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IN-GAME ADVERTISING



       PYROCONTEXTS
              Marketing Plan
                   Ibrahim Shafi
              Semantic Contexts, LLC
                ibrahim@shafi.org
PYROCONTEXTS

   Goal: To be the premier in-game advertising
    network for advertisers seeking real time
    feedback and targeting information.
MARKETING OBJECTIVES

   Gain market share over the next
    year from industry leaders in larger
    network audiences
   Offer a more precise and a lower
    cost ad targeting system using an
    automated auction to sell ad space.
   Quickly and efficiently deliver
    targeted advertising into
    network-based games
   Increase brand awareness from 0
    percent to 20 percent.
   Increase channel members to
    build network.
Unlimited Product Placement Potential
TAKE ADVANTAGE OF THE CONTEXT
TEST DRIVE UNLIMITED (2006)
PRODUCT – VALUE TO THE CUSTOMER

1.   Dynamic, Flexible      Most “advertising” is static
2.   Broad Reach            Unique integrations by title
3.   Accountable            Measurement by sell-thru
4.   Easy to integrate      Game teams pushing back
5.   Agencies drive         Agencies limited in role
     value
PRODUCT - OFFERING




              Broker        Campaigns       Dynamic In-       Product
                                              game          Placement in
                                            Advertising        Games




• PLC – Introduction
    • Focus on educating the customer about the benefits and value of our products.
    • Increase brand awareness
• NPD – Design Phase
TONY HAWK PRO SKATER (1999)
CRAZY TAXI (2000)
TRUE CRIME (2003)
SPLINTER CELL PANDORA TOMORROW (2004)
AUTOZONE OFFROAD FRENZY
NBA 2K6 (2005)
FIGHT NIGHT 3 (2006)




                       Burger King Achievement
                                                                100
                       Beat The BK Invitational Fight.
                       Dodge Achievement
                                                                100
                       Beat the Dodge sponsored fight
                       EA SPORTS Achievement
                                                                150
                       Beat any EA SPORTS sponsored fight
                       ESPN FNF Achievement
                                                                150
                       Beat any ESPN Friday Night Fight event
                       ESPN PPV Achievement
                                                                150
                       Beat any ESPN Pay Per View fight event
                       ESPN WNF Achievement
                       Beat any ESPN Wednesday Night Fight      150
                       event
                       Everlast Achievement
                                                                100
                       Beat the Everlast sponsored fight
                       Under Armour Achievement
                                                                100
                       Beat the Under Armour sponsored fight
PRODUCT - BRANDING

   Strategy - Build utilitarian value
     Ability
            for anyone to advertise in a video game.
     For game publishers, allow total control over
      where ads can appear.
   Use Brand Extensions for new products
   Online Auction Bidding
                                          Audience profiles
                                          Characteristics of the game
                                           environment
                                          The price they’re willing to pay
                                           per impression
                                          Overall budget

                                  Competitors
                                  Value
Pricing Objective: Maximize
quantity of customers served      Price sensitivity
GENERAL ENVIRONMENT


                                                  Marketing Mix (4Ps)
                                                Product      Promotion
                                                  Price        Place
             Industry



                                    Value to                             Value from
             Market                 Customers                            Customers




 -Increasingly fragmented media
 advertising channels.

 -Digital age: Consumers are
 moving to new media. Advertisers                                                     -At least 132 million gamers
 are following.                                                                       13 years and older in the U.S.

                                                                                      -The most coveted consumers
                                                                                      – men aged 18 to 34.
-Income from in-game advertising                                                      -Young men play an average
to offset development costs and                                                       of 12.5 hours of video games
increase profits.                                                                     each week compared to less
                                                                                      than 10 spent in front of the
- Can provide highly segmented
                                                                                      TV.
marketing and detailed tracking.
INDUSTRY GROWTH

                      Brand placement in games is forecasted to as much as $1
                       billion by 2010”

                        300

                        250
          % Increase




                        200                                         In Game
                                                                    Advertising
                        150                                         Revenue
                                                                    Advergaming
                        100                                         Revenue

                        50

                          0
                              2003   2005        2007
+ Source: Nielsen Entertainment
Graph Data: The Yankee Group report: "Marketers Look to Video Games to Drive Their Messages Home" forecast
TARGET AUDIENCE DIVERSITY

   "If the goal is to reach [young]
    males, there is a lot of waste
    in buying network television,“
                 Nielsen Entertainment
                  Senior Vice-President
                  Michael Dowling.




Source:” Rated M For Mad Ave”
Businessweek.com 2/27/06
ENVIRONMENTAL ANALYSIS

Growing number of video game players

Game sales on the rise

Increased youth spending power

Traditional advertising less effective

Technology improving and getting cheaper

ESRB ratings, self-regulating industry

Today’s digital age
COMPANY ANALYSIS - SWOT
Strengths                                    Weaknesses
• Technical expertise                        • Unknown company
• computer code                              • Cost of data-acquisition could be high
• Innovative software application to cater   • Limited resources & funding
  ads to each specific users
• Utilizing software to tie in market data




Opportunities                                Threats
• Low Competitors’ software sophistication   • Some established competitors
• Highly coveted demographic – Male mid      • Large powerful companies entering the
  30’s.                                        field
• More children making purchasing            • Government regulation
  decisions
• International markets
• Independent game developers
COMPANY FIT
                                     Fit w/
                         Fit w/                   Fit w/
                                     Competitor
                         Customers                Context
                                     s

    Performance                                    
    Goals & Objectives                             
    Capabilities                                   
    Strategy & Tactics                             
    Organization                                   
    Implementation                                 
    Sustainability                                 
CUSTOMER ANALYSIS


   Key       • Blue Chip Advertisers through Ad Agencies
 Segments    • Direct advertisers, mostly small companies




 Perceived   • Access to key demographics – 18-34 yr
               old males
   Value     • Real time metrics on ad effectiveness
  Derived    • More precise ad targeting to increase
               impact and brand awareness
  through
CUSTOMER ANALYSIS – MARKET SIZE
  “Which marketing channels/efforts are you currently using, piloting, or
 expecting to pilot within the next 12 months?”                                                                Total
                             Currently using     Piloting or expecting to pilot     No plans to use at all   adoption

                  Email marketing                                                       83% 10% 6%             94%
                 Search marketing                                       64%         16%           21%          79%
               Behavioral targeting                    38%                        36%             27%          73%
              Contextual targeting                     37%                  32%                   31%          69%
                Rich media emails                      36%                 31%                    33%          67%
            Rich media display ads                           45%          22%                     33%          67%
             Blogs/social networks         13%                  38%                               49%          51%
                              RSS      10%                    37%                                 53%          47%
                 Mobile marketing      11%                   32%                                  57%          43%
   Advergames/in-game advertising          13%   15%                                              72%          28%
                                      0%   10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
In-game Ad Market = $56M                                       Source: Forrester’s Q4 2005 Marketer Benchmark Survey
 $56M in 2005
 Projected $732M in 2010
               Yankee Group, Mar. 06
COMPETITORS


   IGA Worldwide
   Massive Incorporated

Competitive advantages: Massive and IGA Worldwide sign exclusive
agreements with online developers such as Activision to place ads into online
games. These agreements serve as a virtual monopoly against all other
competition. In addition, these competitors can claim that they have set the
benchmark for advertising in these industries.


Weaknesses: The in-game advertising is only accessible to large blue-chip
advertisers such as Coca-Cola and GM. Smaller companies do not have a
low cost way to get on the network.
MARKETING STRATEGY (STP)

                SEGMENTATION
       Advertising
                                                Direct Advertisers
        Agencies
AKQA – Coca Cola, Nike, Microsoft                 Auto Industry
BBDO – Anheuser-Busch, Visa, Pepsi                Fast food chains
BBH – Audi, Levi’s, British Airways               Large retailers, department stores
Bernstein-Rein – McDonald’s, Yahoo, Wal-Mart      Soft Drinks Industry
JWT – Kellog, Unilever, T Rowe Price              Beer Industry
Leo Burnett – Procter & Gamble                    Athletic Products
The Martin Agency- UPS, GEICO, NASCAR, Miller     Entertainment Industry
McCann Erickson- Mastercard, Sony, Intel          Electronics, Video Games
                                                  Airline Industry
                                                  Smaller local regional businesses With
                                                  limited advertising budget
TARGETING


            Direct Advertisers    Companies that
             interested in the    are willing to bid
            online 18-34 male      for advertising
                 audience               space




                                 Smaller
                                 companies that
            Companies that       can’t afford
            need constant or     national marketing
             fast update of      campaigns
               advertising
                message          •Local or regional
                                  businesses
POSITIONING

   PyroContexts delivers advertisements to a quality audience
    with the highest level of accuracy and timeliness among all in-
    game advertising companies because our proprietary bidding
    technology, and video game network better identifies, at any
    given moment, the final customer (video game player) by age,
    location, demographics, behavioristic and psychographic
    measures.

   In the mind of the advertisers, PyroContexts should be the in-
    video company with the technological edge in advertising
    delivery.
PLACE - DISTRIBUTION STRATEGY



 Channel length:      Channel width:
    DIRECT             EXCLUSIVE
• Our Network to    • Proprietary
  access video        technology,
  games               bidding
                      advertising linked
                      to video games.
PLACE – DISTRIBUTION STRATEGY


              PyroContexts



                                                       Video Game
                                                         Players
                                  VG



                                                  VG

                             VG


Advertisers
                                     Channel
                                  PYROCONTEXTS
                                       Partners
                             VG                   VG



                                  VG
PROMOTION
 Generate Gaming        • Consumer Electronics Show
Network: Targeted PR    • Expand company awareness among developers

     Campaign

    Create Client       • Explain Software innovations
   Relationships:       • Visit Advertisers

Dedicated Sales Team

 Establish our brand:   • Billboards
                        • Magazines
  Traditional ads in    • Online advertising
   Major US Cities

   Generate hype:
  “Blogger” appeal
QUESTIONS?

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PyroContexts: In-Game Advertising Service

  • 1. IN-GAME ADVERTISING PYROCONTEXTS Marketing Plan Ibrahim Shafi Semantic Contexts, LLC ibrahim@shafi.org
  • 2. PYROCONTEXTS  Goal: To be the premier in-game advertising network for advertisers seeking real time feedback and targeting information.
  • 3. MARKETING OBJECTIVES  Gain market share over the next year from industry leaders in larger network audiences  Offer a more precise and a lower cost ad targeting system using an automated auction to sell ad space.  Quickly and efficiently deliver targeted advertising into network-based games  Increase brand awareness from 0 percent to 20 percent.  Increase channel members to build network.
  • 5. TAKE ADVANTAGE OF THE CONTEXT
  • 7. PRODUCT – VALUE TO THE CUSTOMER 1. Dynamic, Flexible  Most “advertising” is static 2. Broad Reach  Unique integrations by title 3. Accountable  Measurement by sell-thru 4. Easy to integrate  Game teams pushing back 5. Agencies drive  Agencies limited in role value
  • 8. PRODUCT - OFFERING Broker Campaigns Dynamic In- Product game Placement in Advertising Games • PLC – Introduction • Focus on educating the customer about the benefits and value of our products. • Increase brand awareness • NPD – Design Phase
  • 9. TONY HAWK PRO SKATER (1999)
  • 12. SPLINTER CELL PANDORA TOMORROW (2004)
  • 15. FIGHT NIGHT 3 (2006) Burger King Achievement 100 Beat The BK Invitational Fight. Dodge Achievement 100 Beat the Dodge sponsored fight EA SPORTS Achievement 150 Beat any EA SPORTS sponsored fight ESPN FNF Achievement 150 Beat any ESPN Friday Night Fight event ESPN PPV Achievement 150 Beat any ESPN Pay Per View fight event ESPN WNF Achievement Beat any ESPN Wednesday Night Fight 150 event Everlast Achievement 100 Beat the Everlast sponsored fight Under Armour Achievement 100 Beat the Under Armour sponsored fight
  • 16. PRODUCT - BRANDING  Strategy - Build utilitarian value  Ability for anyone to advertise in a video game.  For game publishers, allow total control over where ads can appear.  Use Brand Extensions for new products
  • 17. Online Auction Bidding  Audience profiles  Characteristics of the game environment  The price they’re willing to pay per impression  Overall budget  Competitors  Value Pricing Objective: Maximize quantity of customers served  Price sensitivity
  • 18. GENERAL ENVIRONMENT Marketing Mix (4Ps) Product Promotion Price Place Industry Value to Value from Market Customers Customers -Increasingly fragmented media advertising channels. -Digital age: Consumers are moving to new media. Advertisers -At least 132 million gamers are following. 13 years and older in the U.S. -The most coveted consumers – men aged 18 to 34. -Income from in-game advertising -Young men play an average to offset development costs and of 12.5 hours of video games increase profits. each week compared to less than 10 spent in front of the - Can provide highly segmented TV. marketing and detailed tracking.
  • 19. INDUSTRY GROWTH  Brand placement in games is forecasted to as much as $1 billion by 2010” 300 250 % Increase 200 In Game Advertising 150 Revenue Advergaming 100 Revenue 50 0 2003 2005 2007 + Source: Nielsen Entertainment Graph Data: The Yankee Group report: "Marketers Look to Video Games to Drive Their Messages Home" forecast
  • 20. TARGET AUDIENCE DIVERSITY  "If the goal is to reach [young] males, there is a lot of waste in buying network television,“  Nielsen Entertainment Senior Vice-President Michael Dowling. Source:” Rated M For Mad Ave” Businessweek.com 2/27/06
  • 21. ENVIRONMENTAL ANALYSIS Growing number of video game players Game sales on the rise Increased youth spending power Traditional advertising less effective Technology improving and getting cheaper ESRB ratings, self-regulating industry Today’s digital age
  • 22. COMPANY ANALYSIS - SWOT Strengths Weaknesses • Technical expertise • Unknown company • computer code • Cost of data-acquisition could be high • Innovative software application to cater • Limited resources & funding ads to each specific users • Utilizing software to tie in market data Opportunities Threats • Low Competitors’ software sophistication • Some established competitors • Highly coveted demographic – Male mid • Large powerful companies entering the 30’s. field • More children making purchasing • Government regulation decisions • International markets • Independent game developers
  • 23. COMPANY FIT Fit w/ Fit w/ Fit w/ Competitor Customers Context s Performance    Goals & Objectives    Capabilities    Strategy & Tactics    Organization    Implementation    Sustainability   
  • 24. CUSTOMER ANALYSIS Key • Blue Chip Advertisers through Ad Agencies Segments • Direct advertisers, mostly small companies Perceived • Access to key demographics – 18-34 yr old males Value • Real time metrics on ad effectiveness Derived • More precise ad targeting to increase impact and brand awareness through
  • 25. CUSTOMER ANALYSIS – MARKET SIZE “Which marketing channels/efforts are you currently using, piloting, or expecting to pilot within the next 12 months?” Total Currently using Piloting or expecting to pilot No plans to use at all adoption Email marketing 83% 10% 6% 94% Search marketing 64% 16% 21% 79% Behavioral targeting 38% 36% 27% 73% Contextual targeting 37% 32% 31% 69% Rich media emails 36% 31% 33% 67% Rich media display ads 45% 22% 33% 67% Blogs/social networks 13% 38% 49% 51% RSS 10% 37% 53% 47% Mobile marketing 11% 32% 57% 43% Advergames/in-game advertising 13% 15% 72% 28% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% In-game Ad Market = $56M Source: Forrester’s Q4 2005 Marketer Benchmark Survey $56M in 2005 Projected $732M in 2010 Yankee Group, Mar. 06
  • 26. COMPETITORS  IGA Worldwide  Massive Incorporated Competitive advantages: Massive and IGA Worldwide sign exclusive agreements with online developers such as Activision to place ads into online games. These agreements serve as a virtual monopoly against all other competition. In addition, these competitors can claim that they have set the benchmark for advertising in these industries. Weaknesses: The in-game advertising is only accessible to large blue-chip advertisers such as Coca-Cola and GM. Smaller companies do not have a low cost way to get on the network.
  • 27. MARKETING STRATEGY (STP) SEGMENTATION Advertising Direct Advertisers Agencies AKQA – Coca Cola, Nike, Microsoft Auto Industry BBDO – Anheuser-Busch, Visa, Pepsi Fast food chains BBH – Audi, Levi’s, British Airways Large retailers, department stores Bernstein-Rein – McDonald’s, Yahoo, Wal-Mart Soft Drinks Industry JWT – Kellog, Unilever, T Rowe Price Beer Industry Leo Burnett – Procter & Gamble Athletic Products The Martin Agency- UPS, GEICO, NASCAR, Miller Entertainment Industry McCann Erickson- Mastercard, Sony, Intel Electronics, Video Games Airline Industry Smaller local regional businesses With limited advertising budget
  • 28. TARGETING Direct Advertisers Companies that interested in the are willing to bid online 18-34 male for advertising audience space Smaller companies that Companies that can’t afford need constant or national marketing fast update of campaigns advertising message •Local or regional businesses
  • 29. POSITIONING  PyroContexts delivers advertisements to a quality audience with the highest level of accuracy and timeliness among all in- game advertising companies because our proprietary bidding technology, and video game network better identifies, at any given moment, the final customer (video game player) by age, location, demographics, behavioristic and psychographic measures.  In the mind of the advertisers, PyroContexts should be the in- video company with the technological edge in advertising delivery.
  • 30. PLACE - DISTRIBUTION STRATEGY Channel length: Channel width: DIRECT EXCLUSIVE • Our Network to • Proprietary access video technology, games bidding advertising linked to video games.
  • 31. PLACE – DISTRIBUTION STRATEGY PyroContexts Video Game Players VG VG VG Advertisers Channel PYROCONTEXTS Partners VG VG VG
  • 32. PROMOTION Generate Gaming • Consumer Electronics Show Network: Targeted PR • Expand company awareness among developers Campaign Create Client • Explain Software innovations Relationships: • Visit Advertisers Dedicated Sales Team Establish our brand: • Billboards • Magazines Traditional ads in • Online advertising Major US Cities Generate hype: “Blogger” appeal

Editor's Notes

  1. Ability for anyone to advertise in a game by specifying the context clues which will trigger the placement of the ad or feature in the game.For game publishers, allow total control over where ads can appear in the game and under what conditions.
  2. In 2005, the market for advertising to those gamers inside their virtual worlds totaled about $56 million. With the introduction of next-generation gaming consoles and new metrics to measure both--Boston-based technology research and consulting firm Yankee Group projects the in-game market will explode to $733 million by 2010. (Newsweek)Nearly 90 percent of all U.S. companies polled in a new study will use part of their marketing budgets to advertise in new media like video games or virtual communities.