Index

A

accounts, Gowalla account setup, 116–119

activity as part of ‘Flow’ state in games, 51

Activity tab (Gowalla), 120

add-ons to Twitter, 13

AJ Bombers case study, 139–140

altered states games, 49

American Apparel, 76

Angry Birds, 48

Arkansas example (Gowalla trips), 176–179

audience, knowing, 208–210

Austin Dirty Dog case study (social location –marketing campaigns), 163–164

author contact information, 222

B

B2B, customer interaction in, 214

B2C, customer interaction in, 214

Barger, Chris, 35

belonging needs (Maslow’s Hierarchy of Needs), 144

BlockChalk, 71

blogs, Foursquare, 106–107

boat example (Foursquare), 180–181

brand awareness stage (purchase decision cycle), 10

brand elevation stage (purchase decision cycle), 10

BrightKite, 65–66, 137–138

Bryan’s List, 220

Bump, 71

business-to-business –marketing

Intel example, 179–180

social location sharing in, 19

buying content, 188

C

Caillois, Roger, 49

calendars (Gowalla) as event marketing, 181–183

campaigns. See marketing campaigns

Capital Hotel case study, 72–74

Card, Wesley R., 77

case studies

AJ Bombers, 139–140

Austin Dirty Dog, 163–164

Capital Hotel, 72–74

Tasti D-Lite, 97–98

casual gamers, 47–48

challenges (SCVNGR), 122–128

chance games, 50

ChatRoulette, 212

check-in fatigue, 85

check-in screen (Foursquare), 110

check-ins

revenue generation, 176

with SCVNGR, 124–125

sharing on Foursquare, 111

Chevrolet at State Fair of Texas example (Gowalla trips), 172–174

CIM (customer information management), 148–154

Classic game players, 46

Coach, 78

Coca-Cola

Foursquare campaign, 87–88

locations for marketing campaigns, 161

communications

customer interaction, 213–215

editorial calendars, 210–213

comparison shopping, 8

competition

differentiation from, 142

Maslow’s Hierarchy of Needs, 142–146

in game play, 55

competitions, 14, 50

competitors, recommending, 209–210

concentration

in game play, 55

as part of ‘Flow’ state in games, 52

conference booths, disadvantages of, 166–167

connecting with friends

Foursquare, 100–102

Gowalla, 118

consideration stage (purchase decision cycle), 11

contact information for author, 222

content control, 187–188

control, as part of ‘Flow’ state in games, 53

creative (marketing campaign element), 154

CRM (customer relationship management), 148–154

Csíkszentmihály, Mihály, 51

customer information –management (CIM), 148–154

customer loyalty programs. See reward programs, 13

customer relationship –management (CRM), 148–154

customer service in hotel and travel industry, 89–94

customer-centric businesses, 189–191

customers

complaints, responding to, 32–34, 215–216

identifying, 193

interaction with marketing, 213–215

knowing, 141–142

needs of

Maslow’s Hierarchy of Needs, 142–146

social consumer needs, 147

positive feedback, –responding to, 217–218

D

Deals (Facebook), 183–184

differentiation from –competition, 142

Maslow’s Hierarchy of Needs, 142–146

digital objects in Gowalla, 116–118

Dinsey, Poppy, 203–204

direct sales via social media, 37–39

Dodgeball, 67

Domino’s Pizza, 86–87

dynamic progression, 123

E

E911 (Enhanced 911) system, 64

easy fun games, 49

editorial calendars, 210–213

education requirements for social media positions, 201

Elite Yelpers, 132

Enhanced 911 (E911) system, 64

enjoyable (marketing –campaign element), 154

escapism of games, 53

esteem needs (Maslow’s Hierarchy of Needs), 144–146

event marketing, 165–166

conference booths, –disadvantages of, 166–167

Facebook Deals, 183–184

Facebook Places, VisitBritain example, 174–176

Foursquare

Intel example, 179–180

Lotus example, 180–181

Mayor feature, 168

Gowalla calendar, 181–183

Gowalla trips, 168–169

Arkansas example, 176–179

Chevrolet at State Fair of Texas example, 172–174

creating, 169–172

executing social business plans, 218–220

experience requirements for social media positions, 202

F

face of social media, 205

face of the company in social media, 34–35

face-to-face meetings, –importance of, 166

Facebook

linking with Foursquare, 102–103

in social location sharing, 61–63

usage statistics, 45

Facebook Deals, 183–184

Facebook Groups, 212–213

Facebook Places, 95, 128–130

as event marketing, VisitBritain example, 174–176

fake content, 188

Farmville, 53

fashion industry, social –location marketing in, 77–80

feedback, as part of ‘Flow’ state in games, 52

‘Flow’ state, 51–54

focused (marketing campaign element), 155

food and beverage industry, social location marketing in, 84–89

FoodSpotting, 71

Foursquare, 67–68

blog, 106–107

Capital Hotel case study, 72–74

Coca-Cola campaign, 87–88

connecting with friends, 100, 102

Domino’s Pizza campaign, 87

as event marketing, 168

Intel example, 179–180

Lotus example, 180–181

heat map production, 17–18

linking with Facebook/Twitter, 102–103

McDonald’s campaign, 86–87, 93

mobile application, 108–111

privacy on, 104–105

profile page, 107–108

removing Mayors from, 48

searching, 109

signing up, 100, 102–103

Starbucks marketing –campaign, 158

target audience, 76

via text messaging, 103

Wynn Hotel campaign, 89–90

friends, connecting with

Foursquare, 100–102

Gowalla, 118

fun in game play, 55

future usage of social media, 37–39

G

game playing statistics, 44–45

game theory, 43

applying to social location marketing, 54–55

elements of game play, 49–55

plastic cups example, 56–57

reasons for playing games, 47–49

in SCVNGR, 123

types of game players, 46–47

geo-caching, 63

geo-location services, 60

geotags, 191

GetGlue, 129

Global Position System. See GPS devices

goal-oriented gamers, journey-oriented gamers –versus, 48–49

goals

in game play, 55

as part of ‘Flow’ state in games, 52

of social media, 35–37

Google maps, heat map –production, 17–18

Gowalla, 68–70

account setup, 116–119

connecting with friends, 118

digital objects in, 116–118

home page, 112

industry focus, 95

Intercontinental Hotels campaign, 89

landmark locations –marketing campaign, 161

mobile application, 119–121

Passport tab, 118–119

privacy, 116

retail industry usage, 82

searching, 114–116

Spots tab, 113

trips, as event marketing, 168–169

Arkansas example, 176–179

Chevrolet at State Fair of Texas example, 172–174

creating, 169–172

Trips tab, 114

Gowalla calendar, as event marketing, 181–183

GPS (Global Position System) devices, 60

geo-caching, 63

SA (Selective Availability), 63

Graffiti, 71

Groups (Facebook), 212–213

H

H&M, MyTown deal with, 70

hard fun games, 49

Hayzlett, Jeffrey, 35

heat maps, 17–18

history of social location –sharing, 63

BrightKite, 65–66

Foursquare, 67–68

Gowalla, 68–70

Loopt, 64–65

MyTown, 70

Yelp, 66–67

home pages

Foursquare, 100

Gowalla, 112

Hot Potato, 129

hotel industry, social location marketing in, 89–94

I

immediacy of social media, 186

inevitability of social business, 192

influencers, 145–146

integration

in social location –marketing, 93

Tasti D-Lite case study, 97–98

Intel example (Foursquare), 179–180

Intercontinental Hotels, Gowalla campaign, 89

internal organizational –structures for social media responses, 189

involvement, as part of ‘Flow’ state in games, 53

J

Jimmy Choo, 78–79

job descriptions for social media positions, 196–206

Jones Soda Company, 86

journey-oriented gamers, goal-oriented gamers versus, 48–49

K

knowing your customers, 141–142

Koven, Andrew, 96

L

landmark locations, in –marketing campaigns, 161

large businesses

benefits of social location sharing, 19–22

social media within –organizational structure, 27–29

Lazzaro, Nicole, 49

Levi’s, 78

linking Foursquare with Facebook/Twitter, 102–103

listening to social media, 31–32

Lo-Jac, 60

localizing social business plans, 220–221

location sharing. See social location sharing

location-based services, 60–61

Loopt, 64–65, 138

Lotus example (Foursquare), 180–181

loyalty systems. See reward programs

M

make-believe games, 50

maps, heat maps, 17–18

Marc Jacobs, 79

marketers, reasons for –personally using social –location sharing apps, 100

marketing campaigns

Austin Dirty Dog case study, 163–164

customer interaction, 213–215

elements of, 154–155

for multiple-venue –businesses, 159–161

for non-location –businesses, 161–162

ROI (return on investment), measuring, 162–163

for single location –businesses, 155–159

marketing structure, social media within, 27–29

Maslow’s Hierarchy of Needs

belonging, 144

comparison with social consumer needs, 147

esteem, 144–146

physiological needs, 142

safety, 143–144

self-actualization, 146

‘masters of the universe’ gamers, 48

Mayor feature (Foursquare)

for event marketing, 168

removing Mayors, 48

McDonald’s

Facebook location deal with, 62

Foursquare campaign, 86–87, 93

measurable (marketing campaign element), 154

metrics, 96

SCVNGR, 124–125

for social media, 35–37

micropayment systems, 221

mobile applications

Foursquare, 108–111

Gowalla, 119–121

SCVNGR, 125–128

Monocle feature (Yelp), 133

Monty, Scott, 35, 205

multiple-venue businesses, social location marketing campaigns for, 159–161

MyTown, 70, 136–137

N

National Geographic, Gowalla deal with, 69

Nearby section (Foursquare), 108

needs of customers

Maslow’s Hierarchy of Needs, 142–146

social consumer needs, 147

negative comments, –responding to, 32–34, 215–216

non-location businesses, social location marketing campaigns for, 161–162

O

Off the Grid option (Foursquare), 111

OnStar, 60–61

opportunity cost of resisting social business, 192

organizational structure

in social business plan, 208

for social media responses, 189

social media within, 27–29

P-Q

passive location sharing, 60–61

Passport tab (Gowalla), 118–119

payment, micropayment –systems, 221

people factor games, 50

Personal Locator Beacons (PLBs), 60

personalized communication in retail industry, 81

phones, social location marketing tool support, 41–42

physiological needs (Maslow’s Hierarchy of Needs), 142

PlacePop, 71

Places screen (Foursquare), 108

Places. See Facebook Places

plans

for customer interaction, 213–215

editorial calendars, 210–213

executing, 218–220

knowing your audience, 208–210

localizing, 220–221

micropayment systems, 221

responding to customer complaints, 215–216

responding to positive feedback, 217–218

social business, identifying, 208

for social media strategy, 39–40

plastic cups game example, 56–57

platform selection. See tool selection

players

reasons for playing games, 47–49

types of, 46–47

PLBs (Personal Locator Beacons), 60

positive comments, responding to, 32–34, 217–218

press releases, 210

privacy

Facebook Places, 130

Foursquare, 104–105

Gowalla, 116

SCVNGR, 122

profile pages

Foursquare, 107–108

SCVNGR, 122

progress in game play, 55

purchase decision cycle

brand awareness stage, 10

brand elevation stage, 10

comparison shopping, 8

consideration stage, 11

defined, 8

purchase stage, 11

social network advice stage, 11

purchase stage (purchase –decision cycle), 11

R

real world usage for social location marketing, 71–72

recommendations

of competitors, 209–210

in social location sharing, 15

referral business, 92

relevance in social location marketing for retail industry, 80–84

removing Mayors (Foursquare), 48

repeatable (marketing –campaign element), 154

repurposed marketing –messages, 194

responding

to customer complaints, 215–216

to positive feedback, 217–218

to social media, 185–189

to social media comments, 32–34

restaurant industry, social location marketing in, 84–89

retail industry, social location marketing in, 80–84

return on investment (ROI) for social location marketing campaigns, measuring, 162–163

revenue generation from check ins, 176

reward programs, 13–14

combining with social location sharing, 21

in retail industry, 80–81

rewarding (marketing –campaign element), 155

rich content in social location sharing, 15

ROI (return on investment) for social location marketing campaigns, measuring, 162–163

Romantic game players, 47

S

SA (Selective Availability), 63

safety needs (Maslow’s Hierarchy of Needs), 143–144

sales data, combining with social location sharing data, 20

sales via social media, 37–39

scaling social location –marketing, 19–22

sCRM (social customer –relationship management), 148–154, 191–192

SCVNGR

mobile application, 125–128

retail industry usage, 83

signing up, 121–124

social check in, 124–125

target audience, 76

searching

in Foursquare, 109

in Gowalla, 114, 116

security of customer –information, 150

selecting

social media applications, 193–195

tools for social location marketing, 40–42

Selective Availability (SA), 63

self-absorption, as part of ‘Flow’ state in games, 53

self-actualization needs (Maslow’s Hierarchy of Needs), 146–147

self-promoters, 145

serious gamers, 47

7-Eleven, partnership with Zynga, 192

Shankman, Peter, 201

shareable (marketing –campaign element), 154

sharing check-ins on Foursquare, 111

sharing locations. See social location sharing

Shopkick, 83–84

signing up

for Foursquare, 100–103

for SCVNGR, 121–124

single location businesses, social location marketing campaigns for, 155–159

skill in game play, 55

SLM. See social location –marketing

SLS. See social location sharing

small businesses, benefits of social location sharing, 15–19

Smith, Blair, 164

social business

considerations for, 189–191

drawbacks to, 205

face of social media, 205

identifying, 208

inevitability of, 192

sCRM (Social Customer Relationship Management), 148–154, 191–192

selecting social media applications for, 193–195

social media job –descriptions, 196–206

social capital, 26

social check-in feature (SCVNGR), 124–125

social consumer needs, 147

social currency, 93

social customer relationship management (sCRM), 148–154, 191–192

social location marketing (SLM)

in brand awareness stage (purchase decision cycle), 10

in brand elevation stage (purchase decision cycle), 10

case studies

AJ Bombers, 139–140

Austin Dirty Dog, 163–164

Capital Hotel, 72–74

Tasti D-Lite, 97–98

in consideration stage (purchase decision cycle), 11

defined, 7

elements of, 154–155

in fashion industry, 77–80

in food and beverage industry, 84–89

game theory applied to, 54–55

in hotel and travel industry, 89–94

impact of, 9

for multiple-venue –businesses, 159–161

for non-location –businesses, 161–162

planning. See plans

plastic cups game example, 56–57

in purchase stage (purchase decision cycle), 11

real world usage, 71–72

in retail industry, 80–84

ROI (return on investment), measuring, 162–163

scaling, 19–22

selecting applications for, 193–195

for single location businesses, 155–159

in social media strategy, 39–40

in social network advice stage (purchase decision cycle), 11

tool selection, 40–42

social location sharing (SLS)

benefits

for individuals, 12–15

for large businesses, 19–22

for small businesses, 15–19

defined, 7

event marketing, 165

conference booths, disadvantages of, 166–167

Facebook Deals, 183–184

Facebook Places, 174–176

Foursquare, 179–181

Gowalla calendar, 181–183

Gowalla trips, 168–179

Mayor feature (Foursquare), 168

Facebook in, 61–63

history of, 63

BrightKite, 65–66

Foursquare, 67–68

Gowalla, 68–70

Loopt, 64–65

MyTown, 70

Yelp, 66–67

immediacy of, 8

motivations for, 9–12

in purchase decision cycle, 8

reasons for marketers to personally use, 100

statistics, 44–45

tangible benefits of, 79–80

social media

applications, selecting, 193–195

defined, 26–27

effect on companies, 25

face of the company, 34–35

future usage of, 37–39

goals of, 35–37

listening to, 31–32

purpose of, 76

responding to, 32–34, 185–189

timely responses, 29

user-generated content in, 30

where to start, 30–31

within organizational structure, 27–29

social media echo chamber effect, 145

social media job descriptions, 196–206

social media marketing, defined, 26

social media strategy, plan for, 39–40

social network advice stage (purchase decision cycle), 11

social networking, defined, 26

Sony example (plastic cups game), 56–57

Sorge, Joe, 139

Spots tab (Gowalla), 113, 120

Starbucks, Foursquare marketing campaign, 158

State Fair of Texas example (Gowalla trips), 172–174

statistics

Facebook usage, 45

on social location sharing, 44–45

Steve Madden, 96

‘stickiness’ of games, 51

Stum, Matt, 63

support for social location marketing tools, 41–42

T

TabbedOut, 221

tangible benefits of social –location sharing, 79–80

target audience

Foursquare, 76

SCVNGR, 76

Tasti D-Lite case study, 97–98

Texas State Fair example (Gowalla trips), 172–174

text messaging, Foursquare via, 103

time perception, as part of ‘Flow’ state in games, 54

timely responses to social media, 29

tool selection in social location marketing, 40–42

Top Guest, 92

Travel Channel, Gowalla deal with, 69

travel industry, social location marketing in, 89–94

TriOutNC, 220

trips, as locations in marketing campaigns, 161

trips (Gowalla), 69

as event marketing, 168–169

Arkansas example, 176–179

Chevrolet at State Fair of Texas example, 172–174

creating, 169–172

Trips tab (Gowalla), 114, 120

Twitter

add-ons, 13

linking with Foursquare, 102–103

U

Ulmer, Dave, 63

user-generated content in social media, 30

users, benefits of social –location sharing, 12–15

V

vehicle tracking, 61

Venmo, 221

vertigo games, 50

Victoria’s Secret, 76

VisitBritain example (Facebook Places), 174–176

Von Furstenburg, Diane, 78

W–Z

Washington Post, Gowalla deal with, 69

WeReward, 85–86

Whrrl, 137

Wynn Hotel, Foursquare –campaign, 89–90

Yelp, 66–67, 132–136, 195

Zappos, 189

Zynga, partnership with 7-Eleven, 192

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