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 Retailers angle for presence in social media's virtual worlds

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Date posted: 26/09/2011

Best Buy Co. Inc. may be building fewer big-box stores in malls and shopping centers nationwide. But when it comes to the virtual world, the Richfield, Minn.-based consumer electronics giant is looking to grab some digital real estate.

The company recently partnered with San Francisco-based Zynga Inc. to allow players to "place" Best Buy stores in the "CityVille" game on Facebook. By making itself a fixture in the popular social game, Best Buy hopes to move beyond traditional advertising and engage consumers in a manner that's equal parts familiar and cutting-edge.

"Our core customers spend a lot of their time on Facebook," said Alix Hart, senior director of digital marketing for Best Buy. "CityVille" "is such a great fit to reach consumers where they are. This is the deepest we've ever gone in social gaming."

Best Buy is trying to get ahead of what industry experts call "gamification," a marketing concept that seeks to effortlessly fuse social media, entertainment and commerce. Although Best Buy generated more than $50 billion in revenue last year, sales from its bricks-and-mortar stores has slowed. That's why Best Buy and other retailers, including Minneapolis-based Target Corp., want to boost sales by more closely integrating stores with websites and mobile devices.

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