Study of 2,000 Women Regarding Social Media Gaming & 'App'ing': Loyal, Thirsty for Virtual Currency & Engaged With Brands

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Mon Nov 9, 2009 8:01am EST

Study of 2,000 Women Regarding Social Media Gaming & 'App'ing': Loyal, Thirsty
for Virtual Currency & Engaged With Brands
Social Media Behavior Points to Brands As Welcomed, Appreciated Partner

CHICAGO and SANTA CLARA, Calif., Nov. 9 /PRNewswire/ -- A new study from Q
Interactive and Social Media World Forum of more than 2,000 women finds them
actively engaging with brands as they dabble in favorites like Farmville and
Causes. Furthermore, women are passionate and competitive about (Lil) Green
Patches and Happy Aquariums, stocking up on "virtual currency" perhaps more
often than they hit the ATM.

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The study of U.S. women, of whom 50 percent play online games according to Pew
Internet, sought to offer a clearer picture into this growing group and where
brands do and can fit in. The complete findings will be presented by Q
Interactive at the Social Media World Forum November 9 and 10.

"As brands seek relevant and natural ways to shake hands with women via social
media, the gaming and application marketplace holds tremendous potential to
integrate in a consumer-friendly, meaningful way," said Matt Wise, President,
Q Interactive. "Women seek a partner to support their entertainment, which is
exceptionally important given their busy lives."

Competitive, Social & Loyal: A Look at the Modern Gaming and App'ing Women
The study, first and foremost, establishes a picture of the typical woman
engaged in social media games and applications:

    --  85 percent of those surveyed use five or less games and/or apps
        regularly, indicating an inclination to be loyal to a handful of
        favorites; approximately 15 percent regularly invest in six or more
        games/apps at a time
    --  More than half (57 percent) are earning/spending virtual currency
daily
    --  Introduction to new games and apps rest heavily on word-of-mouth:
Nearly
        three-quarters (74 percent) got involved in a game or app due to "a
        recommendation" by family or friend or because they "noticed a friend
or
        family member's score"
    --  95 percent utilize virtual currency primarily to "gift" and/or advance
        games

    --  In interacting with games and apps, 57 percent feel virtual gifting -
        for example, giving a bag of virtual makeup from Sephora - is as
        meaningful as real life gifting



Brands & Women: Partners In Gaming & App'ing
The study investigated how brands and women intersect during social media
gaming and app'ing and found brands are an important partner:

    --  All but six percent (97 percent) of women prefer to earn virtual
        currency through either winning more or accepting a branded offer -
        versus paying for it with "real" money
    --  While they game and app quite regularly, only one in ten women have
        actually used "real" money to purchase virtual currency; of that, 85
        percent have spent under $100 in their gaming and app'ing activities -
        ever
    --  Of women who have signed up for branded offers to get more virtual
        currency, 67 percent found the offer useful

    --  37 percent of those women chose the branded offers based on "content";
        17 percent went for offers with free products or services



According to market research firm Think Equity, the $720 million online
social-gaming market is expected to at least double to over $1 billion by
2010.

"Applications and games are quickly becoming part of everyone's daily lives,"
said Ian Johnson, Director, Social Media World Forum. "This provides a
terrific opportunity for brands to serve as a trusted, valued partner to them.
By having a presence in the game and app space, brands get the benefit of
reaching an influential consumer set. With the support of brands, advance in
games and apps and we're finding also get information from brands they value."

About Q Interactive
For over 14 years, Q Interactive - the largest offer network on the Internet,
has been monetizing web site traffic by providing relevant offers to
consumers. Leveraging its breadth of experience in performance marketing, Q
Interactive offers a virtual currency monetization solution for social
applications and games. Using its proprietary yield management system, Q
Interactive generates superior yields for application and game developers
while providing an excellent user experience and unparalleled customer
service.

Q Interactive monetizes over 80 million visits every year for top publisher
sites such as AOL, iVillage, About.com and thousands more, while providing
unique content from top brands, including nearly half of the nation's top 100
advertisers as ranked by Advertising Age, such as Procter & Gamble, Sears and
PepsiCo.

For advertisers, Q Interactive's virtual currency solution increases consumer
engagement and loyalty in social placements while ensuring brand integrity and
high lead quality.

About Social Media World Forum
The Social Media World Forum http://www.socialnetworking-northamerica.com
being held at Santa Clara's Convention Centre on November, 9 - 10 2009 will
discuss the latest developments, explore the current market conditions and
predictions within social media, social games and virtual currencies.

The event showcases leading global brands analyzing how to successfully
implement a social media marketing and PR strategy. The event has attracts a
range of global brands and communication companies to speak including:
Facebook, MySpace, LinkedIn, Bebo, Zynga, Google, Intel and many others.

Delegates can register online at www.socialnetworking-northamerica.com, by fax
+44 (0) 117 946-8871 or via our telephone booking hotline +44 (0) 117
946-8870.

For the Complete Study Results & To Learn More: 
Contact Matt Whitmire @ 312.782.7922 (o) or 314.852.9828 (c,)
mwhitmire@redchicago.com.

To Learn More About Q Interactive's Social Advertising Solution's Product: 
Contact Emily Girolamo @ 312.224.5151 (o,) egirolamo@QInteractive.com.

To See Q Interactive @ the Social Media World Forum: 
    --  Nov. 9, Bob Girolamo, VP, Sales, 2:30 - 3:30 @ "Picking A Vendor to
        Monetize Your Application/Game," Facebook Garage
    --  Nov. 10, Matt Wise, President and CEO, 2:50 - 3:20 p.m. @ "Monetizing
        Social Games & Virtual Currency," Main Conference Hall

    --  Nov. 10, Marj Calinog, VP, Business Development, 3:30 - 4:30 @ "Latest
        Survey Release: Your Customers Talk - How Consumers Really Use Virtual
        Currency" Facebook Garage




SOURCE  Q Interactive

Amy Yamashiro, +1-312-782-7922, ayamashiro@redchicago.com, for Q Interactive
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