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State of the Business and Opportunities in Advertising




                David Merzel
                Country Manager
                Entertainment & Device
                Microsoft BeLux

                Blog : davidmerzel.wordpress.com
Consumer (R)evolution
                                                    Personalized


                                                    Anywhere,
                                                     Anytime

Pre-PC Era    PC Era    Internet Era   Consumer
   (1980)      (1995)       (2000)         Era
                                         (Today+)    Informed
                                                       Choice


                                                     Connected
Facebook:
                      100M
                     9 months
                                iPod      Interne   TV      Radio
                                3 years       t      13     38 years
                                          4 years   years
                    50


                    45


                    40
MILLIONS OF USERS




                    35


                    30


                    25


                    20


                    15


                    10


                    5
Seismic Shift calling for New Marketing
                     Broadcast
                                  >   Interactive

                Single platform
                                  >   Multiple Media Platforms

            Publisher Timetable
                                  >   My Timetable

                       Passive
                                  >   Engaged

                          Mass
                                  >   Targeted

                      Interrupt
                                  >   Relevant


             Advertiser Control
                                  >   Consumer Control

                    30 Seconds
                                  >   Extended time
Trends Evolution
                                      Timeline 1960-2010
            Van de sociale                             Door de                        Aan het sociaal
                status                             individualisatie                        spel


               1960              1970             1980             1990               2000               2010
           Kerngezin         Kerngezin /     Actieve           Erkenning van    Het nieuw           Open sociale
                             Mei 68          vrouwen/          de postmoderne   samengesteld        kring
Familles                                     Nieuwe vaders     familie          gezin



           Gezelschap-       Gezelschapss    Nintendo          Internet         Consoles next-      3D
           sspellen          pellen          Actiefiguren      Playstation      gen                 Sociale netwerken
           Spellen per       Spellen per     VHS               PC                                   Toegevoegde
           genre             genre           Walkman           Mobile phone                         realiteit
 Play      (Barbie)                                            Scherm-
           Televisie thuis                                     generatie



           Voorberei-        Een             Een uitlaatklep   Een inwijdende   Een middel tot      Een manier van
           ding op het       weerspie-       Een               leefwereld       zelfontwikkeling    communiceren
           volwassen         geling          aggressievere     Een heel          tot                Een familiale
           leven             van het         leefwereld        mannelijke       perfectionisering   hobby
                             standpunt van                     leefwereld       Een gemengde
                             de ouders                                          leefwereld 10
Total Belgian Entertainment Market 2009
              Consumer spending in million units: -2.1% (2009 vs. 2008)
              Consumer spending in million value: -4.8% (2009 vs. 2008)

        60                                                                      700
                                                          646
                                                                          615
                                                                                600
        50                                  610
                                 551
                531                                                             500
        40

                                                                                400




                                                                                      Vaule
Units




                                                                                              Units
        30
                                                                                              Value
                                                                                300

        20
                                          45           45             44
                                                                                200
             40            39
        10
                                                                                100



        0                                                                       0
             Bron: GfK / BEA
             2005         2006          2007           2008          2009
Breakdown Belgian Entertainment Market 2009
                Consumer spending in turnover %

700                                                    Games
                                                       Music
600
                                                       Video
500
                 28 %      32 %       38 %    37 %
      26 %
400

300   35 %       32 %      29 %       25 %    26 %


200
      39 %       40 %      39 %       37 %    37 %
100

  0
      2005     2006       2007       2008     2009
        Bron: GfK / BEA

                    Belgische entertainment       12
Gaming has evolved into a major entertainment player
Who’s playing - it’s just a niche group....right?
CHANGE THE WAY PEOPLE SEE
 GAMING & ENTERTAINMENT
16

CAPTURE A BROADER CASUAL GAMING
            AUDIENCE
17




WITHOUT LOSING OUR CORE
Fantastic opportunities for marketers




Great for         An immersive,   Social,         Drive a
reaching          engaging        connected       broad range
young males,      medium          entertainment   of marketing
teens & females                                   goals, from
                                                  awareness, to
                                                  trial and
                                                  purchase
Microsoft Interactive Entertainment
   A broad commitment across the spectrum
Microsoft Interactive Entertainment
   A broad commitment across the spectrum
Microsoft Interactive Entertainment
   A broad commitment across the spectrum
Windows LIVE Messenger games
                           High
  Over 16 million      interactive     High number of
 Messenger Game       click through     game-plays for
unique users across   rates on ads    commercial games
      EMEA            and in-game
Coke plays the brand love game
                                                                                                               Objective:
                                                                                                                1. Determine your audience
                                                                                                               •       To build ‘brand love’ among
                                                                                                                       16-19 year olds e.g. scoring
                                                                                                                       an average of 7.5 out of
                                                                                                                       10 for statements inc. ‘Coke is
                                                                                                                       a brand I love’


                                                                                                               Solution:
                                                                                                                  1. Determine your audience
                                                                                                               •       Teen consumers were invited to
                                                  Digital platforms drive Brand Love for 16-19s                        participate in the Happiness
Increased agreement with Brand Love statements




                                                                                                                       Factory through social media and
                                                  0.127                                                                gaming– using branded Windows
                                                                                                                       Live Messenger Game and Xbox
                                                                                                                       Live Dashboard with downloads


                                                                                                                   Results:
                                                                                                                     1. Determine your audience
                                                              0.035                                                •   Impact on ‘brand love’ over 7
                                                                        0.024                                          times that of TV
                                                                                0.017 0.012                        •   Over 915k game plays through
                                                                                                       Radio
                                                                                            0.003      Promo           Windows Live Messenger
                                                  Windows     Outdoor   Xbox     TV   Coke   Cinema                •   Xbox Live delivered over
                                                    Live                Live          Zone
                                                  Messenger                                           -0.004           3.6m impressions
                                                   Game
Interactive Entertainment
get your brand on the stage




                  Great for reaching young males, teens and females


                  An immersive, engaging medium


                  It’s social, connected entertainment


                  It has impact, and gives your brand cut-through
Pushing the boundaries of
interactive entertainment
Kinect changes the way we see entertainment & games




                                                        Games




                                                      Interface/Entertainment




Recognizes: Movements, voices, facial expressions

                                                    Communication
Kinect : Key Features
Kinect changes the way we use entertainment &
games: you become the controller

o Full body motion control. Get of the couch and
  play with your body, hands and feet, with family and
  friends!

o Multimedia experience. Watch movies on demand
  with Zune, chat with friends & family with the Kinect
  video service all without a controller.

o Personalization. Kinect recognizes your facial
  expression and connects you to all content by a
  wave of your hand.

o Compatible with all XBOX 360 consoles
Kinect : Transforms
Game       Social        Entertainment
Kinect : 1st Party Launch Games
Kinect: 3rd Party games for launch window


• Varity of genres
  • Dance
  • Sports
  • Racing
  • Fitness
  • Family
  • Party
Thank you for your time

• David Merzel, dmerzel@microsoft.com




                     David Merzel
                     Country Manager
                     Entertainment & Device
                     Microsoft BeLux

                     Blog : davidmerzel.wordpress.com

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Gaming : Opportunities in Advertising ?

  • 1. CONSOLE GAMES State of the Business and Opportunities in Advertising David Merzel Country Manager Entertainment & Device Microsoft BeLux Blog : davidmerzel.wordpress.com
  • 2. Consumer (R)evolution Personalized Anywhere, Anytime Pre-PC Era PC Era Internet Era Consumer (1980) (1995) (2000) Era (Today+) Informed Choice Connected
  • 3. Facebook: 100M 9 months iPod Interne TV Radio 3 years t 13 38 years 4 years years 50 45 40 MILLIONS OF USERS 35 30 25 20 15 10 5
  • 4. Seismic Shift calling for New Marketing Broadcast > Interactive Single platform > Multiple Media Platforms Publisher Timetable > My Timetable Passive > Engaged Mass > Targeted Interrupt > Relevant Advertiser Control > Consumer Control 30 Seconds > Extended time
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  • 10. Trends Evolution Timeline 1960-2010 Van de sociale Door de Aan het sociaal status individualisatie spel 1960 1970 1980 1990 2000 2010 Kerngezin Kerngezin / Actieve Erkenning van Het nieuw Open sociale Mei 68 vrouwen/ de postmoderne samengesteld kring Familles Nieuwe vaders familie gezin Gezelschap- Gezelschapss Nintendo Internet Consoles next- 3D sspellen pellen Actiefiguren Playstation gen Sociale netwerken Spellen per Spellen per VHS PC Toegevoegde genre genre Walkman Mobile phone realiteit Play (Barbie) Scherm- Televisie thuis generatie Voorberei- Een Een uitlaatklep Een inwijdende Een middel tot Een manier van ding op het weerspie- Een leefwereld zelfontwikkeling communiceren volwassen geling aggressievere Een heel tot Een familiale leven van het leefwereld mannelijke perfectionisering hobby standpunt van leefwereld Een gemengde de ouders leefwereld 10
  • 11. Total Belgian Entertainment Market 2009 Consumer spending in million units: -2.1% (2009 vs. 2008) Consumer spending in million value: -4.8% (2009 vs. 2008) 60 700 646 615 600 50 610 551 531 500 40 400 Vaule Units Units 30 Value 300 20 45 45 44 200 40 39 10 100 0 0 Bron: GfK / BEA 2005 2006 2007 2008 2009
  • 12. Breakdown Belgian Entertainment Market 2009 Consumer spending in turnover % 700 Games Music 600 Video 500 28 % 32 % 38 % 37 % 26 % 400 300 35 % 32 % 29 % 25 % 26 % 200 39 % 40 % 39 % 37 % 37 % 100 0 2005 2006 2007 2008 2009 Bron: GfK / BEA Belgische entertainment 12
  • 13. Gaming has evolved into a major entertainment player
  • 14. Who’s playing - it’s just a niche group....right?
  • 15. CHANGE THE WAY PEOPLE SEE GAMING & ENTERTAINMENT
  • 16. 16 CAPTURE A BROADER CASUAL GAMING AUDIENCE
  • 18. Fantastic opportunities for marketers Great for An immersive, Social, Drive a reaching engaging connected broad range young males, medium entertainment of marketing teens & females goals, from awareness, to trial and purchase
  • 19. Microsoft Interactive Entertainment A broad commitment across the spectrum
  • 20. Microsoft Interactive Entertainment A broad commitment across the spectrum
  • 21. Microsoft Interactive Entertainment A broad commitment across the spectrum
  • 22. Windows LIVE Messenger games High Over 16 million interactive High number of Messenger Game click through game-plays for unique users across rates on ads commercial games EMEA and in-game
  • 23. Coke plays the brand love game Objective: 1. Determine your audience • To build ‘brand love’ among 16-19 year olds e.g. scoring an average of 7.5 out of 10 for statements inc. ‘Coke is a brand I love’ Solution: 1. Determine your audience • Teen consumers were invited to Digital platforms drive Brand Love for 16-19s participate in the Happiness Increased agreement with Brand Love statements Factory through social media and 0.127 gaming– using branded Windows Live Messenger Game and Xbox Live Dashboard with downloads Results: 1. Determine your audience 0.035 • Impact on ‘brand love’ over 7 0.024 times that of TV 0.017 0.012 • Over 915k game plays through Radio 0.003 Promo Windows Live Messenger Windows Outdoor Xbox TV Coke Cinema • Xbox Live delivered over Live Live Zone Messenger -0.004 3.6m impressions Game
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  • 25. Interactive Entertainment get your brand on the stage Great for reaching young males, teens and females An immersive, engaging medium It’s social, connected entertainment It has impact, and gives your brand cut-through
  • 26. Pushing the boundaries of interactive entertainment
  • 27. Kinect changes the way we see entertainment & games Games Interface/Entertainment Recognizes: Movements, voices, facial expressions Communication
  • 28. Kinect : Key Features Kinect changes the way we use entertainment & games: you become the controller o Full body motion control. Get of the couch and play with your body, hands and feet, with family and friends! o Multimedia experience. Watch movies on demand with Zune, chat with friends & family with the Kinect video service all without a controller. o Personalization. Kinect recognizes your facial expression and connects you to all content by a wave of your hand. o Compatible with all XBOX 360 consoles
  • 29. Kinect : Transforms Game Social Entertainment
  • 30. Kinect : 1st Party Launch Games
  • 31. Kinect: 3rd Party games for launch window • Varity of genres • Dance • Sports • Racing • Fitness • Family • Party
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  • 33. Thank you for your time • David Merzel, dmerzel@microsoft.com David Merzel Country Manager Entertainment & Device Microsoft BeLux Blog : davidmerzel.wordpress.com