3D Social Driving Games

Toyota's Social Network Racer Promotes the New FT-86 II Concept

Toyota is about to launch its FT-86 sports car and to do so, it has released a social media game called 'Social Network Racer.' The Facebook game allows users to "drive" the FT-86 II Concept in a 3D racing environment.

Players of the Social Network Racer get the chance to virtually drive the FT-86 II Concept, earning points along the way to upgrade and modify their cars. What makes the experience different from other driving games is that the player drives through a course that is personalized with his or her Facebook photos (see video). Plus, the game takes away the typical cockpit view, in which players see their car's "dashboard" -- this makes the player believe that he is driving the FT-86, says Popsop. The players also get to race against other Facebook users for chances to win prizes, such as an exclusive painting of the FT-86 or a trip to Japan to attend the Toyota Gazoo Racing Festival at Fuji Speedway.

Social Media Gaming
Toyota utilizes social media gaming as a marketing strategy to promote their new FT-86 II Concept.
Personalized Gaming Experience
Toyota creates a gaming experience that is unique to each user through personalized courses using their Facebook photos.
Virtual Car Customization
Through Toyota's Social Network Racer game, players can virtually upgrade and modify their cars to earn points.

Industries Being Reshaped

Automotive Industry
The automotive industry can use social media gaming as a marketing strategy to showcase their latest products.
Gaming Industry
The gaming industry can customize games to enhance user experience and engagement with personalized courses and virtual modifications.
Social Media Industry
The social media industry can offer personalized experiences for users by integrating their personal content into different games and applications.
SCORE
2.6 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 26%
Activity 45%
Freshness 8%