With Zynga Game Network valued at more than $200 million with 246 million monthly average users, marketers are paying more attention to mobile and social gaming. Mobile versions from the likes of foursquare and Loopt are driving consumer madness as players compete to become "mayors" of businesses. Who is playing these online and mobile games? Can players be monetized? Are there opportunities for advertisers to break through the clutter and reach this audience? Should social gaming elements be considered crucial to drive usage of your online and mobile services?
- What is the landscape for online social and mobile gaming?
- How many consumers are playing these games? Who are they?
- Are there opportunities to ride the wave of this phenomenon to reach the ever-elusive Gen Y? If so, how?
Vendors mentioned: Facebook, foursquare, Gowalla, Loopt, Zynga Game Network