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Advertising in Video Games
Halo 3




         2
Half-Life 2




              3
Grand Theft Auto: Vice City




                              4
Super Mario Galaxy




                     5
Tetris




         6
Solitaire




            7
Agenda



1. Why Advertise in Video Games?

2. Overview of the Video Game Industry

3. Advertising Opportunities in Video Games

4. Next Steps for Havas



                                              8
Why Advertise in Video Games?

  Immersed audiences


  Wide reach: men, women, teens, adults


  Find new customers


  Reach existing customers in new and
   imaginative ways

  Opportunities for co-branding


  Various formats allow reach in different
   demographics, with different cost structures


                                                  9
The new face of the gamer
                             More this…
Less this…




                            The Nintendo Wii
                            has consistently
                            been at the top of
                            the Amazon.com
                            wedding registry
                                 in 2007



                                                 10
An Uncluttered Opportunity

                         70,00                                                                                     3:50
                                         66
                                       3:20
                                                                                                                   3:21
                         60,00


                                                                          2:39                                     2:52
                         50,00
                                                        44.8
                                                                                                                   2:24
   2003                  40,00                                                                                             Average
 Advertising                                                                                                              Media Time
                                                                                                                   1:55
  Revenue                                                                                                                 Spent/Day
(In Millions)            30,00                                                                                             (HH:MM)
                                                                                                                   1:26
                                                                                                            1:09
                                                                          19.1              1:03
                         20,00
                                                                                                                   0:57

                         10,00                                                             8.5
                                                                                                                   0:28
                                                        0:38
                                                                                                            0,03
                           0,00                                                                                    0:00
                                         TV          Newspaper            Radio          Internet          Games




Source: Arbitron, Television Bureau of Advertising, Entertainment Software Association and Yankee Group, 2005              11
Agenda



1. Why Advertise in Video Games?

2. Overview of the Video Game Industry

3. Advertising Opportunities in Video Games

4. Next Steps for Havas



                                              12
Video Games in Entertainment
                   • Video games are now a mainstream entertainment
Video
Games              medium
                   • 40% of US households have a video game console system
                   • 120 million people play video or computer games in the US
  vs              • 2006 US video game sales reached $12.6 Billion, up 19% from 2005
 FILM             • US Box office was only $9.5 Billion in 2006

 vs               • Video game revenues grew 28.4% from 2006-2007
MUSIC             • Music revenues dropped an estimated 10% over the same period

                    • From 2004 to 2006, number of U.S. households with
  vs                televisions that also have video game consoles rose from 38.6
  TV                million to 45.7 million. (18.5% increase)
                    • Total number of U.S. households with televisions rose only 1.6
                    percent over the same timespan.
Source: NPD, ESA, RIAA, MPAA, Nielsen                                          13
Who is Playing? – US Gamers


  • 69% of American heads of households play computer or video
  games

  • The average game player is 33 years old

  • In 2005, 25% of gamers were over the age of 50

  • Women age 18 or older represent 30% of the game-playing
  population, versus 23% boys age 17 or younger



Source: Entertainment Software Association, 2006        14
Who is Playing? – European Gamers


   • 66.7 million active gamers (23.2% of the total population)


   • Germany the largest core European market* in absolute terms

   • 28% of males and 19% of females (over 5 years old) are active
   gamers

   • Female gamers are up 25% year-on-year

Source: GameVision, European Consumer intelligence Report, Spring 07
Sample 11,894 across UK, France, Germany, Italy , Spain; weighted to 2007 population census data)
* European countries included are: UK, France, Germany, Italy , Spain                               15
Two Broad Categories

                                 Casual Games                                           Core Games
                         • Easy to learn, with simple gameplay,              • Highly immersive,with deep and
Description              graphics and rules                                  extended gameplay and high quality
                         • Fun to play, often addictive                      graphics and sound
                         • 5 – 20 minutes per session                        • Gameplay sessions typically last 90
Gameplay Length          • Can be played in a series of short                minutes
                         bursts, during work breaks or on                    •Gamers are typically completely
                         public transportation                               immersed in the world of the game
                         • Online or downloadable web-based                  • Games are purchased either online
Method of Play           Flash games                                         or at retail
                         • May be passed along to other users                • Require powerful, high quality
                         and spread virally                                  computer or dedicated console
Main Demographic         • Targeted at mass audience
                         • 60% are women, most age 35+                      • 80% are male, age 18-34

                         • Typically free to play, though pay-to-           • $30 - $70 per game at retail
Cost to Consumer
                         play models do exist
                         • Solitaire, Sudoku, Mahjong, Tetris,               • Electronic Arts, Nintendo, Microsoft,
Examples                 Extreme Pamplona, Gilette Jetski                    Activision Blizzard, Ubisoft, Take Two
 Source: Interactive Advertising Bureau: Game Advertising Platform Status Report, Oct 2007               16
A MultiPlatform Marketplace

                    Console and Handheld
                            Games

                       PC Core Games


                      PC Casual Games


                      PC Virtual worlds


                       Mobile Games


                                           17
A MultiPlatform Marketplace
    1 - Console and Handheld Games

                        Console and Handheld Games
                     Game consoles linked to TV sets through
  Platform            audio/video cables, increasingly internet-ready,
Description           and dedicated handheld consoles

                     68% M / 32% F
 Consumer            Median Age – 26
   Profiles          38% of most frequent console gamers are under
                      18
                     70% of software shipments are for TV Based
      Key             Gaming Consoles, 10% for handheld devices
    Market           XBox360 and Wii lead next generation console
     Stats            sales, but Sony´s PS2 continues to have strong
                      sales
     Major           Sony: PlayStation PS2 / PS3 / PSP
   Players           Microsoft: Xbox / Xbox 360
                     Nintendo: GameCube / Wii / DS / GBA

                     Action                      30.1 %
 Top Title
                     Sports                      17.8 %
Categories
                     Shooters                    9.6 %
                     Children/Family             9.5 %
                     Racing                      9.4 %
                     Increased presence as center of digital
 Trends to            home/entertainment hub
    Watch            Increased online connectivity
                     Xbox Live now close to 8 Million

   Source: Entertainment Software Association, NPD                       18
A MultiPlatform Marketplace
1 - Console and Handheld Games

     Console Producers      Fixed Consoles                       Handheld Devices




                                 Wii       Gamecube                  DS      Gameboy Advance




                           Playstation 3     Playstation 2   PSP – PlayStation Portable




                            XBox 360             XBox
                                                                                      19
A MultiPlatform Marketplace
 1 - Console and Handheld Games

      CONSOLE HARDWARE SALES - 2006
                                 Unit                     Dollar
                     Unit       Share       Dollar        Share
  Platform          Volume       (%)        Volume         (%)

GameCube             756.656       6,5     $72.910.750       2,5


PlayStation 2       4.713.323     40,8    $628.404.300     21,3


PlayStation 3        687.256       5,9    $396.174.100     13,4

Wii                 1.080.310      9,3    $268.850.500       9,1
                                                                   GameCube   PS2
                                                                   PS3        Wii
Xbox                 391.876       3,4     $67.778.070       2,3   Xbox       Xbox 360
                                                                   Other
Xbox 360            3.927.195      34    $1.512.159.000    51,3

All Other              8.700       0,1        $526.823        0

Source: NPD, 2006                                                                20
A MultiPlatform Marketplace
 1 - Console and Handheld Games


      CONSOLE SOFTWARE SALES - 2006
                                  Unit                     Dollar
                      Unit       Share       Dollar        Share
  Platform           Volume       (%)        Volume         (%)

GameCube            17.198.750     12,4    $481.843.900     10,1

PlayStation 2       73.477.660     53,1   $2.303.179.000    48,4

PlayStation 3        1.275.378      0,9     $75.171.730       1,6

Wii                  2.994.592      2,2    $145.262.500       3,1
                                                                    GameCube   PS2
                                                                    PS3        Wii
Xbox                22.242.080     16,1    $603.749.800     12,7    Xbox       Xbox360
                                                                    Other
Xbox 360            20.822.900      15    $1.148.104.000    24,1

All Other             411.703       0,3      $4.783.447       0,1
Source: NPD, 2006                                                                  21
Bestselling Video Game Titles of 2007 (US)
1                       2                                 3                               4                               5



HALO 3                                                                                                                         SUPER MARIO GALAXY
                            WII PLAY(WITH REMOTE)              CALL OF DUTY 4                 GUITAR HERO III
Platform: Xbox 360                                                                                                             Platform: Nintendo Wii
                            Platform: Nintendo Wii             Platform: Xbox 360             Platform: PlayStation 2
Genre: Action                                                                                                                  Genre: Action
                            Genre: Casual / Arcade             Genre: Action                  Genre: Music
Publisher: Microsoft                                                                                                           Publisher: Nintendo
                            Publisher: Nintendo                Publisher: Activision          Publisher: Activision
Developer: Bungie                                                                                                              Developer: Nintendo
                            Developer: Nintendo                Developer: Infinity Ward       Developer: Harmonix
Rated “M” for Mature                                                                                                           Rated "E" for Everyone
                            Rated "E" for Everyone             Rated “M” for Mature           Rated “T” for Teen
Released: September 2007                                                                                                       Released: November 2007
                            Released: February 2007            Released: November 2007        Released: October 2007
Copies sold: 4.82 million                                                                                                      Copies sold: 2.52 million
                            Copies sold: 4.12 million          Copies sold: 3 million         Copies sold: 2.7 million


6                           7                             8                               9                               10



POKEMON DIAMOND              MADDEN NFL 08                    GUITAR HERO II                  ASSASSIN´S CREED                 MARIO PARTY 8
Platform: Nintendo DS        Platform: PlayStation 2          Platform: PlayStation 2         Platform: Xbox 360               Platform: Nintendo Wii
Genre: Adventure             Genre: Sports                    Genre: Music                    Genre: Action                    Genre: Arcade
Publisher: Nintendo          Publisher: Electronic Arts       Publisher: Activision           Publisher: Ubisoft               Publisher: Nintendo
Developer: Nintendo          Developer: EA Sports             Developer: Harmonix             Developer: Ubisoft               Developer: Nintendo
Rated “E” for Everyone       Rated “E” for Everyone           Rated “T" for Teen              Rated “M” For Mature             Rated "E" forEveryone
Released: April 2007         Released: August 2007            Released: November 2006         Released: November 2007          Released: May 2007
Copies sold: 2.48 million    Copies sold: 1.9 million         Copies sold: 1.89 million       Copies sold: 1.87 million        Copies sold: 1.82 million
    Source: NPD                                                                                                                    22
A MultiPlatform Marketplace
    2 – PC Core Games

                                PC Core Games
                   Played on a computer through a CD-Rom or web
  Platform          download. Allows for internet networked play and /
Description         or upgrades.

                   66% M / 34% F
 Consumer          Median Age – 32
   Profiles        96% of PC gamers buyers are 18+

                   73.4% of U.S. households now own a personal
      Key
                    computer
    Market         2007 PC game sales accounted for nearly 10% of
     Stats
                    total game software sales
                   Hardware developers: Alienware, Dell
     Major         Software developers: NVidia, Electronic Arts,
   Players          Blizzard Entertainment
                   Multimedia companies: Disney, Time Warner now
                    creating virtual worlds
                   Strategy                                    26.9 %
 Top Title
                   Children/Family                             20.3 %
Categories
                   Shooters                                    16.3 %
                   Role-Playing                                10.0 %
                   Adventure                                   5.9 %
 Trends to         Rise of massive multi-player online role playing
    Watch           games (MMORPG)
                   A shift in top title categories as PCs become better
                    equipped to process action / sports games

   Source: Entertainment Software Association, NPD, Nielsen                23
A MultiPlatform Marketplace
    3 – PC Casual Games
                                PC Casual Games

  Platform          Played through online web portals that generally
Description          require user registration

 Consumer           56% M / 44% F
   Profiles         Median Age – 36
                    44% of casual gamers download games from web

      Key           43% of most frequent gamers play online games
    Market          44% of casual gamers download games from game
     Stats           oriented websites


                    MSN Games                  Miniclip
     Major          Yahoo! Games               PopCap
   Players          AOL                        Oberon
                    Real Arcade

                    Puzzle/Board/Trivia/Card                   57 %
                    Action/Sport/Strategy                      19 %
 Top Title
                    Shockwave/Flash                            9%
Categories
                    Persistent Multi-player                    9%
                    Other                                      6%
                    Emerging payment plans: ad-supported,
 Trends to           micropayments, subscriptions
                    Greater integration of marketing communication
    Watch
                     channels
                    New distribution methods: ie – Burger King stores
                     distributed BK Xbox 360 games
   Source: Entertainment Software Association, NPD                       24
A MultiPlatform Marketplace
    4 – PC Virtual worlds
                                 PC Virtual Worlds

  Platform          Persistent, alternate universes that exist online and
Description          are available to users 24 hours a day, 7 days a week

                    Some cater to kids, others to teens, and still
 Consumer
   Profiles         others to adults age 18-34
                    Worlds can revolve around realistic alter-life,
                    medieval times, or animal avatars, depending on
                    demographic
      Key           80 % of active internet users will have a virtual
    Market           world existence by the end of 2011
     Stats          Currently 173.61M registered virtual world users

     Major            Disney (Club Penguin, Webkinz)
   Players            Linden Labs (Second Life)
                      Blizzard Entertainment (World of Warcraft)
                      NCSoft (Guild Wars, Lineage)

 Top Title          Kid Worlds
Categories          Alternative Universes
                    Massive Multiplayer Online Games (MMOGs)


                    Greater customization of virtual worlds to reach
 Trends to           target demographics (ie – kids, teens)
    Watch           Cobranding opportunities: virtual worlds paired
                     with movies, tv shows, and music


   Source: Entertainment Software Association, NPD, Gartner Research         25
A MultiPlatform Marketplace
 4 – PC Virtual worlds

        Top Massive Multiplayer Online Games and Virtual Worlds
     Name                Release Date   Active Users   Target Group   Genre

Cyworld                    1999            20M         Teens 14-24    Virtual World / Teens
World of Warcraft          2004            8.5M        Adults 15-34   Fantasy / RPG
Habbo Hotel                2000            7.5M        Kids 13-18     Virtual World / Kids
RuneScape                  2001            5M          Teens 14-24    Fantasy / RPG
Club Penguin               2006            4M          Kids 8-14      Virtual World / Kids
Webkinz                    2005            3.8M        Kids 6-12      Virtual World / Kids
Gaia Online                2003            2M          Teens          Virtual World / Teen
Guild Wars                 2005            2M          Adults 18-34   Fantasy / RPG
Puzzle Pirates             2003            1.5M        Adults 18-34   Puzzle
Lineage I/II               1998            1M          Adults 18-34   Fantasy / RPG
Second Life                2003            0.5M        Adults 18-45   Virtual World

Source: GigaOm, Gamasutra, TechCrunch                                        26
A MultiPlatform Marketplace
    4 – PC Virtual worlds




        Origin   • US                   • S. Korea            • Finland             • US

# Active Users   • 0.5 Million          • 20 Million          • 8 Million           • 4 Million


      Target     • Mainly adults        • 90% of Koreans in   • Boys & girls, age   • Boys & girls, age
Demographics                            their 20s             13-18                 8-14

Miscellaneous    • Linden Dollar        • Now exists in       • Localized in 31     • Acquired by
                 currency trades        North America and     countries             Disney for $700
                 against the US         Pacific Rim. Coming                         Million
                 Dollar                 soon to EU                                  • Kids use penguin
                 • Operated by                                                      avatars to chat, play
                 Linden Labs, but                                                   mini games, and
                 everything within is                                               build virtual
                 created by the users                                               communities
                                                                                           27
A MultiPlatform Marketplace
    5 – Mobile Games

                                  Mobile Games
  Platform
                    Multi-media devices are used to play
Description
                     games (mobile phone, PDA)

 Consumer          Mobile Phones:             PDAs
   Profiles        36% M / 64% F              56% M / 44% F
                   Median Age – 27            Median Age – 36

      Key           34% of heads of households play games on these
    Market           devices
     Stats          64 M cell phone game downloads in ‘05
                    Cell phone downloads generated $158 Million in
                     revenue in ‘05


     Major          Nokia: N-Gage
   Players          Palm: Handhelds & Operating Systems


                    Puzzles                                   45%
 Top Title          Arcade Classics                           36%
Categories          Board/Game Show/ Trivia                   19%

                    Convergence of functions
                     (audio/video/gaming/cell phone)
                    Cell phone quickly emerging as a key platform in
 Trends to           the gaming industry
    Watch           Mobile phone as preferred method of playing
                     casual games
   Source: Entertainment Software Association, NPD                      28
A MultiPlatform Marketplace
 5 – Mobile Games

        Online and Mobile Games: Not Just Gameboy Anymore

              32%                                                                     70%
  of heads of households play                                                   of US males are gamers
   games on mobile devices                         Who Plays Online Games?
  such as cell phone or PDA,
      up from 20% in 2002
                                                                                        68%
                                                                               of casual gamers are   female,
                                                                               with an average age of   36

                                                     58%          42%
                                                      Of online    Of online
                                                     gamers are   gamers are
                                                        male        female




Source: Nielsen, NPD Group, Interactive Advertising Bureau                                      29
Agenda



1. Why Advertising in Video Games?

2. Overview of the Video Game Industry

3. Advertising Opportunities in Video Games

4. Next Steps for Havas



                                              30
Overview of Advertising Opportunities

        lead time                                                                                       lead time
LOW     cost                                                                                 HIGH       cost




                                              Product
     Around              In-Game                                     In-Game                    Adver-
                                               Place-
      Game                Dynamic                                      Static                   games
                                               ment


 • Web site, banners   • PC / Console      • Console                • Console                • Casual

 • Internet            • Connected PCs &   • Consoles & PCs         • Consoles & PCs         • Web-based
                         Consoles
 • €5cpm                                   • €? – depends on        • €? – depends on        • €10,000 - €1M+
                       • €20 - €35cpm        game title and level     game title and level
                                             of brand integration     of brand integration




                                                                                                    31
Around-Game Advertising
    MiniClip: A Casual Gaming Destination

 New games are
   featured on                                    Display
landing page and                               advertising on
are rotated over a                               homepage
 period of weeks


                                                Top 10 games
  MiniClip will host                             list creates
   pre-developed                                  additional
   games but also                                    buzz
  have a dedicated
 team of developers
   who can create                           Other advertising
 games to a client´s                        options include:
    specifications                          • Homepage takeover
                                            • Gamepage takeover
                                            • Dedicated games
• 30M unique visitors                       • Advertising on
per month                                   newsletter
• 2.5M users have                           • Pre-game video
downloaded the
toolbar
• 3.5 M users receive
the newsletter*
  * Source: MiniClip                         32
In-Game Dynamic

  Description   In-Game billboards that are served
                dynamically (based on gamer
                location) by 3rd party networks


 Comparable     15 second commercial in cable TV,
    Vehicles    genre specific print, out-of-home


Measurement     3rd-Party audit services track reach
                and frequency as well as special
                game metrics such as how long
                the gamer viewed the ad and at
                what time of the day.

   Lead-time    48 hours to 30 days


 Key Players    Ad serving networks: Massive Inc.,
                IGA Worldwide, Double Fusion.

Budget Range
                10€ - 30€ CPM



                                                       33
Product Placement

  Description   Full integration of brands and
                products, hard-coded into games
                by the developer

 Comparable     Product placement in films and
    Vehicles    television


Measurement     Third-party research needs to be
                developed to measure brand
                awareness lift and ROI.



   Lead-time    9 to 18 months

 Key Players    Game publishers: EA, Take- Two,
                Atari, Activision, Konami, Vivendi
                Universal, Sega.

Budget Range
                Flat fee dependent on level of
                brand or product integration and
                the popularity of the game

                                                     34
In-Game Static

  Description   In-Game billboards and loading
                screens that are hard-coded into a
                game by the developer

 Comparable     Product integration in TV, cinema,
    Vehicles    video


Measurement     Third-party research needs to be
                developed to measure brand
                awareness lift and ROI.



   Lead-time    1 to 2 years, depending on the
                game development process

 Key Players    Game publishers: EA, Take- Two,
                Atari, Activision, Konami, Vivendi
                Universal, Sega.

Budget Range    Flat fee dependent on brand name
                recognition of game title and
                positioning of advertisement
                                                     35
Advergames

  Description   Bespoke mini-games that are
                created around a brand or product
                and are usually free to play

 Comparable     Loyalty programs, experiential
    Vehicles    marketing, guerrilla marketing


Measurement     Ad-hoc research needs to be
                developed based on opt-in rates to
                measure the marketing program
                results. Currently measured on
                page views and click-through.

   Lead-time    4 to 6 months for basic games
                6 to 12 months for advanced games

 Key Players    Game Developers: Oberon Media,
                Blitz, PopCap; Game Portals:
                MiniClip, MSN, Yahoo!, RealArcade

Budget Range    €10,000 to €1 Million


                                                     36
Fully Integrated Branding Opportunities
Doritos´ Unlock XBox Campaign

• Doritos wanted to “be in games”

• Microsoft invited participants to
develop casual game ideas
around the Doritos brand

• Five finalists were chosen, one
winner will have his / her game
produced and distributed online
(chosen by online voters)

• Online tie-ins include microsite
and documentary videos about
the finalists

• Increased brand awarness for
Doritos and gamer affinity with
Xbox
                                           37
Strategic Alliances and Cross-Promotion

                               • Burger King and Microsoft teamed
                               up to create three brand new casual
                               games for the Xbox and Xbox 360
                               • Sold for $4.99 with Value Meals at
                               Burger King stores

  • Sold 3.2 Million copies in 8 weeks (that´s $16 Million!!)
  • Avoided expensive retail channels by selling in-store
  • Increased awareness of BK´s new Value Meal program,
  designed to compete with McDonald´s and Wendy´s
  • All Xbox 360 players registered with Xbox Live, adding to
  Microsoft´s database of gamer information
*Source: GameSpot, Reuters                                 38
Agenda



1. Why Advertising in Video Games?

2. Overview of the Video Game Industry

3. Advertising Opportunities in Video Games

4. Next Steps for Havas



                                              39
Next Steps

                           • Advise and assist clients with gaming strategy and implementation
   Creation of Video       • Create in-house team devoted to gaming themes
                           • Pool talent and work closely with other Havas units
     Gaming Unit
                           • Develop ideas one client at a time
                           • Create research to monitor ROI and brand lift for clients



                           • Create strategic agreements with gaming companies for the global
    Strategic Global       Havas network
                           • Work directly with developers and publishers to integrate brands
Partnerships & Alliances   and create bespoke games for clients
                           • Develop Havas as a gaming knowledge center



                           • Acquire or create an in-house game development team dedicated
    In-House Game          to handling client needs as well as developing our own new projects
                           • Create a game publishing division capable of competing or
      Development
                           teaming with larger, more established publishers.


                                                                                   40
Thank You

            41

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Advergaming: Advertising in Video Games

  • 2. Halo 3 2
  • 4. Grand Theft Auto: Vice City 4
  • 6. Tetris 6
  • 8. Agenda 1. Why Advertise in Video Games? 2. Overview of the Video Game Industry 3. Advertising Opportunities in Video Games 4. Next Steps for Havas 8
  • 9. Why Advertise in Video Games?  Immersed audiences  Wide reach: men, women, teens, adults  Find new customers  Reach existing customers in new and imaginative ways  Opportunities for co-branding  Various formats allow reach in different demographics, with different cost structures 9
  • 10. The new face of the gamer More this… Less this… The Nintendo Wii has consistently been at the top of the Amazon.com wedding registry in 2007 10
  • 11. An Uncluttered Opportunity 70,00 3:50 66 3:20 3:21 60,00 2:39 2:52 50,00 44.8 2:24 2003 40,00 Average Advertising Media Time 1:55 Revenue Spent/Day (In Millions) 30,00 (HH:MM) 1:26 1:09 19.1 1:03 20,00 0:57 10,00 8.5 0:28 0:38 0,03 0,00 0:00 TV Newspaper Radio Internet Games Source: Arbitron, Television Bureau of Advertising, Entertainment Software Association and Yankee Group, 2005 11
  • 12. Agenda 1. Why Advertise in Video Games? 2. Overview of the Video Game Industry 3. Advertising Opportunities in Video Games 4. Next Steps for Havas 12
  • 13. Video Games in Entertainment • Video games are now a mainstream entertainment Video Games medium • 40% of US households have a video game console system • 120 million people play video or computer games in the US vs • 2006 US video game sales reached $12.6 Billion, up 19% from 2005 FILM • US Box office was only $9.5 Billion in 2006 vs • Video game revenues grew 28.4% from 2006-2007 MUSIC • Music revenues dropped an estimated 10% over the same period • From 2004 to 2006, number of U.S. households with vs televisions that also have video game consoles rose from 38.6 TV million to 45.7 million. (18.5% increase) • Total number of U.S. households with televisions rose only 1.6 percent over the same timespan. Source: NPD, ESA, RIAA, MPAA, Nielsen 13
  • 14. Who is Playing? – US Gamers • 69% of American heads of households play computer or video games • The average game player is 33 years old • In 2005, 25% of gamers were over the age of 50 • Women age 18 or older represent 30% of the game-playing population, versus 23% boys age 17 or younger Source: Entertainment Software Association, 2006 14
  • 15. Who is Playing? – European Gamers • 66.7 million active gamers (23.2% of the total population) • Germany the largest core European market* in absolute terms • 28% of males and 19% of females (over 5 years old) are active gamers • Female gamers are up 25% year-on-year Source: GameVision, European Consumer intelligence Report, Spring 07 Sample 11,894 across UK, France, Germany, Italy , Spain; weighted to 2007 population census data) * European countries included are: UK, France, Germany, Italy , Spain 15
  • 16. Two Broad Categories Casual Games Core Games • Easy to learn, with simple gameplay, • Highly immersive,with deep and Description graphics and rules extended gameplay and high quality • Fun to play, often addictive graphics and sound • 5 – 20 minutes per session • Gameplay sessions typically last 90 Gameplay Length • Can be played in a series of short minutes bursts, during work breaks or on •Gamers are typically completely public transportation immersed in the world of the game • Online or downloadable web-based • Games are purchased either online Method of Play Flash games or at retail • May be passed along to other users • Require powerful, high quality and spread virally computer or dedicated console Main Demographic • Targeted at mass audience • 60% are women, most age 35+ • 80% are male, age 18-34 • Typically free to play, though pay-to- • $30 - $70 per game at retail Cost to Consumer play models do exist • Solitaire, Sudoku, Mahjong, Tetris, • Electronic Arts, Nintendo, Microsoft, Examples Extreme Pamplona, Gilette Jetski Activision Blizzard, Ubisoft, Take Two Source: Interactive Advertising Bureau: Game Advertising Platform Status Report, Oct 2007 16
  • 17. A MultiPlatform Marketplace Console and Handheld Games PC Core Games PC Casual Games PC Virtual worlds Mobile Games 17
  • 18. A MultiPlatform Marketplace 1 - Console and Handheld Games Console and Handheld Games  Game consoles linked to TV sets through Platform audio/video cables, increasingly internet-ready, Description and dedicated handheld consoles  68% M / 32% F Consumer  Median Age – 26 Profiles  38% of most frequent console gamers are under 18  70% of software shipments are for TV Based Key Gaming Consoles, 10% for handheld devices Market  XBox360 and Wii lead next generation console Stats sales, but Sony´s PS2 continues to have strong sales Major  Sony: PlayStation PS2 / PS3 / PSP Players  Microsoft: Xbox / Xbox 360  Nintendo: GameCube / Wii / DS / GBA  Action 30.1 % Top Title  Sports 17.8 % Categories  Shooters 9.6 %  Children/Family 9.5 %  Racing 9.4 %  Increased presence as center of digital Trends to home/entertainment hub Watch  Increased online connectivity  Xbox Live now close to 8 Million Source: Entertainment Software Association, NPD 18
  • 19. A MultiPlatform Marketplace 1 - Console and Handheld Games Console Producers Fixed Consoles Handheld Devices Wii Gamecube DS Gameboy Advance Playstation 3 Playstation 2 PSP – PlayStation Portable XBox 360 XBox 19
  • 20. A MultiPlatform Marketplace 1 - Console and Handheld Games CONSOLE HARDWARE SALES - 2006 Unit Dollar Unit Share Dollar Share Platform Volume (%) Volume (%) GameCube 756.656 6,5 $72.910.750 2,5 PlayStation 2 4.713.323 40,8 $628.404.300 21,3 PlayStation 3 687.256 5,9 $396.174.100 13,4 Wii 1.080.310 9,3 $268.850.500 9,1 GameCube PS2 PS3 Wii Xbox 391.876 3,4 $67.778.070 2,3 Xbox Xbox 360 Other Xbox 360 3.927.195 34 $1.512.159.000 51,3 All Other 8.700 0,1 $526.823 0 Source: NPD, 2006 20
  • 21. A MultiPlatform Marketplace 1 - Console and Handheld Games CONSOLE SOFTWARE SALES - 2006 Unit Dollar Unit Share Dollar Share Platform Volume (%) Volume (%) GameCube 17.198.750 12,4 $481.843.900 10,1 PlayStation 2 73.477.660 53,1 $2.303.179.000 48,4 PlayStation 3 1.275.378 0,9 $75.171.730 1,6 Wii 2.994.592 2,2 $145.262.500 3,1 GameCube PS2 PS3 Wii Xbox 22.242.080 16,1 $603.749.800 12,7 Xbox Xbox360 Other Xbox 360 20.822.900 15 $1.148.104.000 24,1 All Other 411.703 0,3 $4.783.447 0,1 Source: NPD, 2006 21
  • 22. Bestselling Video Game Titles of 2007 (US) 1 2 3 4 5 HALO 3 SUPER MARIO GALAXY WII PLAY(WITH REMOTE) CALL OF DUTY 4 GUITAR HERO III Platform: Xbox 360 Platform: Nintendo Wii Platform: Nintendo Wii Platform: Xbox 360 Platform: PlayStation 2 Genre: Action Genre: Action Genre: Casual / Arcade Genre: Action Genre: Music Publisher: Microsoft Publisher: Nintendo Publisher: Nintendo Publisher: Activision Publisher: Activision Developer: Bungie Developer: Nintendo Developer: Nintendo Developer: Infinity Ward Developer: Harmonix Rated “M” for Mature Rated "E" for Everyone Rated "E" for Everyone Rated “M” for Mature Rated “T” for Teen Released: September 2007 Released: November 2007 Released: February 2007 Released: November 2007 Released: October 2007 Copies sold: 4.82 million Copies sold: 2.52 million Copies sold: 4.12 million Copies sold: 3 million Copies sold: 2.7 million 6 7 8 9 10 POKEMON DIAMOND MADDEN NFL 08 GUITAR HERO II ASSASSIN´S CREED MARIO PARTY 8 Platform: Nintendo DS Platform: PlayStation 2 Platform: PlayStation 2 Platform: Xbox 360 Platform: Nintendo Wii Genre: Adventure Genre: Sports Genre: Music Genre: Action Genre: Arcade Publisher: Nintendo Publisher: Electronic Arts Publisher: Activision Publisher: Ubisoft Publisher: Nintendo Developer: Nintendo Developer: EA Sports Developer: Harmonix Developer: Ubisoft Developer: Nintendo Rated “E” for Everyone Rated “E” for Everyone Rated “T" for Teen Rated “M” For Mature Rated "E" forEveryone Released: April 2007 Released: August 2007 Released: November 2006 Released: November 2007 Released: May 2007 Copies sold: 2.48 million Copies sold: 1.9 million Copies sold: 1.89 million Copies sold: 1.87 million Copies sold: 1.82 million Source: NPD 22
  • 23. A MultiPlatform Marketplace 2 – PC Core Games PC Core Games  Played on a computer through a CD-Rom or web Platform download. Allows for internet networked play and / Description or upgrades.  66% M / 34% F Consumer  Median Age – 32 Profiles  96% of PC gamers buyers are 18+  73.4% of U.S. households now own a personal Key computer Market  2007 PC game sales accounted for nearly 10% of Stats total game software sales  Hardware developers: Alienware, Dell Major  Software developers: NVidia, Electronic Arts, Players Blizzard Entertainment  Multimedia companies: Disney, Time Warner now creating virtual worlds  Strategy 26.9 % Top Title  Children/Family 20.3 % Categories  Shooters 16.3 %  Role-Playing 10.0 %  Adventure 5.9 % Trends to  Rise of massive multi-player online role playing Watch games (MMORPG)  A shift in top title categories as PCs become better equipped to process action / sports games Source: Entertainment Software Association, NPD, Nielsen 23
  • 24. A MultiPlatform Marketplace 3 – PC Casual Games PC Casual Games Platform  Played through online web portals that generally Description require user registration Consumer  56% M / 44% F Profiles  Median Age – 36  44% of casual gamers download games from web Key  43% of most frequent gamers play online games Market  44% of casual gamers download games from game Stats oriented websites  MSN Games Miniclip Major  Yahoo! Games PopCap Players  AOL Oberon  Real Arcade  Puzzle/Board/Trivia/Card 57 %  Action/Sport/Strategy 19 % Top Title  Shockwave/Flash 9% Categories  Persistent Multi-player 9%  Other 6%  Emerging payment plans: ad-supported, Trends to micropayments, subscriptions  Greater integration of marketing communication Watch channels  New distribution methods: ie – Burger King stores distributed BK Xbox 360 games Source: Entertainment Software Association, NPD 24
  • 25. A MultiPlatform Marketplace 4 – PC Virtual worlds PC Virtual Worlds Platform  Persistent, alternate universes that exist online and Description are available to users 24 hours a day, 7 days a week  Some cater to kids, others to teens, and still Consumer Profiles others to adults age 18-34  Worlds can revolve around realistic alter-life, medieval times, or animal avatars, depending on demographic Key  80 % of active internet users will have a virtual Market world existence by the end of 2011 Stats  Currently 173.61M registered virtual world users Major  Disney (Club Penguin, Webkinz) Players  Linden Labs (Second Life)  Blizzard Entertainment (World of Warcraft)  NCSoft (Guild Wars, Lineage) Top Title  Kid Worlds Categories  Alternative Universes  Massive Multiplayer Online Games (MMOGs)  Greater customization of virtual worlds to reach Trends to target demographics (ie – kids, teens) Watch  Cobranding opportunities: virtual worlds paired with movies, tv shows, and music Source: Entertainment Software Association, NPD, Gartner Research 25
  • 26. A MultiPlatform Marketplace 4 – PC Virtual worlds Top Massive Multiplayer Online Games and Virtual Worlds Name Release Date Active Users Target Group Genre Cyworld 1999 20M Teens 14-24 Virtual World / Teens World of Warcraft 2004 8.5M Adults 15-34 Fantasy / RPG Habbo Hotel 2000 7.5M Kids 13-18 Virtual World / Kids RuneScape 2001 5M Teens 14-24 Fantasy / RPG Club Penguin 2006 4M Kids 8-14 Virtual World / Kids Webkinz 2005 3.8M Kids 6-12 Virtual World / Kids Gaia Online 2003 2M Teens Virtual World / Teen Guild Wars 2005 2M Adults 18-34 Fantasy / RPG Puzzle Pirates 2003 1.5M Adults 18-34 Puzzle Lineage I/II 1998 1M Adults 18-34 Fantasy / RPG Second Life 2003 0.5M Adults 18-45 Virtual World Source: GigaOm, Gamasutra, TechCrunch 26
  • 27. A MultiPlatform Marketplace 4 – PC Virtual worlds Origin • US • S. Korea • Finland • US # Active Users • 0.5 Million • 20 Million • 8 Million • 4 Million Target • Mainly adults • 90% of Koreans in • Boys & girls, age • Boys & girls, age Demographics their 20s 13-18 8-14 Miscellaneous • Linden Dollar • Now exists in • Localized in 31 • Acquired by currency trades North America and countries Disney for $700 against the US Pacific Rim. Coming Million Dollar soon to EU • Kids use penguin • Operated by avatars to chat, play Linden Labs, but mini games, and everything within is build virtual created by the users communities 27
  • 28. A MultiPlatform Marketplace 5 – Mobile Games Mobile Games Platform  Multi-media devices are used to play Description games (mobile phone, PDA) Consumer Mobile Phones: PDAs Profiles 36% M / 64% F 56% M / 44% F Median Age – 27 Median Age – 36 Key  34% of heads of households play games on these Market devices Stats  64 M cell phone game downloads in ‘05  Cell phone downloads generated $158 Million in revenue in ‘05 Major  Nokia: N-Gage Players  Palm: Handhelds & Operating Systems  Puzzles 45% Top Title  Arcade Classics 36% Categories  Board/Game Show/ Trivia 19%  Convergence of functions (audio/video/gaming/cell phone)  Cell phone quickly emerging as a key platform in Trends to the gaming industry Watch  Mobile phone as preferred method of playing casual games Source: Entertainment Software Association, NPD 28
  • 29. A MultiPlatform Marketplace 5 – Mobile Games Online and Mobile Games: Not Just Gameboy Anymore 32% 70% of heads of households play of US males are gamers games on mobile devices Who Plays Online Games? such as cell phone or PDA, up from 20% in 2002 68% of casual gamers are female, with an average age of 36 58% 42% Of online Of online gamers are gamers are male female Source: Nielsen, NPD Group, Interactive Advertising Bureau 29
  • 30. Agenda 1. Why Advertising in Video Games? 2. Overview of the Video Game Industry 3. Advertising Opportunities in Video Games 4. Next Steps for Havas 30
  • 31. Overview of Advertising Opportunities lead time lead time LOW cost HIGH cost Product Around In-Game In-Game Adver- Place- Game Dynamic Static games ment • Web site, banners • PC / Console • Console • Console • Casual • Internet • Connected PCs & • Consoles & PCs • Consoles & PCs • Web-based Consoles • €5cpm • €? – depends on • €? – depends on • €10,000 - €1M+ • €20 - €35cpm game title and level game title and level of brand integration of brand integration 31
  • 32. Around-Game Advertising MiniClip: A Casual Gaming Destination New games are featured on Display landing page and advertising on are rotated over a homepage period of weeks Top 10 games MiniClip will host list creates pre-developed additional games but also buzz have a dedicated team of developers who can create Other advertising games to a client´s options include: specifications • Homepage takeover • Gamepage takeover • Dedicated games • 30M unique visitors • Advertising on per month newsletter • 2.5M users have • Pre-game video downloaded the toolbar • 3.5 M users receive the newsletter* * Source: MiniClip 32
  • 33. In-Game Dynamic Description In-Game billboards that are served dynamically (based on gamer location) by 3rd party networks Comparable 15 second commercial in cable TV, Vehicles genre specific print, out-of-home Measurement 3rd-Party audit services track reach and frequency as well as special game metrics such as how long the gamer viewed the ad and at what time of the day. Lead-time 48 hours to 30 days Key Players Ad serving networks: Massive Inc., IGA Worldwide, Double Fusion. Budget Range 10€ - 30€ CPM 33
  • 34. Product Placement Description Full integration of brands and products, hard-coded into games by the developer Comparable Product placement in films and Vehicles television Measurement Third-party research needs to be developed to measure brand awareness lift and ROI. Lead-time 9 to 18 months Key Players Game publishers: EA, Take- Two, Atari, Activision, Konami, Vivendi Universal, Sega. Budget Range Flat fee dependent on level of brand or product integration and the popularity of the game 34
  • 35. In-Game Static Description In-Game billboards and loading screens that are hard-coded into a game by the developer Comparable Product integration in TV, cinema, Vehicles video Measurement Third-party research needs to be developed to measure brand awareness lift and ROI. Lead-time 1 to 2 years, depending on the game development process Key Players Game publishers: EA, Take- Two, Atari, Activision, Konami, Vivendi Universal, Sega. Budget Range Flat fee dependent on brand name recognition of game title and positioning of advertisement 35
  • 36. Advergames Description Bespoke mini-games that are created around a brand or product and are usually free to play Comparable Loyalty programs, experiential Vehicles marketing, guerrilla marketing Measurement Ad-hoc research needs to be developed based on opt-in rates to measure the marketing program results. Currently measured on page views and click-through. Lead-time 4 to 6 months for basic games 6 to 12 months for advanced games Key Players Game Developers: Oberon Media, Blitz, PopCap; Game Portals: MiniClip, MSN, Yahoo!, RealArcade Budget Range €10,000 to €1 Million 36
  • 37. Fully Integrated Branding Opportunities Doritos´ Unlock XBox Campaign • Doritos wanted to “be in games” • Microsoft invited participants to develop casual game ideas around the Doritos brand • Five finalists were chosen, one winner will have his / her game produced and distributed online (chosen by online voters) • Online tie-ins include microsite and documentary videos about the finalists • Increased brand awarness for Doritos and gamer affinity with Xbox 37
  • 38. Strategic Alliances and Cross-Promotion • Burger King and Microsoft teamed up to create three brand new casual games for the Xbox and Xbox 360 • Sold for $4.99 with Value Meals at Burger King stores • Sold 3.2 Million copies in 8 weeks (that´s $16 Million!!) • Avoided expensive retail channels by selling in-store • Increased awareness of BK´s new Value Meal program, designed to compete with McDonald´s and Wendy´s • All Xbox 360 players registered with Xbox Live, adding to Microsoft´s database of gamer information *Source: GameSpot, Reuters 38
  • 39. Agenda 1. Why Advertising in Video Games? 2. Overview of the Video Game Industry 3. Advertising Opportunities in Video Games 4. Next Steps for Havas 39
  • 40. Next Steps • Advise and assist clients with gaming strategy and implementation Creation of Video • Create in-house team devoted to gaming themes • Pool talent and work closely with other Havas units Gaming Unit • Develop ideas one client at a time • Create research to monitor ROI and brand lift for clients • Create strategic agreements with gaming companies for the global Strategic Global Havas network • Work directly with developers and publishers to integrate brands Partnerships & Alliances and create bespoke games for clients • Develop Havas as a gaming knowledge center • Acquire or create an in-house game development team dedicated In-House Game to handling client needs as well as developing our own new projects • Create a game publishing division capable of competing or Development teaming with larger, more established publishers. 40
  • 41. Thank You 41

Notas do Editor

  1. Amount of time spent daily with each form of entertainment as compared to the amount of advertising money spent in US$. Makes games look like a great value for money and also an excellent opportunity to place advertising where it is currently lacking. Keep in mind that aside from gaming, all of these activities can be combined, so none has the viewers full attention. Most people surf the internet while tv commercials are on, or they read the paper while listening to the radio, etc. Gaming, as an immersive activity, requires the players full concentration, so there are no other distractions to take away from the experience or the messages.
  2. Active gamers defined as someone who has purchased for their own use or been given a video game in the past 12 months 66.7 million equates to 23.2% of the total population Germany accounts for 26% of active European gamers All Active Gamers (000s ) UK: 15,753 France: 15,153 Germany: 17,129 Italy: 9,376 Spain: 9,290 Total: 66,701
  3. Xbox 360 is the only one of the three consoles to allow in-game advertising to be delivered on its hardware. All advertising must be served through its subsidiary Massive, Inc. Sony has yet to announce which company they will work with when they allow for in-game advertising to run on its platform, and Nintendo shies away from advertising on its console altogether. Xbox 360 has been selling extremely well, mainly because it has the most available titles, making it even more obvious as a potential partner for in-game advertising.
  4. Most console-based games are also released for PC, requiring powerful processors and video chips. PC games do not run simultaneously to the internet (meaning you cannot play an immersive PC game and also surf the web), so this is still a completely immersive form of entertainment.
  5. PopCap’s games have been downloaded more than 150 million times,and its flagship title Bejeweled has sold more than 5 million units across all major platforms. PopCap games are available for Web, PC and Mac, Xbox, Xbox 360, cell-phones, PDAs, and other mobile devices. PopCap also runs a developer program to provide an opportunity for independent game developers to create and spread their games. Oberon Media is the largest creator of casual games and has recently signed a deal with MySpace to create their gaming platform. MiniClip is the largest casual games website in Europe and is continuing to expand its presence in North America. 40 million unique users per month. 25 million users for their toolbar and 35 million users receive the Miniclip newsletter with updates on new games.
  6. This is an area to watch, particularly as mobile phone capabilities expand and improve. Increases in mobile usage mean more potential time spent with mobile games. These games must accomodate the structure and regulations of mobile technology. Small screens, short play periods, lower quality (but improving) graphics, etc.