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Prepared for Prospective Partners
About the Game

    Website Advertising

    In-game Advertising

    Sponsorship Opportunities

    Supplements

     Building You Brand Through Games
     Sample Sponsorship Package
www.gongonline.com
OVERVIEW                       CURRENT STATS

  Goal or No Goal (GONG!) is
                                  Online launch in Q4 2008
                               
  a cartoon style online           US Retail launch March
                               
  soccer game                      2009, exclusively at Target
 Fusion of genres – casual,
                                   Top 3 countries: Brazil,
                               
  soccer, anime, and action
                                   USA, France
 Rated “E” for all by ESRB
                                   Total registered users:
                               
 Rated “Top 8” games for
                                   20,000 and growing daily
  gifts by Parenting
                                   1,000-2,000 matches
                               
  Magazine
 Rated “Top 2” free soccer        played per day
  games by makeuseof.com
Many ways to customize your character

       Clothing
       Skills
       Facial and Hair styles
    Action packed game play

       Realistic physics engine, but with animated skills
       Crazy items allow you to attack other players during games
       Designed to allow the player to intuitively understand the control system. This delivers an
        unprecedented quot;pick-up-and-playquot; gameplay experience
    Lottery system

       Players can earn credits through game play to use on the Lottery machine to try and win rare and
        powerful items
    Great community features

       Send gifts to other people
       Mail system so you can always stay connected with others.
    Solo play

       Unlike most other session based games, GONG offers daily repeatable quests for users who want to
        play solo.
Young gamers that love soccer!
              Age            Gender       Soccer Fan?
30+
5%

               Under 13
      19-30               Female
                 15%
       20%                 30%



                                   Male
                13-18              70%         Yes
                60%                            99%
Join the community!
Skyscraper (120x600 pixels)                      Content Ad (300x250 pixels)                   Leaderboard (728x90 pixels)




Fullsize banner (468x60 pixels)                   Site branding(background)                                Layer




                                                                                                       Countdown bar
          Newsletter                                       Prestitial


If you would like to receive an personalized proposal about advertising on our site – please contact us.
Your brand in GONG!
Potential to utilize entire
                                                                                         Potential Ad placeholder
                                                  Potential Ad Here
          screen for large placement
                      ads.




         Load screens                         Game interstitials                                 On-field

Pre-Retail Launch Impressions (one server)



Game Edition / Month                         Impressions        Exposures     Sessions           Players            Play Hours
Goal No Goal - Main Version       January        801,957          1,162,808     13,825              1,493               10,199
Craft a program that works for you!
Broad based audience engagement

    Integrated programs

       In-game Advertising
       In-game Product Placement
       Website Advertising
       Newsletters
       Tournaments Sponsorship
    Entire Game Buyout (total immersion into

    game)
Contact Information


Sleepy Giant

303 Broadway Suite 104-74
Laguna Beach, CA 92651

Web: www.sleepygiant.com
Email: info@sleepygiant.com

Matthew Hannus
CEO
mjh@sleepygiant.com

David Hor
Community Manager
dhor@sleepygiant.com

For Advertising and Sponsorships:

Andrew Hemingway
Business Development Advisor
admin@onlinesportscoachingllc.com
Making games a part of your strategy
In The Past 2 Weeks they’ve…

    Played a casual game like GONG! on the web

    Logged onto Facebook, MySpace or social net

    Been in a virtual world like Gaia, Club Penguin

    Played a game on a mobile or handheld device

    Played an XBox360, Wii or PS3 game

    Been on an MMO like WoW, Maplestory, etc

    Watched video or programming online

Console Game - Contain different gameplay, objectives,    Casual Game - targeted at a mass audience with simple
goals, control-schemes, characters, and other features.   rules and play techniques, a very low degree of strategy,
Each video game is usually contained on a specifically    making them easy to learn and play. Require no long-term
designed disc or cartridge for a console                  time commitment or special skills to play,

Business: $10B (projected) in 2008, retail based          Business: $1B and growing rapidly. Online based
ecosystem of developers, publishers, platform owners,     models, many direct to consumers
retailers.


Experience: Rich graphics, complex game play, many        Experience: Easy to access via small download or
hours of experience. Many licensed based. Online          browser. Usually 2D. Puzzle, sports and adver-games.
communities (PC and growing on consoles) Time             High female audience mix. Snacking, low learning curve.
consuming.

Key Benefits: Large brands, licenses, great brand         Key Benefits: Large potential audience, community
awareness. In depth play experiences. Strong retail       driven, browser experiences and low barrier to adoption,
channel. Living room experience with DVD.                 interface with social networks. Viral, quick growth


Risks: Rising development costs, retail channel           Risks: Lower barriers to entry, increased dependence on
dependent, destiny of platform owners, time “crowding     ad business model, fluid audience with ease of migration,
out” by other Internet and mobile applications.           easier to replicate hit products.
 Video Gaming is a $30B worldwide industry1
    Projected to grow to $51B by 2010
    Primary demographic is Men 18-34
    Secondary demographic is Men 12-17
 Video gaming has evolved to rival other media2
    TV advertising reach is declining due to increased
     time spent with video games
 Video gaming is increasing its reach3
   35% of American parents play computer and video games
   Among parents who game, 80% report they play video games with their
    children; 66% feel playing has brought them closer together

Sources: 1eMarketer “Video Games: Where to Now?” March 2006, 2Jupiter Research, as quoted by Julie Ask at GDC’s ‘Focus on Game Advertising’ Summit; The Entertainment
Software Association “2006 Essential Facts about the Computer & Video Game Industry”, 3 AP–AOL Games Poll, April 2006
quot;Once an afterthought, games now top movie box-office and siphon television viewers
and attract more star power than ever.quot;
                                 – quot;Playing with Hollywoodquot;, LA Times


           SPIDERMAN 3 – THE MOVIE
           • Launched May 4, 2007
           • Revenue $150M First Weekend




           HALO 3 – THE GAME
           • Launched Sept 25, 2007
           • Over 1 million pre-orders sold
           • Halo 2 - $125mm opening day in 2004
Avid PC Gamers
                                                  45%
                                               44 Million
                                                                                             Most of your
                                                                                             market games!


Avid Console Gamers
        16%
     16 Million
                                                                                          Heavy Gamers
                                                                                               2%
                                                                                            2 Million




                                                                                   Secondary Gamers
       Mass Market Gamers
                                                                                         19%
              17%
                                                                                       19 Million
           17 Million
                                             Casual Kid Gamers
                                                    1%
                                                 1 Million


          Source: NPD Gamer Segmentation Study II May 2007
          Size of segments readjusted to reflect only gamers ages 18-44, rather than total sample ages 6-44
Active Gamer Profile
    General Gamer Profile
                                                  • Active Gaming population skews male
• 69% of American heads of households
  play computer or video games
                                                  • Young men most loyal to console,
                                                    retail PC and MMOG platforms
• The average age of game player is 33
                                                  • Females and older males loyal to casual PC
                                                    and online/browser game platforms


        Age of Game Players
                                                                                        Male
  50+ Years                          Under 18
     25%                             Years 31%

                                                               39%
                                                 Female
                                                                               61%


        18-49
      Years 44%


      Source: Massive Incorporated
Quarter of Global Web Users Game Online

“…217 million people worldwide visited online gaming Web
sites in May 2007, according to comScore’s quot;World Metrixquot; report. That
is up almost 17% from May 2006, and represents 28% of the total
worldwide online population ages 15 and older.

                                                    - eMarketer.com


Recently, at least three separate studies have testified to video games'
ballooning appeal, particularly one that has female gamers
                                                                           42% Sports and Casual
outnumbering male gamers in the 25-to-34 age category 2-
                                                                                  Games
to-1, regardless of platform. In addition, on PCs, female adults are
almost twice as likely to spend more than 20 hours per
week gaming compared to men, according to the CEA's quot;2006
Gaming Technology Study.quot;

                                                 - Hollywood Reporter
Why you should care…

                       1
Broad, Mass Market

2 Time Spent Playing Is Increasing
Deep User Engagement and
                             3
 Immersion With Your Brand
A new report from market research firm Parks Associates, Casual Gaming Market Update, has
found that playing games remains the most popular online activity in the U.S. Playing games
was more popular than watching short video clips, visiting social networking websites, or other
common online activities.
                                                                            – GameDaily BIZ



                                                              34% Play
                                                             Video Games

                                                                 29% Watch
                                                                 Short Video

                                                                 19% Use Social
                                                                Networking Sites
Connect with audience via media – websites

    Ads and sponsorships in casual games

    Connect with major videogame, brand

    integration into major platform titles. License
    tie-ins
    Adver-games – create your “own” game

    Browser Games, virtual worlds and sponsored

    items – growing
    Surfacing new content with online promotion

Gaming
Websites




                 Level Of Immersion
Build Your Own
Advergame



In-Game
Advertising



Custom
Sponsorship
Dairy Farmers International
Activating our audience the key to successful sponsorship
     Activation refers to putting the sponsorship into action.
1.
     Sponsorships are not just static (e.g., ingame signs/website billboards).
2.
     Players looking at signs or ads are only part of the activation.
     Activation occurs when players recognize and make the connection
3.
     between the sponsor and the community, allowing for player
     identification and affinity with the community to transfer to the
     sponsor. Affinity transfer is key.
     Activation plays an integral role in our sponsor’s leveraging the
4.
     sponsorship tie-in within the sponsor’s overall advertising or
     promotional campaign.
     The role of our community managers is to activate the benefits offered
5.
     by the sponsor in the minds of the audience (the players).
In-Game

     Product placement in-game – e.g milk power-up
     Custom “Milk and Cheese” map
     In-game ads
       ▪ Video placement can be shown while game is loading
       ▪ Milk ads and billboards can be placed throughout maps
       ▪ Second half presented by milk
       ▪ Player of Match can drink milk
    Website

     Stats/Profile page “Winners Powered by Milk”
     Sponsored news feeds on players Dashboard
     Banner placement with health tips from milk
    Co-markeing

       Co-marketing (email, retail package)
       Sponsor of monthly newsletter
       Logo placement in any print ads
       Link exchange
    Media

     We can craft unique press mentions
Body by Milk

     We will design a special milk carton item that gives players bonus
      performance attributes for speed and agility when activated
    Refuel with Chocolate Milk

     We will design a special chocolate milk carton item that gives players
      increases power for kicking when activated
    I Love Cheese

     We will design a cow outfit for the ingame characters that that will
      have special moves
     We will design a cheese wheel item that gives players increases
      defensive powers
    3-a-Day

     Players that use 3 diary product items in the game in one session get a
      bonus attribute
GONG! “Powered By Milk” Sponsor

    Upfront set up (10-15k)

     Items (~2k per item)
     Map (~5k)
     Web design production (~5k)
    Monthly (10-20k)

       Ingame placement fees (10k)
       Dynamic Ingame Ads (5k)
       Website ads(2k)
       Email (1x per month) (2k)
       PR, Social media placement (1k)
Monthly
                        Total       CPM              Value

                        1,000,000     2.00            20,000
Ingame impressions

Website Impressions                   2.00
                          200,000                      4,000

Email                   1,000,000     2.00            20,000

                                      2.00
                        1,000,000                     20,000
Unique Press Mentions

                                              TOTAL = $64,000
Number of times your item is used

    Number of map plays

    Ingame ads stats

    Web ad impressions

    Email data

    PR mentions


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Gong! Online Media Kit

  • 2.
  • 3. About the Game  Website Advertising  In-game Advertising  Sponsorship Opportunities  Supplements   Building You Brand Through Games  Sample Sponsorship Package
  • 5. OVERVIEW CURRENT STATS Goal or No Goal (GONG!) is  Online launch in Q4 2008  a cartoon style online US Retail launch March  soccer game 2009, exclusively at Target  Fusion of genres – casual, Top 3 countries: Brazil,  soccer, anime, and action USA, France  Rated “E” for all by ESRB Total registered users:   Rated “Top 8” games for 20,000 and growing daily gifts by Parenting 1,000-2,000 matches  Magazine  Rated “Top 2” free soccer played per day games by makeuseof.com
  • 6. Many ways to customize your character   Clothing  Skills  Facial and Hair styles Action packed game play   Realistic physics engine, but with animated skills  Crazy items allow you to attack other players during games  Designed to allow the player to intuitively understand the control system. This delivers an unprecedented quot;pick-up-and-playquot; gameplay experience Lottery system   Players can earn credits through game play to use on the Lottery machine to try and win rare and powerful items Great community features   Send gifts to other people  Mail system so you can always stay connected with others. Solo play   Unlike most other session based games, GONG offers daily repeatable quests for users who want to play solo.
  • 7.
  • 8.
  • 9.
  • 10. Young gamers that love soccer! Age Gender Soccer Fan? 30+ 5% Under 13 19-30 Female 15% 20% 30% Male 13-18 70% Yes 60% 99%
  • 12. Skyscraper (120x600 pixels) Content Ad (300x250 pixels) Leaderboard (728x90 pixels) Fullsize banner (468x60 pixels) Site branding(background) Layer Countdown bar Newsletter Prestitial If you would like to receive an personalized proposal about advertising on our site – please contact us.
  • 13. Your brand in GONG!
  • 14. Potential to utilize entire Potential Ad placeholder Potential Ad Here screen for large placement ads. Load screens Game interstitials On-field Pre-Retail Launch Impressions (one server) Game Edition / Month Impressions Exposures Sessions Players Play Hours Goal No Goal - Main Version January 801,957 1,162,808 13,825 1,493 10,199
  • 15. Craft a program that works for you!
  • 16. Broad based audience engagement  Integrated programs   In-game Advertising  In-game Product Placement  Website Advertising  Newsletters  Tournaments Sponsorship Entire Game Buyout (total immersion into  game)
  • 17. Contact Information Sleepy Giant 303 Broadway Suite 104-74 Laguna Beach, CA 92651 Web: www.sleepygiant.com Email: info@sleepygiant.com Matthew Hannus CEO mjh@sleepygiant.com David Hor Community Manager dhor@sleepygiant.com For Advertising and Sponsorships: Andrew Hemingway Business Development Advisor admin@onlinesportscoachingllc.com
  • 18. Making games a part of your strategy
  • 19. In The Past 2 Weeks they’ve… Played a casual game like GONG! on the web  Logged onto Facebook, MySpace or social net  Been in a virtual world like Gaia, Club Penguin  Played a game on a mobile or handheld device  Played an XBox360, Wii or PS3 game  Been on an MMO like WoW, Maplestory, etc  Watched video or programming online 
  • 20. Console Game - Contain different gameplay, objectives, Casual Game - targeted at a mass audience with simple goals, control-schemes, characters, and other features. rules and play techniques, a very low degree of strategy, Each video game is usually contained on a specifically making them easy to learn and play. Require no long-term designed disc or cartridge for a console time commitment or special skills to play, Business: $10B (projected) in 2008, retail based Business: $1B and growing rapidly. Online based ecosystem of developers, publishers, platform owners, models, many direct to consumers retailers. Experience: Rich graphics, complex game play, many Experience: Easy to access via small download or hours of experience. Many licensed based. Online browser. Usually 2D. Puzzle, sports and adver-games. communities (PC and growing on consoles) Time High female audience mix. Snacking, low learning curve. consuming. Key Benefits: Large brands, licenses, great brand Key Benefits: Large potential audience, community awareness. In depth play experiences. Strong retail driven, browser experiences and low barrier to adoption, channel. Living room experience with DVD. interface with social networks. Viral, quick growth Risks: Rising development costs, retail channel Risks: Lower barriers to entry, increased dependence on dependent, destiny of platform owners, time “crowding ad business model, fluid audience with ease of migration, out” by other Internet and mobile applications. easier to replicate hit products.
  • 21.  Video Gaming is a $30B worldwide industry1  Projected to grow to $51B by 2010  Primary demographic is Men 18-34  Secondary demographic is Men 12-17  Video gaming has evolved to rival other media2  TV advertising reach is declining due to increased time spent with video games  Video gaming is increasing its reach3  35% of American parents play computer and video games  Among parents who game, 80% report they play video games with their children; 66% feel playing has brought them closer together Sources: 1eMarketer “Video Games: Where to Now?” March 2006, 2Jupiter Research, as quoted by Julie Ask at GDC’s ‘Focus on Game Advertising’ Summit; The Entertainment Software Association “2006 Essential Facts about the Computer & Video Game Industry”, 3 AP–AOL Games Poll, April 2006
  • 22. quot;Once an afterthought, games now top movie box-office and siphon television viewers and attract more star power than ever.quot; – quot;Playing with Hollywoodquot;, LA Times SPIDERMAN 3 – THE MOVIE • Launched May 4, 2007 • Revenue $150M First Weekend HALO 3 – THE GAME • Launched Sept 25, 2007 • Over 1 million pre-orders sold • Halo 2 - $125mm opening day in 2004
  • 23. Avid PC Gamers 45% 44 Million Most of your market games! Avid Console Gamers 16% 16 Million Heavy Gamers 2% 2 Million Secondary Gamers Mass Market Gamers 19% 17% 19 Million 17 Million Casual Kid Gamers 1% 1 Million Source: NPD Gamer Segmentation Study II May 2007 Size of segments readjusted to reflect only gamers ages 18-44, rather than total sample ages 6-44
  • 24. Active Gamer Profile General Gamer Profile • Active Gaming population skews male • 69% of American heads of households play computer or video games • Young men most loyal to console, retail PC and MMOG platforms • The average age of game player is 33 • Females and older males loyal to casual PC and online/browser game platforms Age of Game Players Male 50+ Years Under 18 25% Years 31% 39% Female 61% 18-49 Years 44% Source: Massive Incorporated
  • 25. Quarter of Global Web Users Game Online “…217 million people worldwide visited online gaming Web sites in May 2007, according to comScore’s quot;World Metrixquot; report. That is up almost 17% from May 2006, and represents 28% of the total worldwide online population ages 15 and older. - eMarketer.com Recently, at least three separate studies have testified to video games' ballooning appeal, particularly one that has female gamers 42% Sports and Casual outnumbering male gamers in the 25-to-34 age category 2- Games to-1, regardless of platform. In addition, on PCs, female adults are almost twice as likely to spend more than 20 hours per week gaming compared to men, according to the CEA's quot;2006 Gaming Technology Study.quot; - Hollywood Reporter
  • 26. Why you should care… 1 Broad, Mass Market 2 Time Spent Playing Is Increasing Deep User Engagement and 3 Immersion With Your Brand
  • 27. A new report from market research firm Parks Associates, Casual Gaming Market Update, has found that playing games remains the most popular online activity in the U.S. Playing games was more popular than watching short video clips, visiting social networking websites, or other common online activities. – GameDaily BIZ 34% Play Video Games 29% Watch Short Video 19% Use Social Networking Sites
  • 28. Connect with audience via media – websites  Ads and sponsorships in casual games  Connect with major videogame, brand  integration into major platform titles. License tie-ins Adver-games – create your “own” game  Browser Games, virtual worlds and sponsored  items – growing Surfacing new content with online promotion 
  • 29. Gaming Websites Level Of Immersion Build Your Own Advergame In-Game Advertising Custom Sponsorship
  • 31. Activating our audience the key to successful sponsorship Activation refers to putting the sponsorship into action. 1. Sponsorships are not just static (e.g., ingame signs/website billboards). 2. Players looking at signs or ads are only part of the activation. Activation occurs when players recognize and make the connection 3. between the sponsor and the community, allowing for player identification and affinity with the community to transfer to the sponsor. Affinity transfer is key. Activation plays an integral role in our sponsor’s leveraging the 4. sponsorship tie-in within the sponsor’s overall advertising or promotional campaign. The role of our community managers is to activate the benefits offered 5. by the sponsor in the minds of the audience (the players).
  • 32. In-Game   Product placement in-game – e.g milk power-up  Custom “Milk and Cheese” map  In-game ads ▪ Video placement can be shown while game is loading ▪ Milk ads and billboards can be placed throughout maps ▪ Second half presented by milk ▪ Player of Match can drink milk Website   Stats/Profile page “Winners Powered by Milk”  Sponsored news feeds on players Dashboard  Banner placement with health tips from milk Co-markeing   Co-marketing (email, retail package)  Sponsor of monthly newsletter  Logo placement in any print ads  Link exchange Media   We can craft unique press mentions
  • 33. Body by Milk   We will design a special milk carton item that gives players bonus performance attributes for speed and agility when activated Refuel with Chocolate Milk   We will design a special chocolate milk carton item that gives players increases power for kicking when activated I Love Cheese   We will design a cow outfit for the ingame characters that that will have special moves  We will design a cheese wheel item that gives players increases defensive powers 3-a-Day   Players that use 3 diary product items in the game in one session get a bonus attribute
  • 34. GONG! “Powered By Milk” Sponsor  Upfront set up (10-15k)   Items (~2k per item)  Map (~5k)  Web design production (~5k) Monthly (10-20k)   Ingame placement fees (10k)  Dynamic Ingame Ads (5k)  Website ads(2k)  Email (1x per month) (2k)  PR, Social media placement (1k)
  • 35. Monthly Total CPM Value 1,000,000 2.00 20,000 Ingame impressions Website Impressions 2.00 200,000 4,000 Email 1,000,000 2.00 20,000 2.00 1,000,000 20,000 Unique Press Mentions TOTAL = $64,000
  • 36. Number of times your item is used  Number of map plays  Ingame ads stats  Web ad impressions  Email data  PR mentions 