This document discusses the rise of social media in Latin America and Brazil, and how gaming and social advertising are evolving. It notes that over 560 million people across 20 countries use social networks in Latin America, with 82.7 million unique visitors in Brazil in 2010 alone. Orkut is very popular in Brazil, where users spend an average of 5 hours per month on the site and organize into social circles. The document also discusses how social advertising can engage users by leveraging people's social connections, and how gaming is incorporating social sharing features and new revenue models. Finally, it proposes that all forms of traditional media may be transformed by becoming more connected through social aspects.
Social Market in Brazil - Miguel Dorneles a Alexandre Formagio
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3. 1. RISE OF SOCIAL IN LATAM/BRAZIL 2. SOCIAL ADVERTISING 3. GAMING MEETS SOCIAL 4. THE GAMING LAYER IN MARKETING 5. A MORE CONNECTED MEDIA
4. Over 560 millionpeople. 20 countries. 2 mainlanguages. 8% of the total global online population. Fastest-growing region online during the past year.
12. Top Orkut Communities in Brazil: “I Hate to Wake Up Early”: over 6 million members. “I Love My Mom”: over 5 million members. 14% of Brazilians’ time online is spent on Orkut.
18. If social media is all about a 2-way communication, why would social advertising be any different?
19. Advertising AT people. Contextual failure. People are in social networks to connect, show off, have fun. User and advertiser unhappy. Brand strategy doesn’t tap the social graph.
20. Advertising WITH people. Engaging experiences. Social graph makes ads relevant. Viral growth. Social CPM. Engagement metrics. Opportunities for group buying.
21. 1. RISE OF SOCIAL IN LATAM/BRAZIL 2. SOCIAL ADVERTISING 3. GAMING MEETS SOCIAL 4. THE GAMING LAYER IN MARKETING 5. A MORE CONNECTED MEDIA
30. Bola Social Soccer Users choose real sponsors. Sponsors rewards upon achievements. The World Cup factor. Organic brand spread. Happy brands and players.
31. What’s next? A challenging attempt to make sustainability not only a cool concept but also an achievable goal among playersandbrands.
32. 1. RISE OF SOCIAL IN LATAM/BRAZIL 2. SOCIAL ADVERTISING 3. GAMING MEETS SOCIAL 4. THE GAMING LAYER IN MARKETING 5. A MORE CONNECTED MEDIA
33. Three important reusable concepts: Levels of engagement. Rewards upon achievements. Envy, voyeurism.
34. 1. RISE OF SOCIAL IN LATAM/BRAZIL 2. SOCIAL ADVERTISING 3. GAMING MEETS SOCIAL 4. THE GAMING LAYER IN MARKETING 5. A MORE CONNECTED MEDIA