eagames advertising
TRANSCRIPT
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ENGAGINGAUDIENCES Will Chan, Global Media Planner MA Marketing & Advertising, Leeds Un
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STAND UP IF….
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NAME THE CONSOLE!
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NAME THE CHARACTER!
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40M80M
130M
1995 2000 2005
EA Estimates(MM monthly unique players across all platforms)
A LEADER IN EVERY CATEGO
HD Console
PC Retail
Mobile & Reader
Casual & Online
Social
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$115B INDUSTRY BY 2015(WORLDWIDE)
Of Gamers Spend More On EThan Non-Gamers
Of Video Games Have Stronger Opening DayThan All Box Office Movies
Of All HouseholdVideo Games
Entertainment Software Association 2011, Gartner 2011, BoxOffice
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Con
Casual
Mobile
PC/Online
33%
17%
13% 16%
21%
A BOOMING INDUSTRY
Worldwide Players
1.57B
80M
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27.8 25.6 24.6 23.2 22
12.3 15.9 20.2 24.8 29.2
CY08 CY09 CY10 CY11E CY12E
DigitalPackaged Goods
$40.1B $41.5B$44.8B
$48B $51.2B
EA estimates, ESA.($ B, Calendar Year basis, Worldwide)
6.48.3
8.3
9.7
2.2
3.13.4
3.9
CY10 CY11E
Mobile, Handheld
Console
PC Core
Casual, Social
$20.2B
$24.8B
DIGITAL IS DRIVING GROWTH
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Of Time Spent On Facebook
FINDING MORE TIME TO PLAY
39% 14.7 9.
10+ 8+
Hours Per Week Ho
18-34 25-49Hours Per Week Hours Per Week
Sources: 2011 Flurry, PopCap, Entertainment Software Association 2011, TripWire Magazine 2011 - Social Gaming By The Numbers
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17%
18%
24%
22%
13%
6%
Age Breakdown12-17
18-24
25-34
35-44
45-54
55-65
Source: Interpret New Media Measure
Demo Breakdown
male
female
EVERYONE IS PLAYING GAMES
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Question: “In the last 24 hours, when you did the following activity what else where you doing?Source: Simmons 2010 Fall NCS Adults Full Year New Media Study; 18-44
95%
66% 67%
Playing Video Games Watching TV Using the Internet
GAMERS ARE FULLY ENGAGED% of users that don’t multitask while…
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ENGAGED PLAYERS LEAD TO REC
Source: Hall & Partners Research, 1997-2007; Nielsen Research, 2006-2008; Interpret Research, 2006-2010 * Average for +100 in-game campaigns
12%
13%18%
32%
6
Online
Outdoor Print
Television
In-Game
Average Ad Recall For All CampaignsHall & Partners Research, 1997-2010
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IN GAME ADS AREN’T NEW
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IN GAME ADS AREN’T NEW
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TWO CREATIVE STYLES, ANY PLAT
Served via internetconnection, moreflexible
Suited to productadvertising
Geo, time, demotargetable
Dynamic
Built into the gamore permanen
Suited to brandadvertising
More interactivedeeper engagem
HardCoded
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DYNAMIC IN GAME BANNER
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ADVERTISING WITH EA
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ADVERTISING WITH EA
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EXTENDING BRANDS TO NEW
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EXTENDING BRANDS TO NEWFRONTIERS
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IN GAME RESULTS
24% increase in sales within user 13% increase in buying rate9% increase in new users
$3 ROI for every $1 spent
Source: Nielsen US, 2010
SHOWCASE BRAND ATTRIBUTES
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SHOWCASE BRAND ATTRIBUTES
SHOWCASE BRAND ATTRIBUTES
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Sources: EA, comScore Brand Impact Study, Networked Insights
Results:
2,700,000 Bounty Towels placed in unique players’
522,600 NEW Bounty fans on Facebook, 40% of Bounty’
59,000,000 game sessions played during the 3-weeksponsorship
SHOWCASE BRAND ATTRIBUTES
ON PACK PROMOTIONS
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ON PACK PROMOTIONS
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Results:
94% chose to interact with the Dr Pepper content
76% of the reported sales increase driven from NEW
32% told a friend about the Dr Pepper downloadable
Source: comScore, Nielsen, Interpret Research Methodology: Multiple Brand Impact Studies, Social Listening Study, Nielsen NetEffect ROI study
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Whatever the brand,there is a relevant gaming solution
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Tip 1:
Gaming is no different from any other medium.Think about the goals and KPIs you want
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Tip 2:
Think laterally, you don’t have to be ingame, and you don’t have to be
represented identically
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Tip 3:
Give value to gamers. They love conte
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Tip 4:
Leverage the existing audience andIP of an existing game
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Tip 5:
Don’t interrupt the gaming experience,be additive to it
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WHAT NOT TO DO!