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Engagement Unleashed:
Gamification for Business, Brands, and Loyalty
June 2011




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Methodology

    •   Sample size: 2004

    •   US residents

    •   50% male, 50% female

    •   Ages 18–44

    •   Field Dates: 11-May-11 to 17-May-11

    •   The survey was administered through Ipsos OTX MediaCT‘s standard survey
        environment

    •   Respondents were recruited via email from Ipsos OTX MediaCT‘s Sample
        Community and linked to the survey environment to complete the online survey




2
Executive Summary

    •   50% of the US online population between the ages of 18 and 44 play social games
        on a daily basis
        •   Males — 54%
        •   Females — 46%
        •   Tablet owners — 66%
        •   Smartphone owners — 53%

    •   Three of the top four reasons why people play social games can be attributed
        to boredom
        •   ―They help to pass the time when I‘m bored‖ — 57%
        •   ―It gives me something to do when I am in the mood for something
            mindless‖ — 40%
        •   ―It is a good way to spend time alone‖ — 39%

    •   This trend of gaming to fulfill pockets of boredom is particularly true among
        females, while males indicated a stronger preference for competition




3
Executive Summary

    •   When it comes to specific kinds of social challenges, respondents were most
        interested in participating in multiplayer gaming and trivia challenges. While not as
        many people are familiar with scavenger hunts and guessing/probability scenarios,
        they did express interest in participating in these kinds of challenges

    •   ‗Discounts‘ are the most compelling incentives for winning a challenge, followed by
        ‗Social Action‘ and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in
        the Community‘ was a very compelling incentive

    •   Among those interested in social challenges, males and tablet owners are most
        likely to view these challenges as ways to connect with the local community and
        make new friends

    •   Heavy social gamers are more likely to be interested in clues-based challenges and
        are more aware of recent in-game ad campaigns from specific brands

    •   Among those who are currently employed, 18–24 year olds were the group most
        willing to take a salary reduction to work for a social responsible company. This is
        evidence of a potential generational divide when it comes to social responsibility in
        the workplace




4
Key Statistics

    •   Among respondents who are employed, approximately half say that they play
        social games at work during a typical day. Males are more likely to play than
        females (53% vs. 39%), and Tablet owners are more likely to play than
        Smartphone owners (68% vs. 54%). Unsurprisingly, heavy social gamers have the
        highest incidence of social gaming at work (70%), compared to only 34% of light
        social gamers
    •   Among respondents who are employed, 55% would be interested in working for a
        company that offers games as a way to increase productivity. The groups with the
        most interest in this workplace perk are heavy social gamers (74%), heavy app
        spenders (81%), and males 18–34 (68%)
    •   71% of smart device owners turn to their smartphone or tablet device when they
        are bored. This trend is most prevalent among males and females between the
        ages of 25 and 34
    •   Approximately 1-in-2 smart device owners (smartphones or tablets) say that they
        are interested in participating in clues-based challenges against others for a chance
        to win prizes. Interest in these challenges was most prevalent among males 25–34
        (53%) and heavy app spenders (67%)
    •   Among people interested in clues-based challenges, 85% would be willing to play
        for at least 30 minutes for a chance to win a cash prize of $100. 1-in-4 would be
        willing to play for at least 3 hours
5
Frequency of Social Gaming
    On average, 50% of people online between the ages of 18–44 play social games on a daily basis.




                                                                                                                    53%
                                                                                                                    of Smartphone
                                                                                                                    owners play daily
                 46%                               54%
                 Play                              play
                 daily                             daily




                                                                                                                    66%
                                                                                                                    of Tablet
                                                                                                                    owners play daily




    Q1. How often do you play social games? Social games are online games that you can play on social networks or
    apps.
6
Internet Access & Social Gaming at Work

                                                              Among Those Employed
                     Internet Access at Work                                                     Playing Social Games at Work
                                 I'm not                                                            3 to 4     5+
                                sure, 4%                                                          hours, 3% hours, 3%



                                                                                                   1 to 2
                                                                                                 hours, 8%


                No, I do not
                    have
                access, 23%                                                                30 minutes
                                                    Yes, I have                               to an                     Never; 53%
                                                     unlimited                             hour, 14%
                                                   access; 49%

                         Yes, but
                       some social                                                                Less than 30
                       networking                                                                   minutes;
                         sites are                                                                    19%
                       blocked, 24
                             %




    Q23. Does your employer provide you with access to the Internet during work hours?
    Q24. In a typical day, how often do you play social games at work? Don‘t worry, we won‘t tell your boss.
7
Games As an Incentive to Increase Productivity
    The large majority of respondents said they were interested in working for a company that used
    ―gamification‖ as an incentive.

                                                            Among Those Employed
        100%
                        8%                8%                9%                7%                7%
                                                                                                                 11%
                                          7%                                  5%
                        9%                                                                      9%
                                                           12%                                                          Not interested at all
                                                                                                                 10%

         75%                                                                 26%
                                         25%                                                   24%
                       27%
                                                                                                                        Not very interested
                                                           31%                                                   31%


         50%                                                                 26%
                                         25%                                                   25%                      Somewhat
                       24%                                                                                              interested
                                                           23%                                                   21%

                                                                                                                        Very interested
         25%

                       32%               36%                                 35%               35%
                                                           25%                                                   27%
                                                                                                                        Extremely
                                                                                                                        interested
          0%
                      Overall            Males           Females            18-24             25-34             35-44




    Q25. How interested would you be in working for a company that offered games as a way to increase productivity
    within the workplace?
8
Willingness to Take Salary Reduction
    Among those who are currently employed, 18–24 year olds were the group most willing to take a
    salary reduction to work for a socially responsible company.

                                                              Among Those Employed
        100%




                                                                                                                               No
                                                                                      45%
         75%             53%                 52%                                                          52%
                                                                 54%                                                 56%




         50%
                                                                                                                               Maybe

                                                                                      31%
                         28%                 27%                                                          27%
                                                                 30%                                                 29%
         25%


                                                                                      24%                                      Yes
                         19%                 21%                                                          21%
                                                                 16%                                                 15%

           0%
                       Overall              Males              Females            Age 18-24            Age 25-34   Age 35-44




    Q25a. Would you be willing to take a salary reduction to work for a company that was a leader in social
    responsibility and environmental sustainability?
9
Profile of Players of Social Games


                                                              Played in the Last Month

                                             Bejeweled                                 Texas Holdem                              Monopoly
                               Farmville        Blitz      Mafia Wars      Cityville       Poker    Café World   Frontierville   Millionaires   Treasure Isle


      BASE                        566           442           352            323           293         243          231             183             151


      Mean Age                   31.5           32.3          31.8          31.3          32.2         31.2         31.3            31.1           31.0


      % Male                     56%           44%            72%           61%           72%         43%           60%            60%             53%


      % Employed                 66%           66%            71%           65%           71%         62%           64%            63%             66%


      % White or                 63%           67%            61%           60%           66%         61%           64%            70%             61%
      Caucasian


      % Single, Never            43%           37%            43%           46%           39%         43%           45%            48%             42%
      Married


      % with Bachelors           32%           33%            36%           34%           30%         30%           29%            30%             33%
      Degree or Higher




     Q2. Which of the following social games have you played in the last month?
10
Males Play Because of Competition,
     Females Play Because They Are Bored

                                                          Among Those Who Play Social Games
                                                                                             Ages    Ages    Ages   Smartphone   Tablet
                                                                Overall   Males   Females   18–24   25–34   35–44     Owners     Owners
      BASE                                                       1566     821      745      326     636     604        755        336
      They help to pass the time when I am bored                 57%      54%      61%      55%     58%     57%       60%        47%
      I feel relaxed when playing                                45%      44%      46%      40%     44%     48%       46%        48%
      It gives me something to do when I am in the mood
                                                                 40%      36%      45%      39%     42%     39%       46%        40%
      for something mindless
      It is a good way to spend time alone                       39%      36%      41%      40%     38%     39%       41%        43%
      I like to be challenged                                    31%      33%      30%      29%     31%     33%       31%        39%
      I like competing against others                            31%      36%      24%      23%     34%     31%       33%        36%
      It gives me something to do when I have a bad day          28%      28%      28%      33%     28%     26%       30%        28%
      It gives me something to do with friends                   28%      33%      22%      30%     29%     26%       33%        37%
      I enjoy being a part of an online community                27%      32%      22%      26%     30%     25%       29%        38%
      I feel mentally stimulated                                 26%      27%      25%      22%     27%     27%       26%        36%
      I like to explore new worlds                               20%      25%      15%      24%     20%     19%       21%        32%
      I like to do things I could never do in real life          18%      21%      14%      23%     19%     14%       18%        27%
      I feel like I am part of the story                         15%      17%      13%      19%     15%     13%       16%        27%
      I like to learn a new set of skills                        14%      17%      11%      17%     13%     13%       16%        26%
      It gives me something to do with my family                 13%      15%      12%      13%     15%     12%       16%        23%
      It is something to do while I am on the go                 13%      15%      10%      16%     15%     9%        19%        26%
      It gives me something to do with kids                      10%      10%      11%      7%      10%     13%       11%        18%
      I like feeling like I am hip compared to other gamers      6%       9%       3%       8%      8%      4%         9%        18%
      It gives me something to do when I am at a party           5%       7%       3%       5%      6%      4%         6%        15%




     Q3. Why do you play social games? Please select all that apply.
11
Familiarity With Social Challenges
     Most people are at least somewhat familiar with multiplayer and trivia game challenges, but
     less than 30% are ―Very Familiar‖ with guessing scenarios and scavenger hunt challenges.

                                                                        Among Total
                                                                            Very Familiar            Somewhat Familiar         Not Familiar at all


        A multiplayer game challenge with a game you
                                                                                        54%                               29%                17%
                                          already own



      A trivia game where you would need to correctly
                                                                                     46%                                 35%                 19%
                              answer a few questions


      A physical game where you would have to make
       movements with your smart phone to complete                             34%                           31%                      35%
                                           the task


          A probability or guessing scenario where you
                                                                            29%                            35%                       35%
               could wager points with another player


          A scavenger hunt where you would need to
       complete a task (i.e. send a photo) at a specific                    27%                          36%                        36%
                                      physical location



     Q4. You indicated that you own a smart phone or a tablet and you like to play social games. How familiar are you
     with the following types of game-based ―social challenges‖ that you play on your smart device while in a public
     place (i.e. restaurant, bar, park, store)?
12
Interest in Participating in Social Challenges
     Though multiplayer and trivia gaming challenges are still at the top, scavenger hunts rank ahead
     of physical games and guessing scenarios.

                                                                         Among Total
      Not as familiar, but interested
                                                                           Very Interested           Somewhat Interested              Not at all Interested


        A multiplayer game challenge with a game you
                                                                                       49%                                      34%                 17%
                                          already own



      A trivia game where you would need to correctly
                                                                                     45%                                        39%                  16%
                              answer a few questions


          A scavenger hunt where you would need to
       complete a task (i.e. send a photo) at a specific                          38%                                     40%                      23%
                                      physical location


      A physical game where you would have to make
       movements with your smart phone to complete                              35%                                  40%                         25%
                                           the task


          A probability or guessing scenario where you                           35%                                 42%                          24%
               could wager points with another player




     Q4A. How interested would you be in participating in the following types of social challenges on your smart device
     with other people while in a public place (i.e. restaurant, bar, park, store)?
13
How Compelling Are the Following Incentives?
     Discounts are the most compelling incentives for winning a challenge, followed by ‗Social Action‘
     and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in the Community‘ was a very
     compelling incentive.
                                   Among Those Interested in Participating in Social Challenges
                                                                           Very Compelling           Somewhat Compelling     Not Compelling at All


                A discount on a product or service                                    57%                                    37%                6%



      Social action that directly benefits children                                50%                                     40%                10%



      Points towards loyalty program (i.e. airline
                                                                                   50%                                     38%               12%
                              miles, hotel points)


            Social action that directly benefits the                                                                 42%
                                                                                44%                                                         14%
                                       environment


     Social action that directly benefits the local
                                                                               42%                                    47%                    11%
                                       community



                            Status in the community                    26%                              40%                        34%




     Q9. You indicated that you might be interested in participating in a social challenge. How compelling are the
     following incentives to you if you were to win the challenge?
14
Likelihood to Opt into Social Challenge if Sponsored by…
     Among those interested in social challenges, two thirds say they would be very likely to opt in if it
     was sponsored by friends or family. Only 27% said they would opt in if it was sponsored by a
     large corporate brand.
                                   Among Those Interested in Participating in Social Challenges
                                                                                Very Likely             Somewhat Likely        Not Likely at All


                  Friends or family                                          64%                                               32%                 3%




       Nonprofit group or charity                                  47%                                                   45%                       8%




              Neighborhood group                             37%                                                   53%                         10%




              Local small business                          36%                                                  52%                          12%




            Large corporate brand                     27%                                            50%                               22%




     Q11. How likely would you be to opt into a social challenge if it was organized/sponsored by the following types
     of groups?
15
Attitudes Towards Local Social Challenges
     Among those interested in social challenges, males and Tablet owners are more likely to view
     these challenges as ways to connect with the local community and make new friends. 27% of
     Tablet owners say they would rather interact with the community on their smart device than
     in person.
                                              Agree Strongly
                                                                                                   Ages    Ages    Ages Smartphone Tablet
                                                            Overall       Males     Females       18–24   25–34   35–44   Owners Owners


                          BASE                               459          371         170         384     276     604      726     328



      Local social challenges seem like a
                                                            30%           34%         26%         32%     32%     26%      29%     40%
      great way to meet new friends

      I like the idea of using my smart
      device to get more connected with                     30%           34%         25%         31%     32%     26%      29%     38%
      the local community

      I would prefer to interact with the
      community on my smart device than                     18%           20%         16%         23%     18%     15%      17%     27%
      in person

      I don't particularly care about the
      community aspect I am most                            14%           17%         11%         19%     15%     10%      14%     23%
      interested in the reward


     Q12. How much do you agree with each of the following statements about your feelings towards local
     social challenges?
16
Interest in Participating in Clues-Based Challenge
     Heavy social gamers are significantly more interested in participating in clues-based challenges
     than light social gamers.

                                                           Among Smart Device Owners
     100%

                                                                19%                  20%
                       25%                  25%                                                           23%
                                                                                                                            34%         No
       75%
                                                                23%
                                                                                     25%
                                                                                                          30%
                       30%                  31%

       50%                                                                                                                  35%         Maybe



                                                                58%                  55%
       25%                                                                                                47%
                       45%                  44%
                                                                                                                            32%
                                                                                                                                        Yes


        0%
                      Overall           Smartphone         Tablet Owners         Heavy Social        Medium Social       Light Social
                                          Owners                                   Gamers              Gamers              Gamers




     Q13. Would you be interested in participating in a clues-based challenge with your smart device (like a scavenger
     hunt) to compete with others to find hidden treasures or win prizes?
17
Time Willing to Spend for the Chance to Win a Cash Prize of $100
     How long would you spend to play a clues-based challenge with the chance to a prize of
     around $100?

                             Among Those Interested in Participating in Clues-based Challenge


               Up to 5 hours                                       11%




                 3 to 4 hours                                         12%




                 1 to 2 hours                                                                                            34%



            30 minutes to an
                                                                                                                   29%
                 hour




      Less than 30 minutes                                                     15%



                                0%            5%            10%            15%            20%            25%       30%   35%   40%




     Q14. How long would you spend to play a clues-based challenge for the chance to win a prize of around $100?
18
Brand Messaging & Communication
     If a brand were to communicate about a new product, how would you like to hear about it?



                                                                                Commercials
                                                                                  /ads on                         Nothing, 1%
                                                                                 TV/radio;            Other, 3%
                                                                                    3%




               58%
                                                                                                 Attend an
                   say it is                                                                      event in
                                                                                                person; 12%

        important for brands
                                                                                                                          Receive
                                                                                                                           email
                                                                                                                          updates;
        to be fun and playful                                                                                               44%

                                                                                                     Play an
                                                                                                  online game;
                                                                                                      37%




     Q20. Thinking about your experience with brand promotions and advertisements, how important is it for the
     communication to be fun and playful?
     Q21. If a brand were to communicate about a product, how would you to prefer to hear about it?
19
Awareness of In-Game Brand Advertising
     Heavy social gamers are also more likely to be aware of in-game ad placements from
     recent campaigns.


                                                                                                             Heavy Social Gamers                                             Medium Social Gamers                                     Light Social Gamers
       40%




       30%




       20%




       10%




        0%
                                                                                                                                                     DreamWorks
                              Coca-Cola




                                                                                     freecreditreport.co
                 McDonald's




                                                             Old Navy
                                          Microsoft

                                                      At&t




                                                                                                   (EA)




                                                                                                                                                                                                                                      H&M




                                                                                                                                                                                                                                                                            Green Giant
                                                                                                                                                                               7-11



                                                                                                                                                                                                     Trident
                                                                                                           Ford



                                                                                                                             Farmers
                                                                                                                           Insurance
                                                                                                                  Toyota



                                                                                                                                       BlockBuster




                                                                                                                                                                                                                                                         Volvo
                                                                                                                                                                                      MTV Networks



                                                                                                                                                                                                               eMusic
                                                                                         Electronic Arts




                                                                                                                                                                  Cheerios




                                                                                                                                                                                                                        Jamba Juice




                                                                                                                                                                                                                                                                 Digiorno
                                                                                                                                                                                                                                            realArcade
                                                                                                      m




                                                                                                                                                                                                                                                                                          Flycell
                                                                        State Farm




     Q18. Do you recall seeing any of these brands while playing social games recently? Please select all that apply.
20
Feelings Towards the Brand After Seeing Ads…
     While Green Giant did not have strong awareness, 70% of those aware said they had a positive
     view of the advertising. This is tied to a campaign where Farmville players could earn cash by
     purchasing Green Giant products.

                                                                                        Negative   Neutral   Positive
     100%

       90%

       80%

       70%

       60%

       50%

       40%

       30%

       20%

       10%

        0%




     Q19. What was your feeling towards seeing the brand while playing a social game?
21
Definitions

     •   Social games are defined as online games that you can play on social
         networks or apps

     •   Social challenges are defined as game-based challenges as that you play
         on your smart device while in a public place

     •   Smart device is defined as a Smartphone or Tablet

     •   Social Gaming Frequency
         •   Heavy social gamers = 10+ hours social gaming in a typical week
         •   Medium social gamers = 3–10 hours social gaming in a typical week
         •   Light social gamers = less than 3 hours social gaming in a typical week

     •   App Spending Habits
         •   Heavy App spenders = $20+ spent on Apps during last 12 months
         •   Medium App spenders = $5 to $19.99 spent on Apps
         •   Light App spenders = Less than $1 to $4.99 spent on Apps




22
Appendix
Demographics


                                                  Total   Smartphone owners   Tablet owners
     Mean Age                                     31.7          31.2              31.5
     Gender
       Male                                       50%           53%               61%
       Female                                     50%           47%               39%
     Ethnicity
       White or Caucasian                         67%           65%               60%
       Hispanic — NET                             11%           12%               14%
       Asian/Pacific Islander                     8%             9%               14%
       Black or African-American                  7%             8%               6%
       Native American, Alaska Native, Aleutian   3%             3%               3%
       Other                                      3%             3%               3%
     Education Level
       Less than high school education            6%             3%               4%
       High school diploma, but not college       21%           15%               15%
       Some college but no degree                 30%           29%               26%
       College degree                             32%           40%               38%
       Masters degree or above                    11%           13%               18%
     Marital Status
       Single                                     44%           40%               42%
       Living with domestic/romantic partner      25%           27%               29%
       Married                                    22%           25%               23%
       Widowed                                     0              –               1%
       Separated/ Divorced                        8%             7%               5%




24

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Saatchi S Gamification Study

  • 1. Engagement Unleashed: Gamification for Business, Brands, and Loyalty June 2011 Please save trees by keeping this document electronic, or recycle.
  • 2. Methodology • Sample size: 2004 • US residents • 50% male, 50% female • Ages 18–44 • Field Dates: 11-May-11 to 17-May-11 • The survey was administered through Ipsos OTX MediaCT‘s standard survey environment • Respondents were recruited via email from Ipsos OTX MediaCT‘s Sample Community and linked to the survey environment to complete the online survey 2
  • 3. Executive Summary • 50% of the US online population between the ages of 18 and 44 play social games on a daily basis • Males — 54% • Females — 46% • Tablet owners — 66% • Smartphone owners — 53% • Three of the top four reasons why people play social games can be attributed to boredom • ―They help to pass the time when I‘m bored‖ — 57% • ―It gives me something to do when I am in the mood for something mindless‖ — 40% • ―It is a good way to spend time alone‖ — 39% • This trend of gaming to fulfill pockets of boredom is particularly true among females, while males indicated a stronger preference for competition 3
  • 4. Executive Summary • When it comes to specific kinds of social challenges, respondents were most interested in participating in multiplayer gaming and trivia challenges. While not as many people are familiar with scavenger hunts and guessing/probability scenarios, they did express interest in participating in these kinds of challenges • ‗Discounts‘ are the most compelling incentives for winning a challenge, followed by ‗Social Action‘ and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in the Community‘ was a very compelling incentive • Among those interested in social challenges, males and tablet owners are most likely to view these challenges as ways to connect with the local community and make new friends • Heavy social gamers are more likely to be interested in clues-based challenges and are more aware of recent in-game ad campaigns from specific brands • Among those who are currently employed, 18–24 year olds were the group most willing to take a salary reduction to work for a social responsible company. This is evidence of a potential generational divide when it comes to social responsibility in the workplace 4
  • 5. Key Statistics • Among respondents who are employed, approximately half say that they play social games at work during a typical day. Males are more likely to play than females (53% vs. 39%), and Tablet owners are more likely to play than Smartphone owners (68% vs. 54%). Unsurprisingly, heavy social gamers have the highest incidence of social gaming at work (70%), compared to only 34% of light social gamers • Among respondents who are employed, 55% would be interested in working for a company that offers games as a way to increase productivity. The groups with the most interest in this workplace perk are heavy social gamers (74%), heavy app spenders (81%), and males 18–34 (68%) • 71% of smart device owners turn to their smartphone or tablet device when they are bored. This trend is most prevalent among males and females between the ages of 25 and 34 • Approximately 1-in-2 smart device owners (smartphones or tablets) say that they are interested in participating in clues-based challenges against others for a chance to win prizes. Interest in these challenges was most prevalent among males 25–34 (53%) and heavy app spenders (67%) • Among people interested in clues-based challenges, 85% would be willing to play for at least 30 minutes for a chance to win a cash prize of $100. 1-in-4 would be willing to play for at least 3 hours 5
  • 6. Frequency of Social Gaming On average, 50% of people online between the ages of 18–44 play social games on a daily basis. 53% of Smartphone owners play daily 46% 54% Play play daily daily 66% of Tablet owners play daily Q1. How often do you play social games? Social games are online games that you can play on social networks or apps. 6
  • 7. Internet Access & Social Gaming at Work Among Those Employed Internet Access at Work Playing Social Games at Work I'm not 3 to 4 5+ sure, 4% hours, 3% hours, 3% 1 to 2 hours, 8% No, I do not have access, 23% 30 minutes Yes, I have to an Never; 53% unlimited hour, 14% access; 49% Yes, but some social Less than 30 networking minutes; sites are 19% blocked, 24 % Q23. Does your employer provide you with access to the Internet during work hours? Q24. In a typical day, how often do you play social games at work? Don‘t worry, we won‘t tell your boss. 7
  • 8. Games As an Incentive to Increase Productivity The large majority of respondents said they were interested in working for a company that used ―gamification‖ as an incentive. Among Those Employed 100% 8% 8% 9% 7% 7% 11% 7% 5% 9% 9% 12% Not interested at all 10% 75% 26% 25% 24% 27% Not very interested 31% 31% 50% 26% 25% 25% Somewhat 24% interested 23% 21% Very interested 25% 32% 36% 35% 35% 25% 27% Extremely interested 0% Overall Males Females 18-24 25-34 35-44 Q25. How interested would you be in working for a company that offered games as a way to increase productivity within the workplace? 8
  • 9. Willingness to Take Salary Reduction Among those who are currently employed, 18–24 year olds were the group most willing to take a salary reduction to work for a socially responsible company. Among Those Employed 100% No 45% 75% 53% 52% 52% 54% 56% 50% Maybe 31% 28% 27% 27% 30% 29% 25% 24% Yes 19% 21% 21% 16% 15% 0% Overall Males Females Age 18-24 Age 25-34 Age 35-44 Q25a. Would you be willing to take a salary reduction to work for a company that was a leader in social responsibility and environmental sustainability? 9
  • 10. Profile of Players of Social Games Played in the Last Month Bejeweled Texas Holdem Monopoly Farmville Blitz Mafia Wars Cityville Poker Café World Frontierville Millionaires Treasure Isle BASE 566 442 352 323 293 243 231 183 151 Mean Age 31.5 32.3 31.8 31.3 32.2 31.2 31.3 31.1 31.0 % Male 56% 44% 72% 61% 72% 43% 60% 60% 53% % Employed 66% 66% 71% 65% 71% 62% 64% 63% 66% % White or 63% 67% 61% 60% 66% 61% 64% 70% 61% Caucasian % Single, Never 43% 37% 43% 46% 39% 43% 45% 48% 42% Married % with Bachelors 32% 33% 36% 34% 30% 30% 29% 30% 33% Degree or Higher Q2. Which of the following social games have you played in the last month? 10
  • 11. Males Play Because of Competition, Females Play Because They Are Bored Among Those Who Play Social Games Ages Ages Ages Smartphone Tablet Overall Males Females 18–24 25–34 35–44 Owners Owners BASE 1566 821 745 326 636 604 755 336 They help to pass the time when I am bored 57% 54% 61% 55% 58% 57% 60% 47% I feel relaxed when playing 45% 44% 46% 40% 44% 48% 46% 48% It gives me something to do when I am in the mood 40% 36% 45% 39% 42% 39% 46% 40% for something mindless It is a good way to spend time alone 39% 36% 41% 40% 38% 39% 41% 43% I like to be challenged 31% 33% 30% 29% 31% 33% 31% 39% I like competing against others 31% 36% 24% 23% 34% 31% 33% 36% It gives me something to do when I have a bad day 28% 28% 28% 33% 28% 26% 30% 28% It gives me something to do with friends 28% 33% 22% 30% 29% 26% 33% 37% I enjoy being a part of an online community 27% 32% 22% 26% 30% 25% 29% 38% I feel mentally stimulated 26% 27% 25% 22% 27% 27% 26% 36% I like to explore new worlds 20% 25% 15% 24% 20% 19% 21% 32% I like to do things I could never do in real life 18% 21% 14% 23% 19% 14% 18% 27% I feel like I am part of the story 15% 17% 13% 19% 15% 13% 16% 27% I like to learn a new set of skills 14% 17% 11% 17% 13% 13% 16% 26% It gives me something to do with my family 13% 15% 12% 13% 15% 12% 16% 23% It is something to do while I am on the go 13% 15% 10% 16% 15% 9% 19% 26% It gives me something to do with kids 10% 10% 11% 7% 10% 13% 11% 18% I like feeling like I am hip compared to other gamers 6% 9% 3% 8% 8% 4% 9% 18% It gives me something to do when I am at a party 5% 7% 3% 5% 6% 4% 6% 15% Q3. Why do you play social games? Please select all that apply. 11
  • 12. Familiarity With Social Challenges Most people are at least somewhat familiar with multiplayer and trivia game challenges, but less than 30% are ―Very Familiar‖ with guessing scenarios and scavenger hunt challenges. Among Total Very Familiar Somewhat Familiar Not Familiar at all A multiplayer game challenge with a game you 54% 29% 17% already own A trivia game where you would need to correctly 46% 35% 19% answer a few questions A physical game where you would have to make movements with your smart phone to complete 34% 31% 35% the task A probability or guessing scenario where you 29% 35% 35% could wager points with another player A scavenger hunt where you would need to complete a task (i.e. send a photo) at a specific 27% 36% 36% physical location Q4. You indicated that you own a smart phone or a tablet and you like to play social games. How familiar are you with the following types of game-based ―social challenges‖ that you play on your smart device while in a public place (i.e. restaurant, bar, park, store)? 12
  • 13. Interest in Participating in Social Challenges Though multiplayer and trivia gaming challenges are still at the top, scavenger hunts rank ahead of physical games and guessing scenarios. Among Total Not as familiar, but interested Very Interested Somewhat Interested Not at all Interested A multiplayer game challenge with a game you 49% 34% 17% already own A trivia game where you would need to correctly 45% 39% 16% answer a few questions A scavenger hunt where you would need to complete a task (i.e. send a photo) at a specific 38% 40% 23% physical location A physical game where you would have to make movements with your smart phone to complete 35% 40% 25% the task A probability or guessing scenario where you 35% 42% 24% could wager points with another player Q4A. How interested would you be in participating in the following types of social challenges on your smart device with other people while in a public place (i.e. restaurant, bar, park, store)? 13
  • 14. How Compelling Are the Following Incentives? Discounts are the most compelling incentives for winning a challenge, followed by ‗Social Action‘ and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in the Community‘ was a very compelling incentive. Among Those Interested in Participating in Social Challenges Very Compelling Somewhat Compelling Not Compelling at All A discount on a product or service 57% 37% 6% Social action that directly benefits children 50% 40% 10% Points towards loyalty program (i.e. airline 50% 38% 12% miles, hotel points) Social action that directly benefits the 42% 44% 14% environment Social action that directly benefits the local 42% 47% 11% community Status in the community 26% 40% 34% Q9. You indicated that you might be interested in participating in a social challenge. How compelling are the following incentives to you if you were to win the challenge? 14
  • 15. Likelihood to Opt into Social Challenge if Sponsored by… Among those interested in social challenges, two thirds say they would be very likely to opt in if it was sponsored by friends or family. Only 27% said they would opt in if it was sponsored by a large corporate brand. Among Those Interested in Participating in Social Challenges Very Likely Somewhat Likely Not Likely at All Friends or family 64% 32% 3% Nonprofit group or charity 47% 45% 8% Neighborhood group 37% 53% 10% Local small business 36% 52% 12% Large corporate brand 27% 50% 22% Q11. How likely would you be to opt into a social challenge if it was organized/sponsored by the following types of groups? 15
  • 16. Attitudes Towards Local Social Challenges Among those interested in social challenges, males and Tablet owners are more likely to view these challenges as ways to connect with the local community and make new friends. 27% of Tablet owners say they would rather interact with the community on their smart device than in person. Agree Strongly Ages Ages Ages Smartphone Tablet Overall Males Females 18–24 25–34 35–44 Owners Owners BASE 459 371 170 384 276 604 726 328 Local social challenges seem like a 30% 34% 26% 32% 32% 26% 29% 40% great way to meet new friends I like the idea of using my smart device to get more connected with 30% 34% 25% 31% 32% 26% 29% 38% the local community I would prefer to interact with the community on my smart device than 18% 20% 16% 23% 18% 15% 17% 27% in person I don't particularly care about the community aspect I am most 14% 17% 11% 19% 15% 10% 14% 23% interested in the reward Q12. How much do you agree with each of the following statements about your feelings towards local social challenges? 16
  • 17. Interest in Participating in Clues-Based Challenge Heavy social gamers are significantly more interested in participating in clues-based challenges than light social gamers. Among Smart Device Owners 100% 19% 20% 25% 25% 23% 34% No 75% 23% 25% 30% 30% 31% 50% 35% Maybe 58% 55% 25% 47% 45% 44% 32% Yes 0% Overall Smartphone Tablet Owners Heavy Social Medium Social Light Social Owners Gamers Gamers Gamers Q13. Would you be interested in participating in a clues-based challenge with your smart device (like a scavenger hunt) to compete with others to find hidden treasures or win prizes? 17
  • 18. Time Willing to Spend for the Chance to Win a Cash Prize of $100 How long would you spend to play a clues-based challenge with the chance to a prize of around $100? Among Those Interested in Participating in Clues-based Challenge Up to 5 hours 11% 3 to 4 hours 12% 1 to 2 hours 34% 30 minutes to an 29% hour Less than 30 minutes 15% 0% 5% 10% 15% 20% 25% 30% 35% 40% Q14. How long would you spend to play a clues-based challenge for the chance to win a prize of around $100? 18
  • 19. Brand Messaging & Communication If a brand were to communicate about a new product, how would you like to hear about it? Commercials /ads on Nothing, 1% TV/radio; Other, 3% 3% 58% Attend an say it is event in person; 12% important for brands Receive email updates; to be fun and playful 44% Play an online game; 37% Q20. Thinking about your experience with brand promotions and advertisements, how important is it for the communication to be fun and playful? Q21. If a brand were to communicate about a product, how would you to prefer to hear about it? 19
  • 20. Awareness of In-Game Brand Advertising Heavy social gamers are also more likely to be aware of in-game ad placements from recent campaigns. Heavy Social Gamers Medium Social Gamers Light Social Gamers 40% 30% 20% 10% 0% DreamWorks Coca-Cola freecreditreport.co McDonald's Old Navy Microsoft At&t (EA) H&M Green Giant 7-11 Trident Ford Farmers Insurance Toyota BlockBuster Volvo MTV Networks eMusic Electronic Arts Cheerios Jamba Juice Digiorno realArcade m Flycell State Farm Q18. Do you recall seeing any of these brands while playing social games recently? Please select all that apply. 20
  • 21. Feelings Towards the Brand After Seeing Ads… While Green Giant did not have strong awareness, 70% of those aware said they had a positive view of the advertising. This is tied to a campaign where Farmville players could earn cash by purchasing Green Giant products. Negative Neutral Positive 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Q19. What was your feeling towards seeing the brand while playing a social game? 21
  • 22. Definitions • Social games are defined as online games that you can play on social networks or apps • Social challenges are defined as game-based challenges as that you play on your smart device while in a public place • Smart device is defined as a Smartphone or Tablet • Social Gaming Frequency • Heavy social gamers = 10+ hours social gaming in a typical week • Medium social gamers = 3–10 hours social gaming in a typical week • Light social gamers = less than 3 hours social gaming in a typical week • App Spending Habits • Heavy App spenders = $20+ spent on Apps during last 12 months • Medium App spenders = $5 to $19.99 spent on Apps • Light App spenders = Less than $1 to $4.99 spent on Apps 22
  • 24. Demographics Total Smartphone owners Tablet owners Mean Age 31.7 31.2 31.5 Gender Male 50% 53% 61% Female 50% 47% 39% Ethnicity White or Caucasian 67% 65% 60% Hispanic — NET 11% 12% 14% Asian/Pacific Islander 8% 9% 14% Black or African-American 7% 8% 6% Native American, Alaska Native, Aleutian 3% 3% 3% Other 3% 3% 3% Education Level Less than high school education 6% 3% 4% High school diploma, but not college 21% 15% 15% Some college but no degree 30% 29% 26% College degree 32% 40% 38% Masters degree or above 11% 13% 18% Marital Status Single 44% 40% 42% Living with domestic/romantic partner 25% 27% 29% Married 22% 25% 23% Widowed 0 – 1% Separated/ Divorced 8% 7% 5% 24