2. Engagement Gaming is immersive, interactive entertainment Brands must enhance the experience, not just interrupt it Brands must embed into the experience itself Gaming provides access hard to reach audiences
3. Everyone loves playing games! 38,000 unique Irish users each month, generating over 8 million Ad impressions... Now .ie targetable !
5. A Breadth of Video Game Advertising Options Sponsored Events and Content Dynamic In-Game Advertising Hardcoded Product Integration in Games Gamer-focused Web Sites Advergames Time / Cost / Complexity
9. Explosive broadband growth powers gaming Game hardware is powered by connectivity and is driving a new community Europe - Broadband Households 2007 - 2012 Europe - Installed 3rd Gen. Console Base 2006-2011 Broadband Homes (Millions) (Millions) Source: Jupiter, European Broadband Forecast 2007-2012;- Jul 07; IDG, PC & Video Games Market Update, Aug 07.; IDG - PC & Video Games Market Update: North America, Europe & Japan - Aug 15, 2007 (*Xbox 360; Wii; PS3)
13. Overview The following slides provide insight into the audience of gamers Topics covered include personal interests & attitudes, product purchasing and gamers’ influence on the purchases of other people through word of mouth influence Defining the gamer Gamers are defined herein as: 15-34 year old males who have bought a new console or console game in the past 12 months OR who use a home computer to play games (TGI Europa Feb 2008) Europe is defined as the UK, France, Germany and Spain unless otherwise stated
14.
15.
16. Keen participants in many other sports Regularly take part in... INDEX Base = 100 = all adults
17. ‘Big’ on film Almost a third are at the cinema once a month or more Compared to only 22% of non-gamers And their favourite film genres? 1. Action Adventure 5. Fantasy 2. Comedy 4. Thrillers 3. Science Fiction
20. With a higher propensity to use online music & entertainment services
21. Asocial group, keen to spend time with their friends & experience live music eventsGamers vs. Non-Gamers
22. The mobile is another crucial device for the gamer Unsurprisingly, mobile ownership is just short of 100% M15-34 gamers They tend to have more advanced phone capabilities Almost one in ten use email on their mobile – 28% more likely to do so than non-gamers And they’re 70% more likely than non-gamers to Internet/WAP on their phone How long have you been connected to your current network? Source: TGI Europa Feb ‘08: Index = 100 = all M15-34
23. Broad home computers usage with high software expenditure Gamers also more likely to have higher speed broadband and higher end hardware Source: TGI Europa Feb ‘08: Index = 100 = adults; Base – GB, FR, DE,ES
24. High value audience for TV manufacturers Gaming interest drives purchase of ‘high-end’ TVs compared to average M15-34
25. Gamers can be your product and brand evangelists Gamers acting as positive WoM channel across multiple product categories* *Categories included: Clothes; Cars; TV/Video/Audio; Mobile Phones. Respondents must have acted in a word-of-mouth ‘capacity’ for ALL four product categories Source: TGI Europa Feb 08: Index = 100 = aged 15+; GB, FR, DE (ES excluded)
26. Positive advertising perceptions But with lower recall of ATL advertising Less likely to be “ad rejecters” BUT..Less likely recall/watch or enjoy TV, Outdoor & Radio advertising Index=100 = all aged 15+ And they expect advertising to be entertaining.... Source: TGI Europa Feb 08: Index = 100 = all aged 15+
34. Across an Array of Game Genres Skate: Electronic Arts Anarchy: Online Funcom Crackdown: Microsoft Game Studios Need for Speed Carbon: Electronic Arts Massively Multiplayer Racing Sports Traditional Extreme Action-Adventure Stealth Action First-Person Massive Channels
59. Impression Measurement Size and ad angle thresholds 1 impression = :10 cumulative seconds of exposure Angle of Ad Relative to View Size of Ad as % Screen
70. Significant coverage from national media – Press, TV & Radio“ We were very pleased with the campaign and the results, which saw a high conversion rate – at least on par with other comparable media channels, a testament to the attractiveness of the audience reached in-game. Christian GodskeDigital EvangelistMediaComDanmark “ Source: MediaCom Denmark / TDC Mobil
71. Massive EMEA - Case StudyAutomotive - Ford (UK) Ford “get in the game” to reach the elusive young male audience and reinforce the performance credentials of the Fiesta ST
72.
73.
74.
75. Ability to connect with this target through AAA/premium content game titles
78. Execution 8 week campaign across Massive UK’s Racing channel and Sports channels Customised ad creative, optimized for maximum impact and user acceptance, specific to each game title
79.
80. 71% aged 16-3484% currently own a car and 80% are responsible for their own car purchase decision Crucially, 46% plan to buy a new car in the next 12 months, making them 77% more likely to do so than the non-exposed gamers Source: Continental Research Jan 2008; Base 311 gamers – 157 exposed, 154 control
81. Significant positive impact on key metrics amongst gamers exposed to Ford Fiesta ST campaign 55% of those who saw the ads said it left them with a more positive opinion of Ford Source: Continental Research Jan 2008; Base 311 gamers – 157 exposed, 154 control Results In-game Impact Those who recall seeing the Fords ads said that they: 1 % uplift is defined as the percentage difference between the test and control groups
82. The agency perspective “The growing channel of in-game advertising provides an exciting and creative medium in which to work. Although we are only scratching the surface with regards to the opportunities it provides, more and more of our clients are keen to include in-game advertising as a part of their multichannel strategy.” Richard Dance, Account Director, MindShare Interaction
84. Massive EMEA Network Case StudyMobile Telecoms - Spain In-game advertising proves itself as a highly desirable medium for Movistar’s brand-positioning campaign
85.
86. Background Spain’s leading mobile telco, owned by Telefonica Movistar and their agency Lattitud/Metrics in Marketing in chose to partner with Massive as part of their winter 2007 media activity Massive was selected for its: Strong audience profile match with the Movistar target market Ability to connect with this target in an entertaining and immersive environment Proven effectiveness High level of accountability
87. Objectives Maintain brand awareness Build brand affinity with the target audience of young, technologically inclined adults Target audience Core: ‘Young technologically inclined’: 16-35 yrs Secondary: ‘Juniors and emergent’ Strategy Deliver high impact brand messaging to the core and secondary target audiences, using the innovative and engaging medium of gameplay to enhance association with the Movistar brand attributes Objectives and strategy
88. Execution 8 week campaign across Massive’s Spanish network of game titles, up-weighted to the Racing and Sports channels Customised ad creative, optimized for maximum impact and user acceptance, specific to each game title
90. Source: Continental Research Jan 2008; Base 320 gamers – 160 exposed, 160 control Results Significant positive impact on core metrics amongst gamers exposed to Movistar campaign*
91. In summary Massive’s network of connected gamers delivered the young tech-minded target audience Movistar was seeking to communicate with. Ad recall of more than 50% meant they successfully enhanced perceptions of the brand and increased Subscription consideration – the two key objectives of the campaign. The Client perspective "In-game advertising with Massive proved itself as a highly desirable medium for our brand-positioning ad campaign." Carlos LianesLattore, Interactive Marketing Manager, Telefonica Movistar
92. Powerful new immersive entertainment medium New marketing opportunities to match Tracking & accountability: Real Time
As a marketer you have several options for advertising in and around games. (Then walk thru options here – making the point as you move to the right on the slide you are getting into longer lead times, more complexity around creative and less flexbility once the project is launched). The great benefit with dynamic is having the ability to get into the most compelling and rich game content, but with a lot of flexibility and measurement.
Broadband is key factor in game hardware and software sales and overall online gaming growth. This connectivity is bringing people together around in world and opening up games to marketers. In Europe home broadband penetration is projected to reach 69% in 2012 In 2012, there will be 130 million broadband connections in Europe – 91% of these will be residential*3rd Gen Installed Console Base refers to Xbox 360, PS3 and Wii** Installed base Installed base is a measure of the number of units of a particular type of system (usually a computing platform) actually in use, as opposed to market share, which only reflects sales over a particular period. Because installed base includes machines that may have been in use for many years, it is usually a higher figure than market share. Many people see it as a more reliable indicator of a platform's popularity.
Parks Associates: Electronic Gaming in the Digital Home: Game Advertising – June 2007Yankee Group: Advertising and Games: 2007 In-Game Advertising Forecast – Jul 07PwC: Global Media & Entertainment Outlook: 2007-2011 – Jun 07=================================================No EMEA region forecasts currently exist. Like any emerging market analysts reports are still in their infancy in terms of depth/granularity
This compares gamers to the average GB adult, giving us an idea of the types of people they are – their tastes, attitudes, behaviours and lifestyle preferences.
As a more sociable group, gamers are more likely to talk to “many people” about clothing and clothes purchases. They are also more likely than non-gamers to say they convince others about their own product opinions in this category.
The M15-34 gamer is less likely than Non-Gaming M15-34s to “find advertising a waste of my time”At the same time, they are less likely to recall outdoor and radio ads or say they enjoy TV ads as much as the programmes. They are also likely to FF thru TV ads when watching time-shifted TV.And they’re 40% more likely to say they “expect advertising to be entertaining”.So with mainstream media less effective for this audience, and a desire for entertaining advertising, in-game activity is in an ideal place to capitalise
Massive utilises ad size and ad angle thresholds to determine if ad is in gamer viewOnce ad is determined to be in ‘view’, impression counts toward campaign goal1 impression = :10 cumulative seconds of exposure to ad elements within campaign For an impression to be counted toward an ad campaign, the gamers' exposure to the ad must surpass size and angle thresholds:10 impression