Social gaming marketing is today a revolution in the world of digital marketing. In the era of social networks, new opportunities arise for brands to promote their products and carry out other types of marketing and communication strategies. One of them is social gaming. They are a way to capture the attention of users in an entertaining environment. Therefore, brands today are turning to video games as a way to create community, improve their image, attract audiences and increase their database.
In marketing, "gamification" means using the dynamics of games to engage consumers. Consumption becomes fun, and so does the relationship with brands. A company can create a game that generates rewards, or it can insert its brand into an existing game. Approaching the consumer in a gaming environment is always positive. Users do not perceive this advertising as intrusive. In fact, providing them with entertainment is always effective. Reasoning that the main objectives of users, as statistics reveal, when using social networks are precisely leisure and fun.
In this sense, social gaming is an online video game format that allows interaction between players and the creation of large communities. It is therefore a business model based on networking and fun, eSports revolutionize the way we watch "TV" and sports, and it is possible to make a living from "playing". With millions of followers, many brands have already decided to invest in eSports as a means of communication and approach new audiences. Gaming is attracting the attention of investment funds.
Business models have changed radically. Other models and opportunities for more brands are entering the market: sponsorship, sports rights, merchandising. New technologies such as VR, AR or XR will be decisive in the branding and consumer experience strategy of many brands.
Gone are the messages that tarnished the image of gaming: saying that it is only for fools or only men play, in addition to the well-known slogan "video games are harmful, hooked like a drug", which has been proven false on several occasions based on research.
All products are properly legislated and coded with PEGI codes by age, where parents can control the use of the content accessed by their children, since children begin to be interested in this way of playing at the age of 6, which tombs the myths that would have been created around the so-called video games so popular today.
The genius of Social Gaming is that, whatever the game, you will see a barrage of ads that web developers would not be able to avoid if it were a website. That's why bypassing Google's laws is so easy with a gaming app that allows you to display flashing ads in every session or even send emails with ads that would otherwise be considered spam. All these ads allow to buy resource packs for the game itself, which, if addicted, players will purchase. None of this would have been possible without the previous help of social networks, but now the addiction has moved to Social Gaming.
Gamers log on at least once a day to play their favorite games and there are equal numbers of women and men who do so, with hidden object games being the most popular. A brand that has an online presence in these games will gain audience and traffic growth if you consider that these numbers have been increasing in recent years and do not seem to be declining. With just one ad in the game a company can detect new business opportunities. In today's world we must take advantage of all business opportunities and their respective marketing, online games or video games do not escape from this modern reality and as such must be taken advantage of, making a marketing adjusted to each situation in a serious and legal way.
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