It’s an eerie echo of last year’s health care debate, but without nearly as much public attention. Another Christmas Eve, another sixth of the economy taken over by Washington.
This time it’s so-called “network neutrality” regulation. President Obama’s Federal Communications Commission is obsessed with regulating the Internet. They apparently won’t be stopped by common sense, courts of law, public opinion, or a resounding electoral defeat for big government policies. They made it official last night at midnight when they announced the agenda for their December 21 meeting: the FCC is going to regulate the Internet.
Network neutrality (also known by the even more lovely sounding marketing term “open Internet”) is an outgrowth of the larger so-called media reform project of radical left-wing activists like Robert McChesney, the socialist founder of the misnamed group Free Press, which has enormous influence on the FCC, where its former communications director, Jen Howard, is FCC Chairman Julius Genachowski’s press secretary.
McChesney explained where net neutrality leads to SocialistProject.ca:
You will never ever, in any circumstance, win any struggle at any time. That being said, we have a long way to go. At the moment, the battle over network neutrality is not to completely eliminate the telephone and cable companies. We are not at that point yet. But the ultimate goal is to get rid of the media capitalists in the phone and cable companies and to divest them from control.
The FCC’s new rules, likely to be approved on a final 3-2, party-line vote on December 21, take McChesney’s first step.
Network neutrality sounds simple – force phone and cable companies to treat every bit of information the same way – but modern networks are incredibly complex, with millions of lines of code in every router, and constantly evolving.
Making sure services like VoIP, video conferencing, and telemedicine (not to mention the next great thing that hasn’t been invented yet – and likely never will be under these regulations) can be handled intelligently by networks is necessary to make the Internet work, but every new innovative network practice will now be subject to the regulatory interference of the FCC.
These networks cost billions of dollars to build and maintain, and if there is uncertainty about getting a good return on that investment, private investment will dry up. And then government will step in, “divest them from control,” and spend billions of our tax dollars on a government-owned and controlled Internet.
According to media reports, many of the largest Internet service providers are willing to accept the new regulations, because they believe the costs of complying are less than the ongoing uncertainty they have suffered as the issue played out over the past two years. It’s an understandable assessment, especially in light of the Chicago-style shakedown tactics the FCC has used, threatening the even more draconian option of directly reclassifying the Internet as a public utility, taking a big shortcut down McChesney’s proposed path to government control.
But there is reason to doubt an FCC that has been so obsessed with these regulations is likely to restrain itself from applying its newly created powers in unpredictable, expensive, and dangerous ways. Indeed we have already seen this Commission ignore:
- A near-total lack of support in Congress, where over 300 members signed letters of opposition to FCC Internet regulation, and just 27 have sponsored Rep. Ed Markey’s bill to impose network neutrality rules. The bill has not even been introduced in the Senate.
- A devastating unanimous decision of the DC circuit court of appeals in Comcast v. FCC, which eviscerated the Commission’s claims to have the jurisdiction to regulate the Internet. (We can only hope that court will similarly reject the latest regulations.)
- An electoral tidal wave for smaller government, less spending, and less regulation. In particular, the election including an embarrassing display on the network neutrality issue by the Progressive Change Campaign Committee, which touted a net neutrality pledge signed by 95 candidates. All 95 lost.
With influencers like John Podesta, who chaired Obama’s transition team, openly calling for Obama to continue pushing his hard left agenda inside the executive branch, the FCC’s Internet regulations set up a perfect test-case for Congress to step in and stand up to the administration. (Despite FCC being officially “independent,” there are White House fingerprints all over this. Chairman Genachowski is a close friend of the president’s and one of the most frequent White House visitors.)
Congress should act immediately next year to overturn the FCC’s network neutrality regulations with a joint resolution of disapproval under the Congressional Review Act, which the new Republican majority can pass in the House and which can then be forced onto the Senate floor with 30-senator petition. It cannot be filibustered and would need just 51 votes to pass.
Obama could veto it, but to do so he would have to take full personal responsibility for ending the most remarkable driver of economic growth, innovation, and free expression we have in this country: the free-market, unregulated Internet.
Congress must show the White House that the strategy of pushing hard left inside the executive branch won’t stand. Congress must do what the American people asked for in this election: stop Obama’s big government agenda.
This post originally appeared on the American Express OPEN Forum, where Mashable regularly contributes articles about leveraging social media and technology in small business.
Social games, like FarmVille, Mafia Wars and MyTown, racked up a number of high-value brand partnerships during the past year, and the social gaming industry in general is seeing huge interest from investors and consumers.
The top 10 class='blippr-nobr'>Facebookclass="blippr-nobr">Facebook games, for example, all have more than 10 million monthly active users each, with FarmVille leading at 62 million monthly active users, followed by FrontierVille at nearly 37 million and class='blippr-nobr'>Zynga Pokerclass="blippr-nobr">zynga poker with nearly 33 million. Granted, these are small portions of Facebook’s total network of more than 500 million users. But with a budding industry like social gaming, these are still impressive numbers, especially given the growth that these games are experiencing — all of the top 10 games were launched after 2008, with the top three games being launched after mid-2009.
The U.S. population alone is also a good indicator of user adoption — one in five Americans over the age of six have played an online social game, according to a recent study.
Increased user activity has spurred attention from investors. From an acquisition point of view, we witnesed Disney’s $763.2 million acquisition of Playdom, Electronic Arts’s $400 million acquisition of Playfish, and Google’s acquisition of Slide. Regarding investment, the big winner this year is Zynga, having now raised a total of $366 million.
Brands are taking notice and acting quickly, implementing innovative ways to advertise in social games and capitalize on the rise of virtual gaming.
Carree Syrek, a partner in social media strategy at Mindshare, a global media and marketing services company, recently spoke at ad:tech on the common misconceptions that companies have about marketing in social games. Here’s are the four concerns she discussed.
1. My Audience Doesn’t Play Social Games
Brands often look at social gaming as something that only a niche group of gamers partake in, but multiple surveys show that social gaming actually appeals to a much broader audience than most would expect. One early 2010 survey found that the average social gamer was a 43-year-old female.
“One of the biggest things that I hear when I talk to brands is ’social gamers are moms. They’re middle-aged moms,’” said Syrek. “But actually, this is not the case. Each of the games or the worlds that you’re in have very specific audiences that you wouldn’t necessarily see unless you dug a little bit deeper.”
Syrek pointed to the disparity between FarmVille and Mafia Wars demographics as an example of diversity among social gamers, as presented in the 2010 PopCap Social Gaming Research Results.
- FarmVille pulls an audience that is 62% female, 33% of its audience is between 18 and 34 years old, and the average income is between $60,000 and $100,000. The FarmVille audience is also 84% caucasian and 7% Hispanic.
- Mafia Wars’s audience, on the other hand, is 51% female, with 28% of the audience between 18 and 34 years old, and the average income falling below $30,000. Seventy-one percent of Mafia Wars users are caucasian, while 17% are African American.
Syrek clarified that raw numbers don’t explain the full story, pointing to index numbers as a way to better understand an audience. Index numbers are used in marketing research and indicate the strength to which a certain demographic is represented on a site or service, generally with a weighted base number of 100 representing the average class='blippr-nobr'>Internetclass="blippr-nobr">Internet user.
“There are different ways to segment for ethnicity if you’re going after specific markets,” she stated. “The numbers in parentheses [as pictured above] are index numbers. So, you can see that even though, say in Mafia Wars, the African American segment is only 17% of the people who play that, their index is 198. So, you’ve got a really receptive market there that you can tap into.”
“The point is that you can actually dig deep, and you can find the proper environment for your target demographic,” stated Syrek.
Before writing off social gamers as middle-aged moms or male teenagers, be sure to look at the types of games out there and learn about their audiences — you may find that your audience is present on a few niche social games.
2. Virtual Worlds Are Not for “Serious” Companies
“I think it’s important to note that there’s a place here for everyone. It’s not just about the Jolly Green Giant being in FarmVille… it doesn’t have to be that literal, and there are spots for everyone here to play,” said Syrek.
It is a misconception that advertising in social games is only territory for entertainment brands or brands that want to be seen as “fun.” On the contrary, many serious brands were discussed during Syrek’sad:tech session.
Linda Gangeri, manager of national advertising for Volvo Cars of North America, discussed Volvo’s recent campaign on MyTown, in which Volvo’s strategy was to “leverage location-based services to deliver Volvo-branded messaging and virtual goods to people checking in to competing dealerships.”
Upon launching the Volvo S60, the Volvo marketing team decided to test virtual goods as a way to build awareness for the new vehicle.
“It was a 30-day campaign from September 1 to September 30,” explained Gangeri. During the 30-day period, 5.3 million Volvo-branded checkins were reached, 1.3 million Volvo-branded virtual goods (including a steering wheel, a wheel, the Volvo iron mark and the S60 vehicle) were delivered, and 20,000 clicks to “See the S60 in Action” were logged, for a click-through rate (CTR) of 1.5%, which is much higher than the CTRs that the rest of the marketing industry is accustomed to.
“It gave us the opportunity to dig deeper, to immerse ourselves in an environment where people are having fun [and are] engaged, and then to take branded items, embed them and expose them to this huge audience of people,” said Gangeri, happy with the results of the campaign.
3. It’s Always About Capitalism
Within social gaming, the virtual goods market is the top revenue driver for social game creators — virtual goods makes up 90% of Zynga’s revenue, for example. Social gamers are willing to buy digital goods in order to improve their positions in the games. This is great for game creators, obviously, as they are technically selling nothing. Users buy fake shovels and tractors to tend to their fake fields. There’s a lot of money in that — the U.S. virtual goods market is predicted to pass $2 billion in 2011.
While the money is certainly there, social gaming and the virtual goods market aren’t always about capitalism. In fact, Syrek mentioned four examples of social good on social gaming platforms:
- Pet adoptions in class='blippr-nobr'>YoVilleclass="blippr-nobr">Yoville raised $90,000 for SF/SPCA during the spring of 2009.
- Teddy bear purchases in Mafia Wars raised more than $100,000 for Coalition for the Cure (Huntington’s Disease) in March 2010.
- The Pandaren Monk pet in World of Warcraft generated $1.1 million in donations for the Make-a-Wish Foundation.
- To date, Zynga players have raised more than $3 million in connection with Zynga.org social partnerships, the majority of which has been directed to the welfare of women and children in Haiti.
These cases illustrate that social games could be a good route for for-profit or non-profit businesses hoping to raise a little awareness for social good projects.
4. Social Games Are a Fad
Social networking dominates most people’s time spent online, but next in line is online gaming, Nielsen reported in August. Of course, social gaming only accounts for a portion of that sector, but still, the fact that social networking and online gaming dominate online activity is a nod to the growing importance of social gaming.
Syrek pointed to the 2010 PopCap Social Gaming Research Results to validate her argument that social gaming isn’t a fad. The study found that 24% of U.S. and UK Internet users play social games at least once a week, and that most social gamers play other genres of games, including casual and hardcore games.
In another portion of the session, Manny Anekal, director of brand advertising at Zynga, illustrated that users are spending a lot of time playing social games. FarmVille users average a whopping 68 minutes of FarmVille play per day and Mafia Wars users average 52 minutes per day on the game, according to April 2010 Cisco Security Intelligence Operation data, for example. It’s no secret that social games are engaging (and addictive), but who knew users were spending so much time tending to virtual farms and brawls?
While it is admittedly difficult to decide if social gaming is truly a fad or not, data points toward its continued and growing popularity.
What are your thoughts on marketing in social games? Let us know in the comments below.
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