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7/30/2019 EAGames Advertising

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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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TOP TIPS

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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!

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THANK YOU!

ANY QUESTIONS?