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.
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
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
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