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THE PLAY 
ISSUE 07 || MARCH 2014 REPORT A brief study on the changing landscape of 
brand experiences. 
G 
GAMIFICATION 
CC 
APP 
MN 
The 2014 
W 
Social Media Experience 
Featuring Micro Networks, Collaborative Consumption, Gamification, 
Mxit & Wearable Technology 
WEARABLE 
TECHNOLOGY 
COLLABORATIVE 
CONSUMPTION 
APPLICATIONS 
MICRO NETWORKS
MN MICRO NETWORKS CC COLLABORATIVE CONSUMPTION G GAMIFICATION APP APPLICATIONS W WEARABLE TECHNOLOGY 
Hello 
There is little doubt over the enormous impact social 
media has had on the consumer experience in the 
past few years. 
Just think how how came across this edition of the 
PLAY Report; Facebook, Twitter or LinkedIn? 
With 1000 comments published per second on 
Instagram, 500 million Tweets sent every day and 
350 million photos uploaded to Facebook every 
month, 2013 proved to be a phenomenal year 
for social media. 
So how are you managing the platforms on which 
your customers complain about, engage with and 
praise your brand in 2014? 
Join us as we look beyond Facebook, Instagram and 
selfies to examine the trends that will shape the future 
Social Media Experience. 
Don’t forget to click on the bold case studies for more 
information. 
PS – We’d love to hear your feedback on this issue. 
Social sharing... 
The future of consumption? 
Gamification and social 
media. Fun is big business. 
Social media comes alive in 
the developing world. 
The departure from mass 
social media networks. 
Say goodbye to the screen 
as you know it.
SOCIAL MEDIA EXPERIENCE 
Did you 
know? 
DID YOU KNOW? 
74%of marketers 
consider Facebook 
an important lead 
generation tool 
55–64 
are Twitter’s fastest 
growing market 
16 billion 
photos have been shared 
on Instagram 
69% of Pinterest users 
are female 
1 in 5 
couples met online in 2013 
92% of children under 
the age of 2 have 
a digital shadow 
In 2013, social gamers bought 
$6 billion worth of virtual goods 
92% 
of consumers trust 
peer recommendations over all 
other forms of advertising. 
groups exist on LinkedIn 
year 
olds 
1.5 million 
Source: The Social Media Examiner, Social Media News, Social Times, Digital Buzz Blog, Digital Insights and Nielson
SOCIAL MEDIA EXPERIENCE 
MN CC G APP W 
THE DIFFUSION OF MAINSTREAM SOCIAL MEDIA 
Micro Networks and niche-interests 
driving the future 
of social networking 
Historically, social networks have been premised on mass public 
sharing, however with a growing number of online users flocking 
to micro networks this is set to change. 
Everett Rogers’ model “The diffusion of innovation” suggests that 
early-adopters, e.g teenagers, are in the exit stage of mainstream 
networks for niche communities like Snapchat, Instagram and 
WhatsApp (whom Facebook just acquired for $19 billion). 
But what about the majority and laggards left behind? 
2014 will see the novelty of mainstream social media decrease 
across all demographics as users yearn for more than posts 
from the foodie, the fitness junkie and the narcissist. 
New networks now cater to a plethora of niche interests and 
communication goals. Whether you are passionate about cats 
(Purrsonals) or want to connect with other school teachers 
(Learnist) the micro network is on the rise. 
Not giving up, mainstream networks are adapting their platforms 
to put user curated content at the centre of the experience. 
Will Facebook’s focus on the ‘interest graph’ or its recent release 
of Paper see users come rushing back? Only time will tell…. 
Couple The Loop 
EveryMe 
PLAY’s Favourite Micro 
Networks For 2014: 
Best for Friendship Circles: EveryMe 
Best for Lovers: Couple 
Best for Creatives: The Loop 
Best for Exclusivity: A Small World
SOCIAL MEDIA EXPERIENCE 
MN CC G APP W 
THE FUTURE IS…UTILITARIAN CONSUMPTION? 
Social Networking and 
collaborative consumption 
Airbnb was formed in 2008 to satisfy the demand for short-term 
accommodation in an over-saturated and hyper-expensive hotel 
market. Airbnb puts accommodation which would have gone 
unused onto the open market and allows for unique cultural 
experiences around the world. Whether it’s a medieval castle in 
England or an igloo in Andorra, 500,000 private homes have 
opened their doors to travellers. 
Airbnb’s success has been driven by “collaborative consumption", 
the idea that human consumption can be revolutionised by 
creating “value out of shared and open resources in ways 
that balance personal self-interest with the good of the larger 
community” (Botsman, 2011). 
With the concept catching on worldwide TIME Magazine has 
named “collaborative consumption” as one of the "10 Ideas That 
Will Change The World". In 2014 the online social sharing economy 
will extend into every product category imaginable. 
Need an electric drill? Try NeighborGoods. 
Need a dog sitter? Try DogVacay. 
Or perhaps camping gear and a motorbike? Try Rentything. 
The success of Airbnb has not only illustrated the monetary 
value but also the utilitarian value of social networking. 
So do as your mother told you… share. 
Check out some Australian based sharing sites here. 
WATCH 
AIRBNB
SOCIAL MEDIA EXPERIENCE 
THE SERIOUS BUSINESS OF FUN 
Gamification of social networks 
small and large 
The convergence of gamification and social media is changing 
the way consumers engage with friends, employers and brands. 
Since 2009, Foursquare has been awarding badges and ranking 
users for checking into locations. 
Global CRM firm, Salesforce, incorporates Gamification 
into its software to instantly reward sales reps. 
The Snooze App gamifies waking up in the morning: 
every time you hit snooze on your alarm, you donate to charity. 
Social Media Gamification is also being used to change or create 
habits for a greater good. OpenStudy uses gaming elements to 
make studying fun and rewards students for tutoring other students. 
The Pain Squad by Toronto hospital Sick Kids gamifies patients’ 
pain journals to track their recovery and assist doctors to see 
which treatments are working. 
At PLAY we have gamified our own employee rewards program. 
PLAY The Game has not only built stronger relationships amongst our 
team but also enhanced our friendly competitive culture. 
How could Gamification enhance the way your company 
does business? 
GAMIFICATION 
Noun 
The application of game playing elements to other 
areas of activity to encourage engagement with a 
product or service. 
WATCH 
OPENSTUDY 
MN CC G APP W 
WATCH 
THE 
PAIN SQUAD
SOCIAL MEDIA EXPERIENCE MN CC G APP W 
WHAT ABOUT THE “DEVELOPING” WORLD? 
Mxit enables technological 
empowerment for the masses 
In 2013 there were 6.8 billion mobile subscriptions worldwide. 
Of these, 22% were on smartphones. 
Whilst it may be difficult for us to imagine life without a smartphone, 
the high cost of these devices has limited their adoption to the top 
of the global economic pyramid. 
In 2014 the global mobile market will be driven by developing 
nations’ demand for feature phones. The good news for the 
developing world is that since 2011 Mxit has been shrinking the 
global disparity between smart phone users and feature phone users. 
With 50 million users sharing 500 million messages every day 
across the continent, Mxit is Africa's largest social network. 
Whilst Facebook’s solution claims to run on more than 3,000 
different handsets – Mxit works on more than 8,000. 
Embracing the capabilities of each platform, Mxit offers immersive 
chat experiences, banking services, education and healthcare apps 
to millions of users. 
In January, Mxit became available to 750 million mobile users 
in India. With a stronghold on the market Mxit offers brands unique 
advertising opportunities via popular apps or the creation of bespoke 
branded apps. With everyone from Adidas to McDonalds already 
embracing the South African platform, a new mass market looks 
to be unfolding quickly. 
WATCH 
MXIT 
Text
SOCIAL MEDIA EXPERIENCE MN CC G APP W 
MICRO INTERACTIONS, VOICE RECOGNITION AND BURNT CALORIES 
Wearable technology, 
social media’s next frontier 
In 2014, wearable technology is breaking into the mainstream. 
Currently the fitness market (Fitbit, Fuel Band), smart watches 
(Samsung Gear) and Google Glass are playing a crucial role in 
moving users away from the screen and one step closer towards 
the Internet of Everything. 
But how will wearable technology affect the social media 
experience? Firstly, new platforms will emerge that cater to 
the limited screen size of wearable tech. 
The way we chat will be simplified with a focus on micro interactions 
including Likes, +1’s, Favourites, Stars, and Thumbs Up. 
The improvement of voice recognition will see “Siri” move 
beyond a superfluous feature to become a functional utility. 
Finally, wearable technology and social media will converge 
to deliver real life physical experiences (Fundawear). 
With limitless media and application opportunities, the next 
challenge for brands will be developing useful and relevant 
experiences based on consumers’ needs. 
The future is now… 
WATCH 
NIKE FUEL 
BAND 
WATCH 
DUREX 
FUNDAWEAR
WHO WE ARE 
PLAY is a communication agency that specialises in 
Brand Experience Marketing. We activate brands, 
leverage sponsorships, create events and branded 
environments, and maximise every connection through 
mobile and digital amplification. We are known for our 
strategic, accountable and business centric approach. 
Our clients understand that we deliver sales, 
differentiate their brand and products, and build loyalty 
across consumer, trade and internal audiences. 
WHAT MAKES US DIFFERENT 
We are experience thinkers. We place the customer 
experience at the centre of what we do. This enables us 
to identify channel neutral, high impact marketing 
opportunities for our clients and ensures a relevant and 
meaningful dialogue with consumers. 
WE HAVE AN EXPERIENTIAL 
MIND AND A DIGITAL SPIRIT 
Consumers don't differentiate between a digital and real 
life experience with a brand. Neither do we. We fuse our 
strategic, creative, digital and activation capabilities into 
a seamless experience, delivering against defined 
business objectives. 
WANT TO PLAY? 
For business and press enquiries please contact: 
Simon Horauf // Founder & Director 
Simon.Horauf@playcomms.com 
CONTACT 
T: +61 2 8199 9900 
F: +61 2 9281 8125 
OFFICE ADDRESS 
Level 1, 91 Campbell Street, Surry Hills 
NSW 2010, Australia 
POSTAL ADDRESS 
PO Box 1073 Darlinghurst 
NSW 1300, Australia 
THE PLAY 
REPORT 
READ PREVIOUS WEBSITE 
ISSUE

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PLAY Report Issue 07 - The 2014 Social Media Experience

  • 1. THE PLAY ISSUE 07 || MARCH 2014 REPORT A brief study on the changing landscape of brand experiences. G GAMIFICATION CC APP MN The 2014 W Social Media Experience Featuring Micro Networks, Collaborative Consumption, Gamification, Mxit & Wearable Technology WEARABLE TECHNOLOGY COLLABORATIVE CONSUMPTION APPLICATIONS MICRO NETWORKS
  • 2. MN MICRO NETWORKS CC COLLABORATIVE CONSUMPTION G GAMIFICATION APP APPLICATIONS W WEARABLE TECHNOLOGY Hello There is little doubt over the enormous impact social media has had on the consumer experience in the past few years. Just think how how came across this edition of the PLAY Report; Facebook, Twitter or LinkedIn? With 1000 comments published per second on Instagram, 500 million Tweets sent every day and 350 million photos uploaded to Facebook every month, 2013 proved to be a phenomenal year for social media. So how are you managing the platforms on which your customers complain about, engage with and praise your brand in 2014? Join us as we look beyond Facebook, Instagram and selfies to examine the trends that will shape the future Social Media Experience. Don’t forget to click on the bold case studies for more information. PS – We’d love to hear your feedback on this issue. Social sharing... The future of consumption? Gamification and social media. Fun is big business. Social media comes alive in the developing world. The departure from mass social media networks. Say goodbye to the screen as you know it.
  • 3. SOCIAL MEDIA EXPERIENCE Did you know? DID YOU KNOW? 74%of marketers consider Facebook an important lead generation tool 55–64 are Twitter’s fastest growing market 16 billion photos have been shared on Instagram 69% of Pinterest users are female 1 in 5 couples met online in 2013 92% of children under the age of 2 have a digital shadow In 2013, social gamers bought $6 billion worth of virtual goods 92% of consumers trust peer recommendations over all other forms of advertising. groups exist on LinkedIn year olds 1.5 million Source: The Social Media Examiner, Social Media News, Social Times, Digital Buzz Blog, Digital Insights and Nielson
  • 4. SOCIAL MEDIA EXPERIENCE MN CC G APP W THE DIFFUSION OF MAINSTREAM SOCIAL MEDIA Micro Networks and niche-interests driving the future of social networking Historically, social networks have been premised on mass public sharing, however with a growing number of online users flocking to micro networks this is set to change. Everett Rogers’ model “The diffusion of innovation” suggests that early-adopters, e.g teenagers, are in the exit stage of mainstream networks for niche communities like Snapchat, Instagram and WhatsApp (whom Facebook just acquired for $19 billion). But what about the majority and laggards left behind? 2014 will see the novelty of mainstream social media decrease across all demographics as users yearn for more than posts from the foodie, the fitness junkie and the narcissist. New networks now cater to a plethora of niche interests and communication goals. Whether you are passionate about cats (Purrsonals) or want to connect with other school teachers (Learnist) the micro network is on the rise. Not giving up, mainstream networks are adapting their platforms to put user curated content at the centre of the experience. Will Facebook’s focus on the ‘interest graph’ or its recent release of Paper see users come rushing back? Only time will tell…. Couple The Loop EveryMe PLAY’s Favourite Micro Networks For 2014: Best for Friendship Circles: EveryMe Best for Lovers: Couple Best for Creatives: The Loop Best for Exclusivity: A Small World
  • 5. SOCIAL MEDIA EXPERIENCE MN CC G APP W THE FUTURE IS…UTILITARIAN CONSUMPTION? Social Networking and collaborative consumption Airbnb was formed in 2008 to satisfy the demand for short-term accommodation in an over-saturated and hyper-expensive hotel market. Airbnb puts accommodation which would have gone unused onto the open market and allows for unique cultural experiences around the world. Whether it’s a medieval castle in England or an igloo in Andorra, 500,000 private homes have opened their doors to travellers. Airbnb’s success has been driven by “collaborative consumption", the idea that human consumption can be revolutionised by creating “value out of shared and open resources in ways that balance personal self-interest with the good of the larger community” (Botsman, 2011). With the concept catching on worldwide TIME Magazine has named “collaborative consumption” as one of the "10 Ideas That Will Change The World". In 2014 the online social sharing economy will extend into every product category imaginable. Need an electric drill? Try NeighborGoods. Need a dog sitter? Try DogVacay. Or perhaps camping gear and a motorbike? Try Rentything. The success of Airbnb has not only illustrated the monetary value but also the utilitarian value of social networking. So do as your mother told you… share. Check out some Australian based sharing sites here. WATCH AIRBNB
  • 6. SOCIAL MEDIA EXPERIENCE THE SERIOUS BUSINESS OF FUN Gamification of social networks small and large The convergence of gamification and social media is changing the way consumers engage with friends, employers and brands. Since 2009, Foursquare has been awarding badges and ranking users for checking into locations. Global CRM firm, Salesforce, incorporates Gamification into its software to instantly reward sales reps. The Snooze App gamifies waking up in the morning: every time you hit snooze on your alarm, you donate to charity. Social Media Gamification is also being used to change or create habits for a greater good. OpenStudy uses gaming elements to make studying fun and rewards students for tutoring other students. The Pain Squad by Toronto hospital Sick Kids gamifies patients’ pain journals to track their recovery and assist doctors to see which treatments are working. At PLAY we have gamified our own employee rewards program. PLAY The Game has not only built stronger relationships amongst our team but also enhanced our friendly competitive culture. How could Gamification enhance the way your company does business? GAMIFICATION Noun The application of game playing elements to other areas of activity to encourage engagement with a product or service. WATCH OPENSTUDY MN CC G APP W WATCH THE PAIN SQUAD
  • 7. SOCIAL MEDIA EXPERIENCE MN CC G APP W WHAT ABOUT THE “DEVELOPING” WORLD? Mxit enables technological empowerment for the masses In 2013 there were 6.8 billion mobile subscriptions worldwide. Of these, 22% were on smartphones. Whilst it may be difficult for us to imagine life without a smartphone, the high cost of these devices has limited their adoption to the top of the global economic pyramid. In 2014 the global mobile market will be driven by developing nations’ demand for feature phones. The good news for the developing world is that since 2011 Mxit has been shrinking the global disparity between smart phone users and feature phone users. With 50 million users sharing 500 million messages every day across the continent, Mxit is Africa's largest social network. Whilst Facebook’s solution claims to run on more than 3,000 different handsets – Mxit works on more than 8,000. Embracing the capabilities of each platform, Mxit offers immersive chat experiences, banking services, education and healthcare apps to millions of users. In January, Mxit became available to 750 million mobile users in India. With a stronghold on the market Mxit offers brands unique advertising opportunities via popular apps or the creation of bespoke branded apps. With everyone from Adidas to McDonalds already embracing the South African platform, a new mass market looks to be unfolding quickly. WATCH MXIT Text
  • 8. SOCIAL MEDIA EXPERIENCE MN CC G APP W MICRO INTERACTIONS, VOICE RECOGNITION AND BURNT CALORIES Wearable technology, social media’s next frontier In 2014, wearable technology is breaking into the mainstream. Currently the fitness market (Fitbit, Fuel Band), smart watches (Samsung Gear) and Google Glass are playing a crucial role in moving users away from the screen and one step closer towards the Internet of Everything. But how will wearable technology affect the social media experience? Firstly, new platforms will emerge that cater to the limited screen size of wearable tech. The way we chat will be simplified with a focus on micro interactions including Likes, +1’s, Favourites, Stars, and Thumbs Up. The improvement of voice recognition will see “Siri” move beyond a superfluous feature to become a functional utility. Finally, wearable technology and social media will converge to deliver real life physical experiences (Fundawear). With limitless media and application opportunities, the next challenge for brands will be developing useful and relevant experiences based on consumers’ needs. The future is now… WATCH NIKE FUEL BAND WATCH DUREX FUNDAWEAR
  • 9. WHO WE ARE PLAY is a communication agency that specialises in Brand Experience Marketing. We activate brands, leverage sponsorships, create events and branded environments, and maximise every connection through mobile and digital amplification. We are known for our strategic, accountable and business centric approach. Our clients understand that we deliver sales, differentiate their brand and products, and build loyalty across consumer, trade and internal audiences. WHAT MAKES US DIFFERENT We are experience thinkers. We place the customer experience at the centre of what we do. This enables us to identify channel neutral, high impact marketing opportunities for our clients and ensures a relevant and meaningful dialogue with consumers. WE HAVE AN EXPERIENTIAL MIND AND A DIGITAL SPIRIT Consumers don't differentiate between a digital and real life experience with a brand. Neither do we. We fuse our strategic, creative, digital and activation capabilities into a seamless experience, delivering against defined business objectives. WANT TO PLAY? For business and press enquiries please contact: Simon Horauf // Founder & Director Simon.Horauf@playcomms.com CONTACT T: +61 2 8199 9900 F: +61 2 9281 8125 OFFICE ADDRESS Level 1, 91 Campbell Street, Surry Hills NSW 2010, Australia POSTAL ADDRESS PO Box 1073 Darlinghurst NSW 1300, Australia THE PLAY REPORT READ PREVIOUS WEBSITE ISSUE