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Gaming & Advertising Pieter-Jan Adriaensens
Gaming & Advertising a promising upturn
Content ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What is the situation like today?
The gaming-public has broadened Cliché images are fading Gaming is an interesting channel for  advertisers to reach the difficult  to reach target group 18-36 yrs old
When we were young we used to hook up  with our friends to play Playstation games.  Nintendo’s Wii brings back those emotions Gaming has and will become  more and more a social event
How did the past had its influence on the present?
Inception & first experiments: 60’s – 80’s There wasn’t much technology available in this period. Creating games was almost unaffordable and thus held a huge risk . One of the first companies to start advertising through games was Ford (Mustang), quickly followed by Coca-Cola & Bud in the early 80’s (booming of the pc market)
The advent of PC games: 90’s The upcoming of the personal computer was promising but advertisers kept making the same mistakes as in the period before. A positive evolution of this period was the bringing of in-context advertising: content contributes to the realism of the game and is not irritating (more subtle).  A new era with new possibilities was needed and thus the Internet made her entry in the early 90’s, rapidlychanging the possibilities & experiences of the gaming industry
Internet & Flash: the new millennium Advergames knew a huge popularity boost because of the fast uprise of the Internet. They could be spread more effectively and a larger audience could be reached. The introduction of Flash offered new possibilities: it was fast in development, cheap and had excellent sound. 2000 : America’s Army: the biggest online advergame ever made. It was created to influence young people to choose for a career in the US military
Gaming is booming! Source: 2006 Frank N. Magid Associates, Inc . 89%   Of Americans watch primetime TV 4%   Of Americans watch a movie in a theater 58%   Of Americans play some kind of a computer/ videogame
Source:  Yankee Group, 2005 Source:  Yankee Group, 2005 “ Offline advertisers buy time,  interactives create time”
Q. Do you play games online? (%)  55.9 52.6 63.6 58.8 50.4 53.3 58.2 57.4 44.1 47.4 36.4 41.2 49.6 46.7 41.8 42.6 Total Male Female 13-17 18-24 25-34 35-44 45+ Yes  No  More than 83 million gamers are currently online (2006) Women take in more than 60% of the online gaming population. They often play casual games and are the ones with spending power. Games are ideal to reach the difficult to reach segment 18-34 of age (they avoid traditional media more often). The green bar are the ones responsible for purchase. Source: Nielsen Interactive Entertainment 2006 Active Gamer Benchmark Study &  Media Metrix, July 2006
Gaming in comparison with other  more traditional media The Gaming  category reaches majority of web users Total Monthly Minutes (billions) Games tops the number of monthly minutes users spend by category Total Monthly Online Users by Category ,[object Object],[object Object],[object Object],0 2,000 4,000 6,000 8,000 10,000 12,000 14,000 16,000 18,000 20,000 Entertainment Retail Games News Chat Business XXX Adult Sports Travel Technology Source:  Media Metrix, July 2006 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 Unique visitors Retail Entertainment News Business Technology Travel Games XXX Adult Sports Chat
Gender balance is evening out "With the explosive growth in casual games over the past few years, it's no surprise that the gaming population, overall, is beginning to strike a more even gender balance than it had previously, when it was oriented heavily toward young males," says Mr. Verna. "This shift is creating opportunities for marketers to reach highly coveted demographic segments that in the past were not readily associated with video games."  M. Verna,  eMarketer Senior Analyst of Universal McCann
Source:  http://blog.delaranja.com/?p=836 & http://business-model-design.blogspot.com/2007/01/nintendos-blue-ocean-strategy-wii.html Nintendo focussed their attention on consumers  in stead of the brand. They put ‘fun’ central. Nintendo’s Blue Ocean Strategy
Advergaming & In-gamevertising Say wuh?
Source:  IAB Belgium Not changeable advertising inside of a game. In-game Static In-game Advertising Video or rich media advertising that is presented as the game loads In-game Pre- Roll A product plays an active role in the game; the player experiences the product features & benefits in context with the game play situation. In-game Plot Integration Integration brand messaging, sponsorship and/or products into the game. Around Game, In-game Product Placement Website, Leaderboards, Tournaments, Sweepstakes, retail promotions. Around Game, In-game Sponsorships In-game In-game Integration Description Advertising Format Video or rich media advertising that is presented in a natural break in game play, typically between levels. Inter-Level Advertising Changeable and/or clickable advertising within networked games. Dynamic or Interactive In-game Advertising Custom-made games specifically designed around a product or service. In many cases they also bring out a message about the brand. Advergames
They come in many forms and shapes
Advergames: loyalty & sales
Advergames: corporate responsibility
Advergames: brand experience
Advergames: online multiplayer games
In-Gamevertising (1) Ads can not change Static In-Gamevertising
In-Gamevertising (2) Ads change according to time & location Dynamic or Interactive In-Gamevertising
In-Gamevertising (3) An activity in the game… … triggers an email to the player* … promoting trial of the product (in this case). *requires player opt-in Source:  AdScape
In-Gamevertising (4) Inter-level In-gamevertising
In-Gamevertising (5) Pre-Roll In-gamevertising
In-Gamevertising (6) Product Placement In-gamevertising
In-Gamevertising (7) Sponsorship In-gamevertising
In-Gamevertising (8) Plot Integration In-gamevertising Plot integration is when the products play an active role in the context of the game, allowing the audience to experience specific product attributes e.g. solving crimes with the help of a car and sophesticated technology.
Casual Games
Based upon the old game ‘bricks’
Mobile Games & Mobile Advertising Mobile gamin is set to known a huge growth in 2009
Advergaming & Social Gaming
The Lost Experience Games can become powerful in social networks: they can act as a katalysator between people and unite them according to interest. Source:  http://www.thelostexperience.com/
Virgin Records ‘the collective mind’
What happens when you create a good mix between  Advergaming, crossmedia & communities?
GoSupermodel – Village game Communicate towards a specific community with its own values and needs. In this case girls can become a virtual supermodel by playing the advergame Source:  http://nl.gosupermodel.com/
Crossmedial concept Community Gaming Dolling Shopping Express Yourself! Socialisation Fun Economy All elements are  inter-connected Online Mobile
Why do they like it? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Young females represent the fastest growing  segment of Internet usage (Mediascope Europe, 2006)
In-game shop SHOP SHOP Let users  buy and interact  virtually with your brand
In-game magazine Establish your magazine  online  - in the right context Magazines
In-game trailers Movies Exploit the  richness  of Online media
Some figures (dk) Target group is:  Girls 12 - 17 yrs old ,[object Object],[object Object],[object Object]
Advergaming used as  a way to protest
Criticism against corporations Anti-advergames are to detract from or call into question a set of products or services for expressive, cathartic, social, or political purposes.  Source:  http://www.mcvideogame.com/
Let people think about something.  Bring over a certain message Disaffected – serious game Source:  http://www.persuasivegames.com/games/game.aspx?game=disaffected
What can we conclude?
We have entered the domain of the user ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You ! Pieter-Jan Adriaensens [email_address]

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Gaming and Advertising: a promosing upturn

  • 1. Gaming & Advertising Pieter-Jan Adriaensens
  • 2. Gaming & Advertising a promising upturn
  • 3.
  • 4. What is the situation like today?
  • 5. The gaming-public has broadened Cliché images are fading Gaming is an interesting channel for advertisers to reach the difficult to reach target group 18-36 yrs old
  • 6. When we were young we used to hook up with our friends to play Playstation games. Nintendo’s Wii brings back those emotions Gaming has and will become more and more a social event
  • 7. How did the past had its influence on the present?
  • 8. Inception & first experiments: 60’s – 80’s There wasn’t much technology available in this period. Creating games was almost unaffordable and thus held a huge risk . One of the first companies to start advertising through games was Ford (Mustang), quickly followed by Coca-Cola & Bud in the early 80’s (booming of the pc market)
  • 9. The advent of PC games: 90’s The upcoming of the personal computer was promising but advertisers kept making the same mistakes as in the period before. A positive evolution of this period was the bringing of in-context advertising: content contributes to the realism of the game and is not irritating (more subtle). A new era with new possibilities was needed and thus the Internet made her entry in the early 90’s, rapidlychanging the possibilities & experiences of the gaming industry
  • 10. Internet & Flash: the new millennium Advergames knew a huge popularity boost because of the fast uprise of the Internet. They could be spread more effectively and a larger audience could be reached. The introduction of Flash offered new possibilities: it was fast in development, cheap and had excellent sound. 2000 : America’s Army: the biggest online advergame ever made. It was created to influence young people to choose for a career in the US military
  • 11. Gaming is booming! Source: 2006 Frank N. Magid Associates, Inc . 89% Of Americans watch primetime TV 4% Of Americans watch a movie in a theater 58% Of Americans play some kind of a computer/ videogame
  • 12. Source: Yankee Group, 2005 Source: Yankee Group, 2005 “ Offline advertisers buy time, interactives create time”
  • 13. Q. Do you play games online? (%) 55.9 52.6 63.6 58.8 50.4 53.3 58.2 57.4 44.1 47.4 36.4 41.2 49.6 46.7 41.8 42.6 Total Male Female 13-17 18-24 25-34 35-44 45+ Yes No More than 83 million gamers are currently online (2006) Women take in more than 60% of the online gaming population. They often play casual games and are the ones with spending power. Games are ideal to reach the difficult to reach segment 18-34 of age (they avoid traditional media more often). The green bar are the ones responsible for purchase. Source: Nielsen Interactive Entertainment 2006 Active Gamer Benchmark Study & Media Metrix, July 2006
  • 14.
  • 15. Gender balance is evening out "With the explosive growth in casual games over the past few years, it's no surprise that the gaming population, overall, is beginning to strike a more even gender balance than it had previously, when it was oriented heavily toward young males," says Mr. Verna. "This shift is creating opportunities for marketers to reach highly coveted demographic segments that in the past were not readily associated with video games." M. Verna, eMarketer Senior Analyst of Universal McCann
  • 16. Source: http://blog.delaranja.com/?p=836 & http://business-model-design.blogspot.com/2007/01/nintendos-blue-ocean-strategy-wii.html Nintendo focussed their attention on consumers in stead of the brand. They put ‘fun’ central. Nintendo’s Blue Ocean Strategy
  • 18. Source: IAB Belgium Not changeable advertising inside of a game. In-game Static In-game Advertising Video or rich media advertising that is presented as the game loads In-game Pre- Roll A product plays an active role in the game; the player experiences the product features & benefits in context with the game play situation. In-game Plot Integration Integration brand messaging, sponsorship and/or products into the game. Around Game, In-game Product Placement Website, Leaderboards, Tournaments, Sweepstakes, retail promotions. Around Game, In-game Sponsorships In-game In-game Integration Description Advertising Format Video or rich media advertising that is presented in a natural break in game play, typically between levels. Inter-Level Advertising Changeable and/or clickable advertising within networked games. Dynamic or Interactive In-game Advertising Custom-made games specifically designed around a product or service. In many cases they also bring out a message about the brand. Advergames
  • 19. They come in many forms and shapes
  • 24. In-Gamevertising (1) Ads can not change Static In-Gamevertising
  • 25. In-Gamevertising (2) Ads change according to time & location Dynamic or Interactive In-Gamevertising
  • 26. In-Gamevertising (3) An activity in the game… … triggers an email to the player* … promoting trial of the product (in this case). *requires player opt-in Source: AdScape
  • 28. In-Gamevertising (5) Pre-Roll In-gamevertising
  • 29. In-Gamevertising (6) Product Placement In-gamevertising
  • 31. In-Gamevertising (8) Plot Integration In-gamevertising Plot integration is when the products play an active role in the context of the game, allowing the audience to experience specific product attributes e.g. solving crimes with the help of a car and sophesticated technology.
  • 33. Based upon the old game ‘bricks’
  • 34. Mobile Games & Mobile Advertising Mobile gamin is set to known a huge growth in 2009
  • 36. The Lost Experience Games can become powerful in social networks: they can act as a katalysator between people and unite them according to interest. Source: http://www.thelostexperience.com/
  • 37. Virgin Records ‘the collective mind’
  • 38. What happens when you create a good mix between Advergaming, crossmedia & communities?
  • 39. GoSupermodel – Village game Communicate towards a specific community with its own values and needs. In this case girls can become a virtual supermodel by playing the advergame Source: http://nl.gosupermodel.com/
  • 40. Crossmedial concept Community Gaming Dolling Shopping Express Yourself! Socialisation Fun Economy All elements are inter-connected Online Mobile
  • 41.
  • 42. In-game shop SHOP SHOP Let users buy and interact virtually with your brand
  • 43. In-game magazine Establish your magazine online - in the right context Magazines
  • 44. In-game trailers Movies Exploit the richness of Online media
  • 45.
  • 46. Advergaming used as a way to protest
  • 47. Criticism against corporations Anti-advergames are to detract from or call into question a set of products or services for expressive, cathartic, social, or political purposes. Source: http://www.mcvideogame.com/
  • 48. Let people think about something. Bring over a certain message Disaffected – serious game Source: http://www.persuasivegames.com/games/game.aspx?game=disaffected
  • 49. What can we conclude?
  • 50.
  • 51. Thank You ! Pieter-Jan Adriaensens [email_address]