portions of Facebook’s total network of more than 500 million users. But with a budding industry like social gaming, these are still impressive numbers, especially given the growth that these games are experiencing — all of the top 10 games were launched after 2008, with the top three games being launched after mid-2009.

The U.S. population alone is also a good indicator of user adoption — one in five Americans over the age of six have played an online social game, according to a recent study.

Increased user activity has spurred attention from investors. From an acquisition point of view, we witnesed Disney’s $763.2 million acquisition of Playdom, Electronic Arts’s $400 million acquisition of Playfish, and Google’s acquisition of Slide. Regarding investment, the big winner this year is Zynga, having now raised a total of $366 million.

Brands are taking notice and acting quickly, implementing innovative ways to advertise in social games and capitalize on the rise of virtual gaming.

Carree Syrek, a partner in social media strategy at Mindshare, a global media and marketing services company, recently spoke at ad:tech on the common misconceptions that companies have about marketing in social games. Here’s are the four concerns she discussed.

1. My Audience Doesn’t Play Social Games

Brands often look at social gaming as something that only a niche group of gamers partake in, but multiple surveys show that social gaming actually appeals to a much broader audience than most would expect. One early 2010 survey found that the average social gamer was a 43-year-old female.

“One of the biggest things that I hear when I talk to brands is ’social gamers are moms. They’re middle-aged moms,’” said Syrek. “But actually, this is not the case. Each of the games or the worlds that you’re in have very specific audiences that you wouldn’t necessarily see unless you dug a little bit deeper.”

Syrek pointed to the disparity between FarmVille and Mafia Wars demographics as an example of diversity among social gamers, as presented in the 2010 PopCap Social Gaming Research Results.

  • FarmVille pulls an audience that is 62% female, 33% of its audience is between 18 and 34 years old, and the average income is between $60,000 and $100,000. The FarmVille audience is also 84% caucasian and 7% Hispanic.
  • Mafia Wars’s audience, on the other hand, is 51% female, with 28% of the audience between 18 and 34 years old, and the average income falling below $30,000. Seventy-one percent of Mafia Wars users are caucasian, while 17% are African American.

Syrek clarified that raw numbers don’t explain the full story, pointing to index numbers as a way to better understand an audience. Index numbers are used in marketing research and indicate the strength to which a certain demographic is represented on a site or service, generally with a weighted base number of 100 representing the average class='blippr-nobr'>Internetclass="blippr-nobr">Internet user.

“There are different ways to segment for ethnicity if you’re going after specific markets,” she stated. “The numbers in parentheses [as pictured above] are index numbers. So, you can see that even though, say in Mafia Wars, the African American segment is only 17% of the people who play that, their index is 198. So, you’ve got a really receptive market there that you can tap into.”

“The point is that you can actually dig deep, and you can find the proper environment for your target demographic,” stated Syrek.

Before writing off social gamers as middle-aged moms or male teenagers, be sure to look at the types of games out there and learn about their audiences — you may find that your audience is present on a few niche social games.

2. Virtual Worlds Are Not for “Serious” Companies

“I think it’s important to note that there’s a place here for everyone. It’s not just about the Jolly Green Giant being in FarmVille… it doesn’t have to be that literal, and there are spots for everyone here to play,” said Syrek.

It is a misconception that advertising in social games is only territory for entertainment brands or brands that want to be seen as “fun.” On the contrary, many serious brands were discussed during Syrek’sad:tech session.

Linda Gangeri, manager of national advertising for Volvo Cars of North America, discussed Volvo’s recent campaign on MyTown, in which Volvo’s strategy was to “leverage location-based services to deliver Volvo-branded messaging and virtual goods to people checking in to competing dealerships.”

Upon launching the Volvo S60, the Volvo marketing team decided to test virtual goods as a way to build awareness for the new vehicle.

“It was a 30-day campaign from September 1 to September 30,” explained Gangeri. During the 30-day period, 5.3 million Volvo-branded checkins were reached, 1.3 million Volvo-branded virtual goods (including a steering wheel, a wheel, the Volvo iron mark and the S60 vehicle) were delivered, and 20,000 clicks to “See the S60 in Action” were logged, for a click-through rate (CTR) of 1.5%, which is much higher than the CTRs that the rest of the marketing industry is accustomed to.

“It gave us the opportunity to dig deeper, to immerse ourselves in an environment where people are having fun [and are] engaged, and then to take branded items, embed them and expose them to this huge audience of people,” said Gangeri, happy with the results of the campaign.

3. It’s Always About Capitalism

Within social gaming, the virtual goods market is the top revenue driver for social game creators — virtual goods makes up 90% of Zynga’s revenue, for example. Social gamers are willing to buy digital goods in order to improve their positions in the games. This is great for game creators, obviously, as they are technically selling nothing. Users buy fake shovels and tractors to tend to their fake fields. There’s a lot of money in that — the U.S. virtual goods market is predicted to pass $2 billion in 2011.

While the money is certainly there, social gaming and the virtual goods market aren’t always about capitalism. In fact, Syrek mentioned four examples of social good on social gaming platforms:

  • Pet adoptions in class='blippr-nobr'>YoVilleclass="blippr-nobr">Yoville raised $90,000 for SF/SPCA during the spring of 2009.
  • Teddy bear purchases in Mafia Wars raised more than $100,000 for Coalition for the Cure (Huntington’s Disease) in March 2010.
  • The Pandaren Monk pet in World of Warcraft generated $1.1 million in donations for the Make-a-Wish Foundation.
  • To date, Zynga players have raised more than $3 million in connection with Zynga.org social partnerships, the majority of which has been directed to the welfare of women and children in Haiti.

These cases illustrate that social games could be a good route for for-profit or non-profit businesses hoping to raise a little awareness for social good projects.

4. Social Games Are a Fad

Social networking dominates most people’s time spent online, but next in line is online gaming, Nielsen reported in August. Of course, social gaming only accounts for a portion of that sector, but still, the fact that social networking and online gaming dominate online activity is a nod to the growing importance of social gaming.

Syrek pointed to the 2010 PopCap Social Gaming Research Results to validate her argument that social gaming isn’t a fad. The study found that 24% of U.S. and UK Internet users play social games at least once a week, and that most social gamers play other genres of games, including casual and hardcore games.

In another portion of the session, Manny Anekal, director of brand advertising at Zynga, illustrated that users are spending a lot of time playing social games. FarmVille users average a whopping 68 minutes of FarmVille play per day and Mafia Wars users average 52 minutes per day on the game, according to April 2010 Cisco Security Intelligence Operation data, for example. It’s no secret that social games are engaging (and addictive), but who knew users were spending so much time tending to virtual farms and brawls?

While it is admittedly difficult to decide if social gaming is truly a fad or not, data points toward its continued and growing popularity.

What are your thoughts on marketing in social games? Let us know in the comments below.

For more Business coverage:

    class="f-el">class="cov-twit">Follow Mashable Businessclass="s-el">class="cov-rss">Subscribe to the Business channelclass="f-el">class="cov-fb">Become a Fan on Facebookclass="s-el">class="cov-apple">Download our free apps for Android, iPhone and iPad


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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Knight Science Journalism Tracker » Blog Archive » <b>News</b> from the <b>...</b>

Wikileaks is top news right now. And not only for political journalists. There is a science journalism perspective, too, proves the Frankfurter Allgemeine Zeitung (Jürgen Kaube). “Every social relationship depends on some, perhaps a lot ...

Movie <b>News</b> Quick Hits: Emma Stone&#39;s &#39;Spider-Man&#39; Look, Annie Nods <b>...</b>

Filed under: Trailers and Clips, Movie News, Sundance Film Festival, Cinematical. Email This. -- Emma Stone debuted her Spider-Man look for the first time at Trevor Live in Hollywood over the weekend. Stone, who's usually in films as a ...

Good <b>News</b>, for a Change (SWJ Blog)

Ann Marlowe, not known for optimistic reporting and commentary on our efforts in Afghanistan, takes a different tone in her Weekly Standard piece entitled Good News, for a Change. BLUF: "… Zabul seems to be on an upward path. ...



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Were you one of the many swooning over Frank’s iPhone app-assisted, Central Park proposal to girlfriend Kasey the other month? Well, sorry to tell you, folks, Frank’s undying love was a lie! That is to say, it was a hoax.

Frank’s Marriage Proposal in Central Park hit class='blippr-nobr'>YouTubeclass="blippr-nobr">YouTube at the end of October to the delight of many an class='blippr-nobr'>Internetclass="blippr-nobr">Internet denizen and news outlet — so popular that we’re still receiving tips about it over here at class='blippr-nobr'>Mashableclass="blippr-nobr">Mashable.

According to the YouTube description, the elaborate proposal was orchestrated by a team enlisted by Frank (whose real name is Doug Darwin — Kasey’s real name is, in fact, Kasey). The whole thing — which included a live band and a row boat — was said to be filmed using a bunch of hidden cameras, which were “streamed live into the team’s iPhones so they could watch the whole thing from a safe distance. A behind-the-scenes camera guy videotaped the team in action,” according to the YouTube description.

Whatever app the description is referring to, it doesn’t exist, but it did prompt some commenters to speculate that the whole thing was an elaborate Apple commercial.

It turns out the commenters were wrong — the video was not a shill for Apple. It was made to promote Michael Krivicka’s and business partner, former Saturday Night Live producer James Percelay’s, newest venture, Thinkmodo. Thinkmodo, which will launch on January 3, 2011, focuses on mining the marketing potential of viral videos.

If Krivicka’s name sounds familiar, you may be familiar with his other moniker, The Bald Guy, under which he has come out with such stunts as parody AR iPhone app NUDE IT, as well as a campaign to get Jimmy Fallon to follow him on Twitter.

“Since viral videos are both art and science, we wanted to merge both elements to introduce predictability to the videos’ success,” Krivicka tells us. “As part of our ’study’ we staged an elaborate marriage proposal in Central Park and fused tech and romance to see how well each would be received if merged.”

“Would men be drawn by the awesome iPhone app (which unfortunately doesn’t exist) or would women cry and wonder why Frank threw the ring (which was never in the box)? Since our video was covered by outlets like Glamour as well as CNET, we learned that, contrary to conventional wisdom, content can be made to appeal to both sexes without lessening the appeal to each.” (Note: It seems CNET was suspicious from the start.)

As for what Krivicka plans to do with these findings: “The field of viral videos is constantly changing and new trends are born every day,” he says. “With these particular findings we want to show advertisers that one video can target men and women. Separate campaigns are not needed.”

Krivicka certainly picked an effective theme for his video; tech-related wedding proposals are always a crowd-pleaser — see The Old Spice Guy delivering a proposal during his viral campaign, a proposal packed with Twitter, Foursquare and Qik, and even an Apple Store wedding.

What do you think of Krivicka’s highly effective, yet false, viral video? What function do you think videos like this could serve in a marketing arena? Have you lost your faith in true love? Let us know in the comments.

For more Web Video coverage:

    class="f-el">class="cov-twit">Follow Mashable Web Videoclass="s-el">class="cov-rss">Subscribe to the Web Video channelclass="f-el">class="cov-fb">Become a Fan on Facebookclass="s-el">class="cov-apple">Download our free apps for Android, iPhone and iPad

This post originally appeared on the American Express OPEN Forum, where Mashable regularly contributes articles about leveraging social media and technology in small business.

Social games, like FarmVille, Mafia Wars and MyTown, racked up a number of high-value brand partnerships during the past year, and the social gaming industry in general is seeing huge interest from investors and consumers.

The top 10 class='blippr-nobr'>Facebookclass="blippr-nobr">Facebook games, for example, all have more than 10 million monthly active users each, with FarmVille leading at 62 million monthly active users, followed by FrontierVille at nearly 37 million and class='blippr-nobr'>Zynga Pokerclass="blippr-nobr">zynga poker with nearly 33 million. Granted, these are small portions of Facebook’s total network of more than 500 million users. But with a budding industry like social gaming, these are still impressive numbers, especially given the growth that these games are experiencing — all of the top 10 games were launched after 2008, with the top three games being launched after mid-2009.

The U.S. population alone is also a good indicator of user adoption — one in five Americans over the age of six have played an online social game, according to a recent study.

Increased user activity has spurred attention from investors. From an acquisition point of view, we witnesed Disney’s $763.2 million acquisition of Playdom, Electronic Arts’s $400 million acquisition of Playfish, and Google’s acquisition of Slide. Regarding investment, the big winner this year is Zynga, having now raised a total of $366 million.

Brands are taking notice and acting quickly, implementing innovative ways to advertise in social games and capitalize on the rise of virtual gaming.

Carree Syrek, a partner in social media strategy at Mindshare, a global media and marketing services company, recently spoke at ad:tech on the common misconceptions that companies have about marketing in social games. Here’s are the four concerns she discussed.

1. My Audience Doesn’t Play Social Games

Brands often look at social gaming as something that only a niche group of gamers partake in, but multiple surveys show that social gaming actually appeals to a much broader audience than most would expect. One early 2010 survey found that the average social gamer was a 43-year-old female.

“One of the biggest things that I hear when I talk to brands is ’social gamers are moms. They’re middle-aged moms,’” said Syrek. “But actually, this is not the case. Each of the games or the worlds that you’re in have very specific audiences that you wouldn’t necessarily see unless you dug a little bit deeper.”

Syrek pointed to the disparity between FarmVille and Mafia Wars demographics as an example of diversity among social gamers, as presented in the 2010 PopCap Social Gaming Research Results.

  • FarmVille pulls an audience that is 62% female, 33% of its audience is between 18 and 34 years old, and the average income is between $60,000 and $100,000. The FarmVille audience is also 84% caucasian and 7% Hispanic.
  • Mafia Wars’s audience, on the other hand, is 51% female, with 28% of the audience between 18 and 34 years old, and the average income falling below $30,000. Seventy-one percent of Mafia Wars users are caucasian, while 17% are African American.

Syrek clarified that raw numbers don’t explain the full story, pointing to index numbers as a way to better understand an audience. Index numbers are used in marketing research and indicate the strength to which a certain demographic is represented on a site or service, generally with a weighted base number of 100 representing the average class='blippr-nobr'>Internetclass="blippr-nobr">Internet user.

“There are different ways to segment for ethnicity if you’re going after specific markets,” she stated. “The numbers in parentheses [as pictured above] are index numbers. So, you can see that even though, say in Mafia Wars, the African American segment is only 17% of the people who play that, their index is 198. So, you’ve got a really receptive market there that you can tap into.”

“The point is that you can actually dig deep, and you can find the proper environment for your target demographic,” stated Syrek.

Before writing off social gamers as middle-aged moms or male teenagers, be sure to look at the types of games out there and learn about their audiences — you may find that your audience is present on a few niche social games.

2. Virtual Worlds Are Not for “Serious” Companies

“I think it’s important to note that there’s a place here for everyone. It’s not just about the Jolly Green Giant being in FarmVille… it doesn’t have to be that literal, and there are spots for everyone here to play,” said Syrek.

It is a misconception that advertising in social games is only territory for entertainment brands or brands that want to be seen as “fun.” On the contrary, many serious brands were discussed during Syrek’sad:tech session.

Linda Gangeri, manager of national advertising for Volvo Cars of North America, discussed Volvo’s recent campaign on MyTown, in which Volvo’s strategy was to “leverage location-based services to deliver Volvo-branded messaging and virtual goods to people checking in to competing dealerships.”

Upon launching the Volvo S60, the Volvo marketing team decided to test virtual goods as a way to build awareness for the new vehicle.

“It was a 30-day campaign from September 1 to September 30,” explained Gangeri. During the 30-day period, 5.3 million Volvo-branded checkins were reached, 1.3 million Volvo-branded virtual goods (including a steering wheel, a wheel, the Volvo iron mark and the S60 vehicle) were delivered, and 20,000 clicks to “See the S60 in Action” were logged, for a click-through rate (CTR) of 1.5%, which is much higher than the CTRs that the rest of the marketing industry is accustomed to.

“It gave us the opportunity to dig deeper, to immerse ourselves in an environment where people are having fun [and are] engaged, and then to take branded items, embed them and expose them to this huge audience of people,” said Gangeri, happy with the results of the campaign.

3. It’s Always About Capitalism

Within social gaming, the virtual goods market is the top revenue driver for social game creators — virtual goods makes up 90% of Zynga’s revenue, for example. Social gamers are willing to buy digital goods in order to improve their positions in the games. This is great for game creators, obviously, as they are technically selling nothing. Users buy fake shovels and tractors to tend to their fake fields. There’s a lot of money in that — the U.S. virtual goods market is predicted to pass $2 billion in 2011.

While the money is certainly there, social gaming and the virtual goods market aren’t always about capitalism. In fact, Syrek mentioned four examples of social good on social gaming platforms:

  • Pet adoptions in class='blippr-nobr'>YoVilleclass="blippr-nobr">Yoville raised $90,000 for SF/SPCA during the spring of 2009.
  • Teddy bear purchases in Mafia Wars raised more than $100,000 for Coalition for the Cure (Huntington’s Disease) in March 2010.
  • The Pandaren Monk pet in World of Warcraft generated $1.1 million in donations for the Make-a-Wish Foundation.
  • To date, Zynga players have raised more than $3 million in connection with Zynga.org social partnerships, the majority of which has been directed to the welfare of women and children in Haiti.

These cases illustrate that social games could be a good route for for-profit or non-profit businesses hoping to raise a little awareness for social good projects.

4. Social Games Are a Fad

Social networking dominates most people’s time spent online, but next in line is online gaming, Nielsen reported in August. Of course, social gaming only accounts for a portion of that sector, but still, the fact that social networking and online gaming dominate online activity is a nod to the growing importance of social gaming.

Syrek pointed to the 2010 PopCap Social Gaming Research Results to validate her argument that social gaming isn’t a fad. The study found that 24% of U.S. and UK Internet users play social games at least once a week, and that most social gamers play other genres of games, including casual and hardcore games.

In another portion of the session, Manny Anekal, director of brand advertising at Zynga, illustrated that users are spending a lot of time playing social games. FarmVille users average a whopping 68 minutes of FarmVille play per day and Mafia Wars users average 52 minutes per day on the game, according to April 2010 Cisco Security Intelligence Operation data, for example. It’s no secret that social games are engaging (and addictive), but who knew users were spending so much time tending to virtual farms and brawls?

While it is admittedly difficult to decide if social gaming is truly a fad or not, data points toward its continued and growing popularity.

What are your thoughts on marketing in social games? Let us know in the comments below.

For more Business coverage:

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Monday, December 6, 2010

Making Money Through



Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”




Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”



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bench craft company rip off


Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”




Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”



bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off


Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”




Just over a year ago, Rochester’s Democrat and Chronicle launched an ambitious Alternate Reality Game (ARG) called Picture the Impossible. The seven-week game was a collaboration with the Lab for Social Computing at the Rochester Institute of Technology, and it built web, print, and real-life challenges over a fictional storyline designed to connect players with with Rochester’s history. Participants were divided into three teams that competed against each other to earn money for three local charities. The players completed a scavenger hunt in a local cemetery, created recipes for a cooking contest focused on local ingredients, and earned points each week for both web-based games like jigsaw puzzles and print newspaper challenges like assembling a mystery photo. The game concluded with a Halloween costume party for the top players.



Over 2,500 people signed up for the game in all, and it attracted a highly engaged core of about 600 people, including members of the young professional demographic that the Democrat and Chronicle had been most hoping to attract. But running an ARG was also very resource-intensive. I talked with Traci Bauer, the Democrat and Chronicle’s managing editor for content and digital platforms, about what the paper learned from Picture the Impossible, and how they are building social gaming into the paper’s day-to-day operations.


Picture the Impossible emerged through a collaboration between Bauer and RIT professor Elizabeth Lane Lawley. It was funded through sweat equity from both organizations and a donation from a local charity and Microsoft Bing. (Kodak, which is based in Rochester, provided cameras and printers as weekly prizes.)


The game attracted players of all ages, including families, students brought in through RIT, and plenty of Baby Boomers. (“They’re easy,” Bauer said. “Boomers do everything.”) Two-thirds of the players were women. The most important strengths of the game were the collaborative team structure and the focus on earning money for charity. Team spirit was high on the message boards for the three different “factions,” and players strategized ways to maximize their weekly point totals. The scavenger hunts and real-life games (some powered by the text-messaging/smartphone app SCVNGR) were popular, as was the cooking competition, which brought in 104 entrants. When I spoke with Bauer and Lawley last year, they had also been very excited about the way the game used the print paper as a physical element of play.


Bauer said the newspaper had learned enough from the collaboration that the experiment would have been worthwhile even if the game flopped. It didn’t.


“The beauty of it wasn’t in the volume of players, but in the amount of time that they spent in the game,” Bauer said. “In the end we had 62 minutes on-site per unique, and that’s compared to 30-35 minutes on our core sites.”


Bauer came out of the project believing that the news industry needs to harness gaming strategies. “There’s something in there, for sure,” she said.


Her goal is for the Democrat and Chronicle to always have some kind of social gaming presence. When Picture the Impossible closed last Halloween, “I wanted to quickly get another initiative out there,” Bauer said. “I hate when you build something and it’s a success and you put it up on a shelf and don’t pay attention to it for years.”


The problem was that Picture the Impossible had taken a huge amount of time and resources. The newspaper’s collaboration with RIT had ended, and the pressures of making social gaming a normal part of newspaper operations meant figuring out a more pared-down, sustainable model.


For the Democrat and Chronicle, that has meant abandoning the Alternate Reality Game model, with its fictional storyline that united the different elements of the game and propelled it forward. As a news organization, Bauer said, creating fictional scenarios didn’t really fit with their mission. It also meant fewer real-life challenges, even though they were very popular with players. RIT had been “instrumental” in making those in-person activities work. “It’s not what we’re really good at, organizing baking contests and things like that,” Bauer said. “It wasn’t what we’re about.”


This time around, the Democrat and Chronicle’s new social gaming project, score!, is focused around one of the newspaper’s core activities: political coverage. Launched in June, score! focuses on the November elections, and consists mainly of politically-themed web games and quizzes. One new game, Headline Hopper, has players propel little politicians through a landscape of quotes, Mario Brothers-style.


As in Picture the Impossible, players accumulate points and earn money for charity, and the profiles of score! players note whether they participated in Picture the Impossible, to build continuity between the two games.


This time, Bauer said, they thought the team loyalty that had powered Picture the Impossible would be formed around political parties, the Democrats competing with the Republicans. But that team structure flopped when only four Republicans signed up. As a result, Bauer said, they’ve mostly abandoned the team focus. The in-person component of score! has also been scaled back; players can get “stalker” points for snapping photographs of politicians at local events, but Bauer said the challenge hasn’t really taken off. Part of the problem is that candidates are unpredictable, so it’s hard to get information about possible stalker events until the very last minute.


The election focus has been one of the strengths of score!, in part because it gives the game a natural theme that’s easy to build content around, and in part because the games build on the status that comes along with being well-informed about politics — and with having other people know that you are.


“In the forums they talk about how much they’ve learned about the election, and how they feel like smarter voters because of it,” Bauer said.


Players now need to log in to the game through Facebook, which has generated about a dozen complaints from people who can’t play — not enough to be a real concern. And the benefit of the Facebook platform is that it allows players to compare their scores with friends.


Like Picture the Impossible, Bauer said that the 2,300 score! players fall into three tiers: a smaller group of 250 hardcore players, a middle tier of casual players, and then the remainder — who scored a few points and then didn’t come back.


“That’s really our target, is the causal player,” Bauer said.


One of the biggest challenges of running games when you’re not a full-time gaming company is negotiating the relationship with the hardcore players versus the larger group of more casual ones. The most devoted players are also the ones who post the most complaints on forums and Facebook. “We have to keep reminding each other as a team this is an initiative that is going to be constant on our site, and we can’t wear ourselves out catering to five people,” Bauer said.


At the same time, those small number of hardcore players are responsible for a lot of the games’ energy. “That’s where the conundrum is,” Bauer said. “We owe all of our success to those kinds of people.”


When score! ends, Bauer will evaluate the game’s analytics to see which parts of it generated enough engagement to make the time invested in it worthwhile, and continue to think about how to automate parts of the game to make it more sustainable. The next game will debut sometime early in the winter, Bauer said, and it may involve competition between players in Rochester and other cities.


So far, the Democrat and Chronicle is the only Gannett paper to implement a major gaming initiative, Bauer said. She said this was disappointing, but not surprising, since the success of Picture the Impossible didn’t translate into a bump in revenue. (Unlike Picture the Impossible, score! has advertising on its site.) As much as she believes in making social gaming part of a newspaper’s toolbox, Bauer said, “it certainly doesn’t produce a lot of revenue, and until it does, it’s not going to get a lot of attention.”



bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...


bench craft company rip off

Fox <b>News</b> Co-Host Bill Hemmer Is An Adrenaline Junkie

Former bungee jumper now gets his thrills the way many people do -- from Fox News Channel.

Light Can Generate Lift - Science <b>News</b>

Researchers create a lightfoil that can push small objects sideways.

Congo Siasa: <b>News</b> we missed last week

News I failed to blog on last week: The newly ordained cardinal of Kinshasa, Laurent Monsegwo, arrived in Kinshasa from Rome on Wednesday to huge acclaim. Monsengwo is usually considered to be opposed to Kabila, but rarely takes public ...