Gaming

VACCINE MARKETING & VACCINE ADVERTISING:
It is claimed that a satisfied customer tells an average of three people about a product or service he/she likes, and eleven people about a product or service which he/she did not like. Vaccine marketing is based on this natural human behavior. It utilizes marketing techniques that use pre-existing social networks to produce increases in concepts and brands awareness, through self-replicating vaccine processes, analogous to the spread of pathological and computer messages. It can be delivered via word-of-mouth or enhanced by the networking effects of the Internet. Vaccine marketing is a marketing phenomenon that facilitates and encourages people to pass along a marketing message voluntarily. Vaccine promotions may take the form of humorous video clips, interactive Flash games, advergames, images, or even text messages. The goal of marketers interested in creating successful vaccine marketing programs is to identify individuals with high Social Networking Potential (SNP) and create Vaccine Messages that appeal to this segment of the population and have a high probability of being passed along.


VACCINE VIDEO:
The term vaccine video refers to video clip content which gains widespread popularity through the process of Internet sharing, typically through email or IM messages, blogs and other media sharing websites.
With the proliferation of camera phones, many videos are being shot by amateurs on these devices. The availability of cheap video editing and publishing tools allows video shot on mobile phones to be edited and distributed both on the web by email and between phones by Bluetooth. These consumer-shot videos are typically non-commercial videos intended for viewing by friends or family.


THE MINDER (Advergame):
The Minder is a tool that presents a game allowing individuals or groups to seek knowledge and apply knowledge. The Minder allows geniuses to share and resolve a variety of puzzles they will be confronted with. The Minder is loaded with music, art, lyrics, science, fashion, and multimedia and it embodies the Acustronic mission.

OrganicArma and every concept synapse will utilize the Minder to introduce the world to their shows music, philosophy, science and artwork. OrganicArma originates and creates the messages and the Minder delivers them.

This feature will discover the whole potential of every concept synapse represented by Acustronic. The Minder will be sent to our well developed networking of artists in order to give them the possibility of watching a video. Once the video is downloaded as a web site or a gadget/widget, the user will have the ability to play in some different ways detailed as follows:

- Watch the video and register in the Acustronic site: This will allow the registered user to watch the video anytime they want.

- Watch the video and register in the Brainery site: This will allow the registered user to upload their art once it passes the qualitative and quantitative requirements. The user will become a Dendrite and will be abel to sell their art and enjoy home web site exposure by Acustronic and the Brainery and rewards including concept synapses new songs, videos and general content. The Dendrite will have access to our concept synapses networking and blog.

- Download the Minder: This feature will allow the user to have the minder as a gadget/widget. This function will be a must for a concept fan of any of our concept synapses. The registered user will have access to every new material including songs, videos, art, merchandise, blogs, chat room, lyrics and advantage rewards to acquire any product at the Acustronic’s concept store.

- Play with the video: Here we get into the source of our message and the necessity of thinking. As a registered user or as a potential dendrite, every person that downloads the minder will have access to the qualitative tasks and challenges of the quotations and sparks. Those quotations and sparks are based on the concept synapse philosophy and scientific method and will be showed in the video as a part of the whole experience. In the case of our first concept synapse organicArma, we will present the lyrics as the sparks and the most important thought from the most influential thinkers as the quotations. These linguistics and 3D elements of the video will be the gates for the users to access knowledge and the songs and content of our concept synapses. This game will allow the user to enjoy the product NOT for free but in exchange of his effort of resolving different riddles and puzzles. The game can play linguistics, 3D characters with interactive holophonic and visual effects and a video album. People will be able to trade parts of the video to get songs for free or any other important product of our concept store. This will be another gate to the brainery and another way of enjoying the process of thinking


ADVERGAMING EXAMPLES:
One of the most successful online advergaming portal has been Wrigley's Candystand.com. Launched by the LifeSavers Company in March 1997, Candystand.com reaches over 5MM unique users each month. The site features over 65 flash and shockwave games.
In November 2006, Burger King began selling three advergaming Xbox and Xbox 360 titles (Known as the King Games series and entitled Sneak King, Pocketbike Racer and Big Bumpin for an additional $3.99 ($4.99 in Canada) each with any value meal. The games were developed by Blitz Games Blitz Arcade Division and were the best selling games of the 2006 holiday season www.gamingnexus.com" re than 3.2 million copies are believed to have been sold in the US and Canada alone. Another good example of an advergame is Millsberry.com. It is a popular website targeting Middle School and Elementary School kids, but it can be played by anyone. It is endorsing General Mills cereal by featuring their products in the website (Cereal by General Mills players can buy, Clothing to buy, ect.).
Since 2002 Inventoractive Corp been developing Promotional Video Games in the Pharmaceutical Industry for such companies as Bayer HealthCare, Baxter Medical, Tibotec Therapeutics and Ortho Biotech. Video games are used at Trade Shows to effectively convey new product release information to potential customers, and used for hand out media.
Another popular advergaming website is NLOP.com. NLOP is an online poker site targeted to those 21 and older who enjoy the thrill of Texas hold-em poker, without the risks of gambling and losing money. They currently have more than 100,000 registered users. It is also 100% legal and U.S. compliant.


THE FUTURE OF ADVERGAMING:
As long as the game delivers a fun pay off, consumers consider it a relevant and valid cultural experience. In recent brand-impact studies, associating a brand with the fun of gaming is known to lift brand metrics such as brand awareness, message association and purchase intent. After playing a game, consumers are more likely to remember not just the brand or product itself, but to associate specific brand attributes with it.

The advergame industry is expected to generate $312.2 million by 2009, up from $83.6 million in 2004, according to Boston research firm Yankee Group.


ADVERGAME INDUSTRY STATISTICS:
Online games are forecast to have 105 million players in 2005. (source: Jupiter Media Metrix)
50% of recipients play the advergame, for an average of 25 minutes.
90% of players who receive a challenge from a friend play the game and respond back with their score or statistics.
According to the Entertainment Software Assn., 42% of gamers say they play online games one or more hours per week.



Miami Concept Label

Music, Linguistics, Art, Fashion, Design