Post tagged "social gaming"

How Women Engage With Brands on Social Games

A study from Q Interactive and Social Media World Forum of more than 2,000 women in November of 2009 found them actively engaging with brands while  social media gaming.

  • 97% of women prefer to earn virtual currency through either winning more or accepting a branded offer – versus paying for it with “real” money
  • Only one in ten women have actually used “real” money to purchase virtual currency; of that, 85% have spent under $100 in their gaming and aping activities – ever
  • Of women who have signed up for branded offers to get more virtual currency, 67% found the offer useful
  • 3% of those women chose the branded offers based on “content”; 17% went for offers with free products or services

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'Max the Tampax' Mobile Social Campaign Designed to Connect With Teens

Procter & Gamble has created a mobile social campaign designed to strike down young girls’ prejudices about tampons and educate them about the benefits of its Tampax brand, while leveraging the intimacy of the mobile phone and the adding viral elements to leverage teen girls’ propensity to share.

P&G tapped mobile marketing agency Phonevalley and media planning company Starcom MediaVest Group for the launch of the Tampax mobile campaign to reach girls ages 13-17 in France.  It supports a Web campaign launched to promote the character of “Max the Tampax” and create a community around him on the Skyrock.com Web site.

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75% of Japanese social networking is mobile-only

Three-quarters of Japanese social network users access the sites only from their mobile phones, according to a survey conducted last year with almost 4,000 social network users in Japan by Mobile …more…