Microtransactions…on consoles?

Playstation Home

I stumbled upon an interesting article earlier today. Apparently microtransactions will be playing more of a role in the console space in the video game industry. According to Virtualworldsnews.com, Sony has announced a new game for their Playstation Home network.

For those of you who don’t know what Playstation Home is, it’s a virtual world where you create your own avatar and you’re put into a world that’s just like the world we live in today. You can meet others, go bowling, play arcade games, or hang out at your place, just like in real life.

Now the game they’re announcing is called Sodium. I’m not too clear on what goes on in Sodium but the company seems to plan on expanding the game through microtransactions. So for instance if you wanted to say buy a new weapon or item to use in the game, you would need to pay an additional amount (in real money) to be able to use said item.

Now one could view this kind of practice being done through expansion packs from MMO’s but to me this is more moving towards how it is right now in social media games. From what I’ve read, Sony is trying to tap into it’s already large Playstation Home population by offering them a game inside Home where players can interact with each other in a community type environment like in Social Media games.

Seeing Sony attempt this got me thinking. What if we expanded on this concept? Playstation Home has a community of 10,000,000 users, and the service is free to use. What would happen if we see some of today’s popular social media games in a community like Home. Imagine, being able to play Zoo World through your avatar on Playstation Home. You would be able to talk with your friends and others in the community, visit each other’s zoos and even walk into a virtual store where you can see the animals, or other items you might want to purchase. On the flip side, in theory, it would be rather easy to implement these said games onto Home, since all the publisher has to do is optimize the game to run on Home.

Although from the surface it seems far-fetched, but maybe it’s not that far off. Playstation 3, the console that allows access to Playstation Home, already allows for Facebook connectivity, where players can “link” their PS3 with their Facebook account, allowing for instant updates whenever a player achieves something. Now doesn’t that already sound like what happens when you do something in a social media game on Facebook?

Now this is all just speculation or maybe wishful thinking on my part and I know there are other factors and variables to consider. But if this game is successful, this could open up a whole new way of playing social media games.

Here’s a link to the article: http://www.virtualworldsnews.com/2009/12/playstation-home-taps-sodium-microstransactions-as-users-increase.html

Sr. Vice President of Peanut Labs Sean Case to give keynote at DATA MATTERS 2010

Data Matters

Using Data to understand, retain and win customers.

On Wednesday February 17, 2010 Sean Case, Peanut Labs Sr. Vice President will present the keynote address to DATA MATTERS 2010 in London. DATA MATTERS will cover topics such as what is a customer, turning data into insight, analytical insight, survey design, web generated data, data for rewarding, use of social media, customer loyalty, and customer retention.

In Sean’s Keynote address he will cover.

  • Adaptation from social networking to market research.
  • Developing fresh and innovative target sampling, partnerships, and the creation of the virtual currency market.
  • Surviving as a startup: Innovation, adaptation and providing accurate sample.
  • Satisfying customer needs: MR Buyers, Consumers, and Publishers.
  • Maintaining growth and the future of market research.

You can check out the conference program at:

Data Matters 2010

The Evolution of Gaming

Gone are the days where you would have to go to your local video game store, purchase a game, bring it back home and start playing. These days gaming has evolved to the point where we can access any game, from any genre, from anywhere around the world. All made possible through gaming on social media.

I personally think it’s amazing on how popular gaming on social media sites has grown to. I remember not too long ago playing puzzle games on Facebook in between classes, or just to pass the time. Now it’s grown to a virtual phenomenon with popular games like Farmville and Zoo World.

When you look at the target market for games on social networking sites, it becomes clear that the demographic is very mass market and thus provides enormous growth potential. This potential is already being realized through the millions of users playing these games even as you’re reading this blog.

The simplicity, accessibility, large communities, and entertainment appeal are all attributes to what makes these games so successful. These games aren’t the kind of games you would typically find at a video game store. In general the games you see on social networking sites have no story, no real developed characters, or multi-million dollar budgets. They are simple, entertaining and always keep you wanting more.

This type of gaming could be what signifies the future of the gaming industry. Developing and distributing games through this medium offers a whole new gaming experience. One where users can not only get right into the action of their favorite game, but also invite their friends and join larger communities in a matter of seconds. And for publishers this provides a way to acquire a large user base almost instantaneously through Facebook’s already massive community.

Agree/Disagree? Let us know!

Social Media Gamers sample released today

Peanut Labs launches gamers sample with access to over 194,000 gamers.

San Francisco, CA – December 15, 2009 Peanut Labs announced today the launch of a new gamers sample consisting of over 194,000 US gamers. The gamers are recruited through social media channels like Electronic Arts, facebook, myspace & google open social and have been extensively profiled on a variety of attributes.

Peanut Labs’ “Social Media Gamers” sample offers Market Researchers a chance to better understand what forces are involved in shaping and influencing today’s gamers, with fast, accurate and representative sample across over 200 unique social media sources. Peanut Labs has access to more than 194,000 gamers that play console, PC, handheld and online games. Along with standard demographic profiling, Peanut Labs also has profiled for retail preferences, game genres, console ownership and frequency of play.  Scott Astor, partner at GMRG, believes Peanut Labs’ “Social Media Gamers” sample is exactly the type of gaming information they were looking for. “I have been looking for fast, accurate gaming sample, and Peanut Labs exceeded my expectations”.

A recent study administered by Peanut Labs using its newly developed “Social Media Gamers” sample illustrated that 73% of all gaming takes place online through personal computers and gaming consoles, and 47% of all games played are being played through social and independent online platforms. Between December 9th and 19th, Peanut Labs surveyed 6,505 gamers between the ages of 16 and 70. This data shows that an average gamer will play between 5 and 15 hours per week, and that 5% of gamers will play more than 40 hours! “Social Media Gamers” data found that 70% of gamers plan on purchasing a major gaming console in the near future (Nintendo Wii is the most popular), and over 60% will purchase all games and consoles at a traditional bricks and mortar game stores like GameStop or Wal-Mart.

With the recent success of “Social Media Gamers” in the US, Peanut Labs is planning on aggressively launching its sample in 18 additional countries during the first quarter of 2010.

Pricing and Availability

The Peanut Labs “Social Media Gamers” Sample is available now, for more information contact Sean Case at sean.case@peanutlabs.com or info@peanutlabs.com

Market Research and Social Networks

This is a great post by Forrester Analyst Tamara Barber. We agree with the direction Tamara is going with this.

Forrester analyst Tamara Barber says it’s time for the industry to embrace online communities as a research tool – and defends the increasingly unfashionable term ‘Web 2.0’

I’ve used a buzzword in the title that some readers will chafe at: Web 2.0. But most of us at least have some general notion of what this term means, which is what makes terms like it so useful. If I look it up on Wikipedia – my most trusted source of web information – one phrase in a very long definition crystallises the concept for me: “A Web 2.0 site allows its users to interact with other users or to change website content.”

Over the past month, through gatherings such as the IIR’s Market Research Event, the Esomar Online Research conference and Forrester’s Consumer Forum, researchers have been buzzing about how to incorporate Web 2.0 – or social media – into their research mix, how to use the internet for crowdsourcing ideas, and whether customer insights are the same as market research. Clearly, it’s time for our industry to innovate, and no doubt companies like BrainJuicer, Invoke Solutions, Communispace and others are teaching the rest of us how to think outside the radio button online survey and adopt the next evolution of online market research.

The market research online community (or MROC, as we call them at Forrester) is one innovation that’s already gaining some adoption and proving to be useful to researchers across industries, geographies and company sizes. I’ve been privy to some debates about the acronym and some details about the definition, but by and large market researchers are finding value in having a common term to go with the kind of work that’s going on in private communities built with the explicit purpose of market research.

Consumers are increasingly using social outlets like Twitter, Facebook, blogs, and ratings and review sites to share their opinions (both the good and the bad) about experiences with brands and companies. To maximise the insights produced through this trend, market researchers need to leverage formats that incorporate the online social experience, and communities for research are one such tool. MROCs combine social features such as discussion boards, instant messaging and idea voting with classic research skills such as moderation, projective exercise analysis and quasi-ethnographic studies. And their iterative nature allows researchers to probe and tweak over time, more than any traditional focus group would allow.

MROCs offer practically always-on access to the very people you’re trying to understand. I’ve spoken to clients who have used their communities to get qualitative feedback less than 24 hours later, or who have used unprompted conversations among members to further probe on topics that the researchers wouldn’t have even thought of themselves. But with this access comes a responsibility to treat community members with respect for their opinions and their time. This means appreciating the value in both the great and not-so-great feedback that you’ll get, sharing findings with the community when possible, and being thoughtful in the ways you engage community members. Market research agencies will have a strong role in advising clients on how to manage these elements, not to mention how to efficiently manage all the day-to-day upkeep required to keep a community vibrant.

Great community management is only half of the equation when building a truly successful MROC strategy. Clientside market researchers must also plan to evangelise the community internally and demonstrate the value of community output. In fact, an IT vendor we spoke to went on a company road show evangelising their community resource. And while direct business impact has the most tangible ROI (such as the $100 million dollars in revenue generated by Kraft’s South Beach Diet products, which were based on insights from its community) look to show value in other ways, too. Can you quantify how much more research you have been able to do as a result of the community? Or how much money you’ve saved by using an MROC when you would have traditionally done focus groups?  What we’ve heard from clients is that, once an MROC is socialised internally, the requests to use it start to flood in. For example, research communities at one well-known consumer electronics company currently support more than 20 product groups. So, a successful MROC requires care and feeding to both the community itself as well as the internal stakeholders who want to use it.

Market research as an industry must introduce new methodologies, or run the risk of dying out in a landscape where intelligence is readily available from a variety of resources. Marketers are increasingly putting the pressure on market researchers to help make decisions that require faster turnaround than can be supported by traditional research methods like large-scale offline surveys or focus groups. And this on-demand intelligence comes in a variety of forms – such as customer service channels, social media, website metrics, and offline company interactions – which are increasingly being captured by CRM tools and listening platforms. MROCs can add to this by bringing a true customer voice (current or potential) to these sources of intelligence. At the end of the day, it’s likely your customers are already talking about you somewhere in the social sphere. So why not engage with them, in the private format of an MROC, and bring research into the reality that is Web 2.0?

Tamara Barber is the author of Forrester’s report ‘Market research online communities gain visibility and uptake’, published in October.

A team of students from MIT’s Media Lab has won a competition to see how long it would take people using social networking sites to determine the locations of 10 weather balloons released around the country.

The competition was run by the Defense Advance Research Projects Agency to see how social media could be used to solve problems on a national scale. It involved participants using sites like Twitter and Facebook to find and submit the co-ordinates of the 10 balloons, which had been placed at secret locations around the country, in exchange for a $40,000 prize.

More than 4,000 individuals and teams entered, but the MIT entry found all 10 balloons in just under nine hours using a pyramid scheme where each balloon was worth $4,000. The first person to spot the balloon would be given $2,000, while the people that referred them to the team would be given a smaller amount. This incentive system allowed them to get around problems of individuals who had seen the balloons not wanting to share the information with others.

Riley Crane, a postdoctoral research fellow at MIT’s Media Lab, led the team, and he told the San Francisco Chronicle that he was “less interested in the monetary prize than in the potential for social research”.

He said: “On the science side, we’re scratching the surface of this tremendous new system of social networks. With this data set, we have the potential to understand how to face – and exploit – the challenges that come with living in this interconnected world.”

Crane suggested that the methods used during the competition could have other uses, such as an alert system to help police find missing children or a redesigned incentive structure for police rewards.

7 December 2009 | By James Verrinder

New moms are becoming more environmentally and technologically aware and active

A recent study by Peanut Labs using its newly developed Social Media Moms sample showed that 81% of moms are concerned about the environment, and 70% state that they intend to change their purchasing behavior in 2010 in light of their environmental concern.

San Francisco, CA (PRWEB) December 4, 2009 — Peanut Labs announced today the launching of a new Social Media Moms Sample consisting of over 100,000 moms. The moms are recruited through social media channels like facebook, myspace & google open social and have been extensively profiled on a variety of attributes.

Social Media Moms offers market researchers a chance to better understand what forces are involved in shaping and influencing today’s moms, with fast, accurate and representative sample across over 200 unique social media sources. Peanut Labs has access to more than 80,000 moms with children 0-48 months, many more moms with older children and 16,000 expectant moms profiled by trimester. Peanut Labs also has profiling on preferences for stores that are popular to moms, various product usage numbers regarding diapers, car seats, bottles and pacifiers and a number of other products, all with strong representation. Marketers targeting moms that are not including social media as part of their research may be missing a critical piece of the puzzle.

A recent study by Peanut Labs using its newly developed Social Media Moms sample showed that 81% of moms are concerned about the environment, and 70% state that they intend to change their purchasing behavior in 2010 in order to protect it. Between November 12th and 19th, Peanut Labs surveyed 6002 expecting and new moms between the ages of 18 and 55. The purpose of this survey was to gather information on plans for parenting, use of social media, product usage, and environmental concerns. This data shows that first time moms who make up over 60% of respondents, are becoming more environmentally conscious, and manufacturers’ efforts to protect the environment will influence their purchases. Our data found that 27% of moms use the Internet to educate themselves about products before making their purchases, and 33% will reach out through social networks to their friend and families for their opinions.

Optimus, the quality-checking tool that Peanut Labs has put in place, prevents speedsters, straight-line clickers and other low-quality responses.

Pricing and Availability

The Peanut Labs Moms Sample is available now, for more information contact Sean Case at sean(dot)case(at)peanutlabs(dot)com or info(at)peanutlabs(dot)com

About Peanut Labs:

Peanut Labs™ is a rapidly growing sample company providing services to the market research industry. We provide access to hard-to-reach demographics for market researchers. Today we are the leading provider of online social media sample. Headquartered in San Francisco, CA, Peanut Labs™ has partnered with, mySpace & facebook applications and google open social that are some of the most popular social media applications, and continues to partner with more.

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Peanut Labs Publisher Guidelines

New Facebook Promotion Guidelines May Require a Tweak in your Promo Strategies

As of November 4, 2009, Facebook changed its Promotion Guidelines, specifically regarding administering and publicizing promotions (promotions being defined as sweepstakes, contests, competitions, or similar offerings). Fortunately, these changes do not restrict the ability of any company use promotions to increase brand awareness and engage with fans and users.

Administering Promotions vs. Publicizing Promotions

Facebook has defined administering promotions as collecting submissions or entries, conducting the drawing, judging winning entries, or notifying winners. Essentially, this is implementing the promotion through the Facebook Platform and using it as a medium in which the promotion is conducted. Publicizing promotions, on the other hand, means promoting, advertising or referencing a promotion in any way on Facebook or using any part of the Facebook Platform – building hype around a promotion. As administering and publicizing are defined as two separate actions, separate rules apply to each action a company may take.

Rules for Publicizing Promotions

Publicizing promotions via Facebook does not require prior written approval from Facebook. The promotion must be completely separate from Facebook and must abide by the following guidelines in order to be publicized on Facebook:

  • You cannot indicate that Facebook is a sponsor or administrator of your promotion and cannot mention Facebook in the rules or other materials relating to the promotion
  • The rules of the promotion cannot require participants in the promotion to take any action on Facebook to qualify for the promotion

Rules for Administering Promotions

Administering promotions via Facebook requires written approval from Facebook regarding the rules of the promotion. Once approval is gained, a company may only administer their promotion via a third party application on the Facebook Platform designed specifically to host promotions. Only through these third party applications can users participate in the promotion by doing things such as uploading pictures or submitting personal information to enter a sweepstakes.

Users may only enter the promotion on the canvas Page of an application on the Facebook Platform or on an application box in a tab on a Facebook page. As with publicizing promotions through Facebook, language used to describe the terms and conditions of the promotion must explicitly state that Facebook is not a sponsor, endorser, or administrator of your promotion.

Promotion Prohibitions

Facebook PROHIBITS the administering and publicizing of any promotions that match any of the following criteria:

  • The promotion is open or marketed to individuals who are under the age of 18
  • The promotion is open to individuals who reside in a country embargoed by the United States or is a sweepstakes open to individuals residing in Belgium, Norway, Sweden, or India
  • The promotion’s objective is to promote any of the following product categories: gambling, tobacco, dairy, firearms, prescription drugs, or gasoline
  • The prize or any part of the prize includes alcohol, tobacco, dairy, firearms, or prescription drugs
  • The promotion is a sweepstakes that conditions entry upon the purchase of a product, completion of a lengthy task, or other form of consideration.

For more examples of what companies can and cannot do, check out the Facebook Promotion Guideline page: http://www.facebook.com/promotions_guidelines.php

Peanut Labs and Rockhopper Research team up for an electronics survey

Naughty or Nice? Video Games Top Santa’s “Nice” List for Electronics While Netbooks Replace Coal!
November 26, 2009


Rockhopper Research, in partnership with Peanut Labs and MRGA, announces CEST 2009 – a survey of 1,000+ holiday shoppers conducted November 19 and 20. The full summary report – Consumer Electronics Shopping Trends: Holidays 2009 will be released today. Some highlights include:

  • Electronic gifts of various types are on the lists of 83% of holiday shoppers
  • Walmart and Best Buy are projected to sell 65% of all planned electronics purchases
  • Amazon will sell more electronics than Sears and Kmart combined
  • Online shoppers plan to buy more electronic items per person than in-store shoppers
  • A free copy of the summary report is available for download at:
    Consumer Electronics for Holidays 2009.pdf

    Rockhopper Research is also offering details on these and other findings, including detailed projections for major brands, different types of electronic items, major retail outlets, and how they are projected to intersect.
    For more information on how brands will fare across electronics items and which retailers are favored for the hottest items, contact Rockhopper Research on the web or contact Mary Samuelson or Bill Weylock.

    TiVo and Google team up to watch what you watch

    TiVo and Google have reached a partnership to integrate its second-by-second time shifted TV viewing data into the measurement of ads sold through the Google TV Ads platform.

    Google TV Ads is a flexible, all-digital system for buying more accountable and measurable TV advertising. Using AdWords interface, you can launch a TV advertising campaign in minutes and reach 96 million households.

    With this deal, Google is able to monitor TiVo’s 1.6 million subscribers’ viewing habits and are able to enhance the measurement and accountability of ad impressions for inventory sold using the Google TV Ads auction-based system. The deal covers all TV signal sources including digital cable, analog cable, satellite and over the air TV.

    According to MrWeb: ‘Google TV Ads measures specific commercial ratings not simply averages, which is a key attribute of the TiVo data,’ said Todd Juenger, VP & General Manager, TiVo Audience Research & Measurement. ‘By using TiVo’s massive samples and second-by-second granularity in its currency measurement, Google TV Ads can now provide an order of magnitude of improved accountability for advertisers.’

    www.google.com

    www.tivo.com