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GAMERS ON
YOUTUBE
Evolving Video Consumption
WRITTEN BY
James Getomer, Michael Okimoto, and Brad Johnsmeyer
When YouTube saw its first video reach a million views in 2005,
it became clear that online video could become a favorite way
for people to learn, connect, and be entertained. Today, this
activity has become ubiquitous among gamers, as 95%
of them turn to online video on YouTube for entertainment
and information in the moments that matter to them.1
Given the prevalence of YouTube usage among gamers, we
wondered what billions of views could tell us about their video
consumption patterns. We analyzed anonymized views of
gaming content on YouTube in the U.S. from 2011 and 2012
to learn how gamers behave, what they value, and what this
means to game marketers moving forward. In this research,
we define gamers as the aggregate of those individuals who
watched game content on YouTube.2
1	 Source: Compete YouTube Audience Analysis, 3-month average from Q3 2012. U.S. Internet users 18-54 only. Gamers defined as YouTube visitors who had at least three visits to a 	
	 specified set of video game websites in the previous quarter.
2	 Findings in first section based on 2011 and 2012 anonymized U.S. view data from YouTube ‘computer & video game’ category. Findings in second and third sections based on 2012 	
	 anonymized view data for top selling console games of 2012, according to NPD. Statistical analyses exclude kids and fitness games.
google.com/think
Game video views
happened on mobile
devices in 2012
VIDEO – A GROWING MEDIUM
The rapid growth of game content consumption on
YouTube suggests that it has become an important
medium to gamers, providing them with information
and entertainment. In 2012, the amount of time
people spent watching gaming videos on YouTube
more than doubled over the year before. The growth
rate of time spent viewing gaming videos was greater
than YouTube’s overall growth in the U.S.
While time spent viewing gaming videos increased
year-over-year in 2012, much of that growth was
fueled by video consumption on mobile devices,
such as smartphones and tablets. In 2012, one in
three views of gaming-related videos occurred on
a tablet or smartphone, nearly double that of 2011.
Increase y/y in time
spent viewing gaming
content in 2012
Also striking was that when gamers had more
free time, they chose to spend it watching video.
Weekends saw an 18% day-over-day increase in
gaming views. Viewing spiked during the summer,
with views in June growing by 17% month-over-
month, and remaining elevated throughout July
and August. On an hourly basis, 32% of views
occurred between 6:00 PM and 10:00 PM 1
,
traditional prime time television hours.
The increased consumption of gaming video was partially
driven by growth of subscribers to game channels.
Game views from subscribers jumped 9X year-over-year
in 2012. Those who were subscribers watched game
content for twice as long as non-subscribers.
CHART 1 | 2012 WEEKDAY HOURLY
SHARE OF VIEWS
7:00
AM
8:00
AM
9:00
AM
10:00
AM
11:00
AM
12:00
PM
1:00
PM
2:00
PM
3:00
PM
4:00
PM
5:00
PM
6:00
PM
7:00
PM
8:00
PM
9:00
PM
10:00
PM
11:00
PM
12:00
AM
1:00
AM
2:00
AM
3:00
AM
4:00
AM
5:00
AM
6:00
AM
1.2%
1.5%
2.1%
2.8%
3.3%
3.6%
3.9%
4.4%
5.1%
6.2%
7.8% 7.8%
8.1%
8.4%
7.9%
6.9%
5.3%
4.1%
3.1%
2.2%
1.5%
1.1%
0.8% 0.9%
google.com/think | 02
Subscriber
Non-
subscriber
CHART 2 |2012 DAILY GAME VIEWS (INDEXED)
+18%
day-over-
day growth
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
CHART 3 | 2012 MONTHLY GAME VIEWS (INDEXED)
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
+17%
month-over-
month growth
CHART 4 | ANNUAL SHARE OF GAME VIEWS
FROM SUBSCRIBERS
2011 2012
1%
9X
YoY
Growth
9%
CHART 5 | 2012 AVERAGE GAME VIDEO WATCH TIME
google.com/think | 03
So, gamers are hungry for video, but what type of
content are they viewing? Here’s where it gets really
interesting. We narrowed our focus from the broader
gaming category to videos related to the top 10
console games of 2012. We looked at over 170
videos viewed from early anticipation and research
to purchase and play, to understand how fans
engage with content at each stage.
When looking at viewing patterns across the seven
main types of video content, we saw three clear trends:
First, as gamers moved from researching to purchasing
and playing, we discovered that they viewed brand-
released and community-created videos, but relied on
them at different times. Before a game came out, fans
mostly watched content released by the brand, such
as announce, gameplay demo, and launch videos.
A previous study found that 92% of gamers research
a title before buying, and that brand-released game
video is the most influential piece of publisher content.3
Post-release, those who purchase a game switch their
attention to advancing through it and engaging with that
game’s community. Our data showed this in action, as
walkthrough, how-to, and game powered entertainment
VIDEO – CONTENT FOR EVERY CONTEXT
24%
Announce
16%
Gameplay
Demo
10%
Launch
39%
Game Powered Entertainment
(specific to title)
CHART 6 | 2012 SHARE OF TOTAL CONSOLE GAME VIEWS BY VIDEO TYPE
3%
Review
4%
Tutorial
4%
Walkthrough
Pre-launch Launch Post-launch
videos became the focus after launch. Looking at
the lifecycle of a game from pre-launch to post-launch,
community-created videos effectively doubled the
amount of views the top selling games would have
received through brand-released content alone.
1.	 Announcement – Brand-released content, first
look at a game, 1-3 minutes long
2.	 Gameplay Demo – Brand-released content,
first look at game mechanics, often debuted at
E3, 5-15 minutes long
3.	 Launch – Brand-released content, reminder that
the game will soon be on sale, 1-3 minutes long
4.	 Game Powered Entertainment –
Community-created content, funny videos &
parodies, less than 5 minutes long
5.	 Tutorial – Community-created content,
how-to videos, 1-5 minutes long
6.	 Walkthrough – Community-created content,
gameplay footage, 15 minutes or more
7.	 Review – Third-party review, 4-5 minutes long
SEVEN TYPES OF VIDEO CONTENT
CONSUMED BY GAMERS
3	 Source: Console Gamers: Video Game Research & Purchase Process Report, Ipsos MediaCT, December 2011.
50% Brand-released 47% Community-created
google.com/think | 04
Rank
1
2
3
4
5
6
7
Second, gamers displayed a preference in viewing
certain types of content on certain screens. Pre-
launch, 63% of announce videos and 69% of launch
videos were viewed on desktops, which have larger
screens that showcase the cinematic quality of this
content. Post-launch, we hypothesize that second
screens supplemented the gamer’s experience on
their PC or television, as 50% of game tutorial videos
were consumed on smartphones or tablets.
Finally, gamers engaged differently with various
types of videos. Certain types of video earned more
social interaction, such as sharing and commenting,
while others received more voting.
Brand-released and third-party videos associated
with highly anticipated moments like the announce,
the initial view of gameplay, and the review of a game
had the most shares and comments per view in
2012. Community-created content, such as tutorials,
walkthroughs and game powered entertainment
videos, received more “likes” and “dislikes” per view
in 2012. Although they aren’t commenting directly,
this form of voting allows gamers to contribute
to the voice of the broader community.
CHART 7 | 2012 SCREEN SHARE FOR VIDEO TYPES
CHART 8 | 2012 SOCIAL ENGAGEMENT FOR VIDEO TYPE
63%
30%
5% 2% 4% 2%
25%
69%
52%
7%
6%
35%
5%
10%
45%
40%
Announce
Review
Comments, Video Shares Likes, Dislikes
Launch
Tutorial
* YouTube watched via game console / TV
Desktop TabletSmartphone Game Console / TV*
Rank
1
2
3
4
5
6
7
Video Type
Tutorial
Walkthrough
Game Powered Entertainment
Review
Announce
Launch
Gameplay Demo
Video Type
Review
Announce
Gameplay Demo
Walkthrough
Tutorial
Game Powered Entertainment
Launch
google.com/think | 05
VIDEO – AN INDICATOR OF INTEREST
Similar to other product launches, a game’s success
hinges on its sales in a short time frame following its
release. In fact, 82% of console game sales occur in
the first four months.4
As a result, game marketers face
tremendous pressure to sell as many units as possible
in a small window of time.
To drive sales at launch, console game marketers typically
focus on creating interest and then sustaining it in the
months leading up to release. They often leverage specific
video types to achieve specific goals during pre-launch:
announce videos build initial awareness, gameplay videos
(frequently released during E3) and other types of trailers
help sustain interest, and launch videos remind gamers
that a title will be in stores soon.
CHART 9 | MONTHLY SHARE OF TOTAL CONSOLE GAME VIEWS
But, this approach presents a major marketing
challenge (and one encountered by all companies
that launch products): how do game marketers actually
know if their pre-launch strategies are creating enough
buzz to achieve their sales goals at launch?
With billions of game views on YouTube, we
wondered if our data could help answer that
question. In examining the timing of views from the
first announcement video to four months after launch,
we learned that 60% of views happened before
launch, on average.5
Of those pre-launch views, nine
in ten came from brand-released videos, indicating
that game publishers play a critical role in driving
views before release.
18%
6%
4%
5%
28%
23%
8%
5%
4%
L-5+
Months
L-4
Months
L-3
Months
L-2
Months
L-1
Month Launch
L+1
Month
L+2
Months
L+3
Months
9in10 pre-launch views came
from brand-released content.
Brand-released views · Community-released views
4	 Source: NPD POS Data. U.S. only. Based on top 50 console SKUs of 2012.
5	 Note: At the time of analysis, only four months of post-launch data was available. Further, 82% of sales occur in this time window, according to NPD U.S. POS data.
google.com/think | 06
We then compared all pre-launch video views (brand-
released and community-created) for the top 2012
games to their sales in the first four months and
a compelling correlation of 0.99 emerged.6
We focused
on the top 10 selling console games because they
represented 49% of 2012 total console game revenue
and 44% of 2012 total console game units sold.
Because the correlation seemed particularly
strong, we investigated this relationship more.
Further research revealed that as a game accumulates
additional views in the months leading to launch,
the correlation between views and sales not only
remains intact, but grows stronger.
CHART 10 | PRE-LAUNCH CONSOLE GAME VIEWS & SALES CORRELATION BY MONTH
0.94
0.97
0.90
30% 0.93
60% 0.96
10% 0.91
0%
40% 0.94
70% 0.97
20% 0.92
50% 0.95
80% 0.98
90% 0.99
100% 1.00
PercentofTotalPre-launchViews(Cumulative)
Pre-launchViews&GameSalesCorrelation
L-5 or
more Months
L-4
Months
L-3
Months
L-2
Months
Month
before Launch
33%
42%
57%
55%
100%
0.94
0.95
0.99
This is big news for game marketers who could use
view data as a leading indicator of their future game
sales. By using video data as a weekly or monthly
pulse check of audience awareness and interest
from pre-release to launch, brands could better
measure their buzz and then optimize their
marketing strategies accordingly.
While these initial findings are promising, we
acknowledge that the relationship between game views
and sales deserves deeper analysis. In the future, we
intend to examine an expanded data set, investigate
the effect of paid views, research how different types
of video are connected to sales, and analyze the potential
of video as a forecasting tool for game marketers.
Percent of Total Pre-launch Views · Views & Sales Correlation
6	 Source: NPD POS Data. U.S. only.
google.com/think | 07
THE BOTTOM LINE
To engage with gamers meaningfully, game brands
must meet them where they’re choosing to spend their
time. Increasingly, their time is spent with online video.
•	 Watch online video whenever, wherever,
and on whatever screen they want
•	 Are an important driver of brand engagement,
as they create, curate, and share content
Our findings revealed that gamers:
•	 Rely on online video as a key source of game
information and entertainment
•	 Access a wide variety of content
produced by both game companies and
individuals that enables them to research games,
advance through them, and engage with
the gaming community
SUMMARY
google.com/think | 08

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Youtube marketing to gamers - Relatório Gamers

  • 1. GAMERS ON YOUTUBE Evolving Video Consumption WRITTEN BY James Getomer, Michael Okimoto, and Brad Johnsmeyer When YouTube saw its first video reach a million views in 2005, it became clear that online video could become a favorite way for people to learn, connect, and be entertained. Today, this activity has become ubiquitous among gamers, as 95% of them turn to online video on YouTube for entertainment and information in the moments that matter to them.1 Given the prevalence of YouTube usage among gamers, we wondered what billions of views could tell us about their video consumption patterns. We analyzed anonymized views of gaming content on YouTube in the U.S. from 2011 and 2012 to learn how gamers behave, what they value, and what this means to game marketers moving forward. In this research, we define gamers as the aggregate of those individuals who watched game content on YouTube.2 1 Source: Compete YouTube Audience Analysis, 3-month average from Q3 2012. U.S. Internet users 18-54 only. Gamers defined as YouTube visitors who had at least three visits to a specified set of video game websites in the previous quarter. 2 Findings in first section based on 2011 and 2012 anonymized U.S. view data from YouTube ‘computer & video game’ category. Findings in second and third sections based on 2012 anonymized view data for top selling console games of 2012, according to NPD. Statistical analyses exclude kids and fitness games. google.com/think
  • 2. Game video views happened on mobile devices in 2012 VIDEO – A GROWING MEDIUM The rapid growth of game content consumption on YouTube suggests that it has become an important medium to gamers, providing them with information and entertainment. In 2012, the amount of time people spent watching gaming videos on YouTube more than doubled over the year before. The growth rate of time spent viewing gaming videos was greater than YouTube’s overall growth in the U.S. While time spent viewing gaming videos increased year-over-year in 2012, much of that growth was fueled by video consumption on mobile devices, such as smartphones and tablets. In 2012, one in three views of gaming-related videos occurred on a tablet or smartphone, nearly double that of 2011. Increase y/y in time spent viewing gaming content in 2012 Also striking was that when gamers had more free time, they chose to spend it watching video. Weekends saw an 18% day-over-day increase in gaming views. Viewing spiked during the summer, with views in June growing by 17% month-over- month, and remaining elevated throughout July and August. On an hourly basis, 32% of views occurred between 6:00 PM and 10:00 PM 1 , traditional prime time television hours. The increased consumption of gaming video was partially driven by growth of subscribers to game channels. Game views from subscribers jumped 9X year-over-year in 2012. Those who were subscribers watched game content for twice as long as non-subscribers. CHART 1 | 2012 WEEKDAY HOURLY SHARE OF VIEWS 7:00 AM 8:00 AM 9:00 AM 10:00 AM 11:00 AM 12:00 PM 1:00 PM 2:00 PM 3:00 PM 4:00 PM 5:00 PM 6:00 PM 7:00 PM 8:00 PM 9:00 PM 10:00 PM 11:00 PM 12:00 AM 1:00 AM 2:00 AM 3:00 AM 4:00 AM 5:00 AM 6:00 AM 1.2% 1.5% 2.1% 2.8% 3.3% 3.6% 3.9% 4.4% 5.1% 6.2% 7.8% 7.8% 8.1% 8.4% 7.9% 6.9% 5.3% 4.1% 3.1% 2.2% 1.5% 1.1% 0.8% 0.9% google.com/think | 02
  • 3. Subscriber Non- subscriber CHART 2 |2012 DAILY GAME VIEWS (INDEXED) +18% day-over- day growth Monday Tuesday Wednesday Thursday Friday Saturday Sunday CHART 3 | 2012 MONTHLY GAME VIEWS (INDEXED) Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec +17% month-over- month growth CHART 4 | ANNUAL SHARE OF GAME VIEWS FROM SUBSCRIBERS 2011 2012 1% 9X YoY Growth 9% CHART 5 | 2012 AVERAGE GAME VIDEO WATCH TIME google.com/think | 03
  • 4. So, gamers are hungry for video, but what type of content are they viewing? Here’s where it gets really interesting. We narrowed our focus from the broader gaming category to videos related to the top 10 console games of 2012. We looked at over 170 videos viewed from early anticipation and research to purchase and play, to understand how fans engage with content at each stage. When looking at viewing patterns across the seven main types of video content, we saw three clear trends: First, as gamers moved from researching to purchasing and playing, we discovered that they viewed brand- released and community-created videos, but relied on them at different times. Before a game came out, fans mostly watched content released by the brand, such as announce, gameplay demo, and launch videos. A previous study found that 92% of gamers research a title before buying, and that brand-released game video is the most influential piece of publisher content.3 Post-release, those who purchase a game switch their attention to advancing through it and engaging with that game’s community. Our data showed this in action, as walkthrough, how-to, and game powered entertainment VIDEO – CONTENT FOR EVERY CONTEXT 24% Announce 16% Gameplay Demo 10% Launch 39% Game Powered Entertainment (specific to title) CHART 6 | 2012 SHARE OF TOTAL CONSOLE GAME VIEWS BY VIDEO TYPE 3% Review 4% Tutorial 4% Walkthrough Pre-launch Launch Post-launch videos became the focus after launch. Looking at the lifecycle of a game from pre-launch to post-launch, community-created videos effectively doubled the amount of views the top selling games would have received through brand-released content alone. 1. Announcement – Brand-released content, first look at a game, 1-3 minutes long 2. Gameplay Demo – Brand-released content, first look at game mechanics, often debuted at E3, 5-15 minutes long 3. Launch – Brand-released content, reminder that the game will soon be on sale, 1-3 minutes long 4. Game Powered Entertainment – Community-created content, funny videos & parodies, less than 5 minutes long 5. Tutorial – Community-created content, how-to videos, 1-5 minutes long 6. Walkthrough – Community-created content, gameplay footage, 15 minutes or more 7. Review – Third-party review, 4-5 minutes long SEVEN TYPES OF VIDEO CONTENT CONSUMED BY GAMERS 3 Source: Console Gamers: Video Game Research & Purchase Process Report, Ipsos MediaCT, December 2011. 50% Brand-released 47% Community-created google.com/think | 04
  • 5. Rank 1 2 3 4 5 6 7 Second, gamers displayed a preference in viewing certain types of content on certain screens. Pre- launch, 63% of announce videos and 69% of launch videos were viewed on desktops, which have larger screens that showcase the cinematic quality of this content. Post-launch, we hypothesize that second screens supplemented the gamer’s experience on their PC or television, as 50% of game tutorial videos were consumed on smartphones or tablets. Finally, gamers engaged differently with various types of videos. Certain types of video earned more social interaction, such as sharing and commenting, while others received more voting. Brand-released and third-party videos associated with highly anticipated moments like the announce, the initial view of gameplay, and the review of a game had the most shares and comments per view in 2012. Community-created content, such as tutorials, walkthroughs and game powered entertainment videos, received more “likes” and “dislikes” per view in 2012. Although they aren’t commenting directly, this form of voting allows gamers to contribute to the voice of the broader community. CHART 7 | 2012 SCREEN SHARE FOR VIDEO TYPES CHART 8 | 2012 SOCIAL ENGAGEMENT FOR VIDEO TYPE 63% 30% 5% 2% 4% 2% 25% 69% 52% 7% 6% 35% 5% 10% 45% 40% Announce Review Comments, Video Shares Likes, Dislikes Launch Tutorial * YouTube watched via game console / TV Desktop TabletSmartphone Game Console / TV* Rank 1 2 3 4 5 6 7 Video Type Tutorial Walkthrough Game Powered Entertainment Review Announce Launch Gameplay Demo Video Type Review Announce Gameplay Demo Walkthrough Tutorial Game Powered Entertainment Launch google.com/think | 05
  • 6. VIDEO – AN INDICATOR OF INTEREST Similar to other product launches, a game’s success hinges on its sales in a short time frame following its release. In fact, 82% of console game sales occur in the first four months.4 As a result, game marketers face tremendous pressure to sell as many units as possible in a small window of time. To drive sales at launch, console game marketers typically focus on creating interest and then sustaining it in the months leading up to release. They often leverage specific video types to achieve specific goals during pre-launch: announce videos build initial awareness, gameplay videos (frequently released during E3) and other types of trailers help sustain interest, and launch videos remind gamers that a title will be in stores soon. CHART 9 | MONTHLY SHARE OF TOTAL CONSOLE GAME VIEWS But, this approach presents a major marketing challenge (and one encountered by all companies that launch products): how do game marketers actually know if their pre-launch strategies are creating enough buzz to achieve their sales goals at launch? With billions of game views on YouTube, we wondered if our data could help answer that question. In examining the timing of views from the first announcement video to four months after launch, we learned that 60% of views happened before launch, on average.5 Of those pre-launch views, nine in ten came from brand-released videos, indicating that game publishers play a critical role in driving views before release. 18% 6% 4% 5% 28% 23% 8% 5% 4% L-5+ Months L-4 Months L-3 Months L-2 Months L-1 Month Launch L+1 Month L+2 Months L+3 Months 9in10 pre-launch views came from brand-released content. Brand-released views · Community-released views 4 Source: NPD POS Data. U.S. only. Based on top 50 console SKUs of 2012. 5 Note: At the time of analysis, only four months of post-launch data was available. Further, 82% of sales occur in this time window, according to NPD U.S. POS data. google.com/think | 06
  • 7. We then compared all pre-launch video views (brand- released and community-created) for the top 2012 games to their sales in the first four months and a compelling correlation of 0.99 emerged.6 We focused on the top 10 selling console games because they represented 49% of 2012 total console game revenue and 44% of 2012 total console game units sold. Because the correlation seemed particularly strong, we investigated this relationship more. Further research revealed that as a game accumulates additional views in the months leading to launch, the correlation between views and sales not only remains intact, but grows stronger. CHART 10 | PRE-LAUNCH CONSOLE GAME VIEWS & SALES CORRELATION BY MONTH 0.94 0.97 0.90 30% 0.93 60% 0.96 10% 0.91 0% 40% 0.94 70% 0.97 20% 0.92 50% 0.95 80% 0.98 90% 0.99 100% 1.00 PercentofTotalPre-launchViews(Cumulative) Pre-launchViews&GameSalesCorrelation L-5 or more Months L-4 Months L-3 Months L-2 Months Month before Launch 33% 42% 57% 55% 100% 0.94 0.95 0.99 This is big news for game marketers who could use view data as a leading indicator of their future game sales. By using video data as a weekly or monthly pulse check of audience awareness and interest from pre-release to launch, brands could better measure their buzz and then optimize their marketing strategies accordingly. While these initial findings are promising, we acknowledge that the relationship between game views and sales deserves deeper analysis. In the future, we intend to examine an expanded data set, investigate the effect of paid views, research how different types of video are connected to sales, and analyze the potential of video as a forecasting tool for game marketers. Percent of Total Pre-launch Views · Views & Sales Correlation 6 Source: NPD POS Data. U.S. only. google.com/think | 07
  • 8. THE BOTTOM LINE To engage with gamers meaningfully, game brands must meet them where they’re choosing to spend their time. Increasingly, their time is spent with online video. • Watch online video whenever, wherever, and on whatever screen they want • Are an important driver of brand engagement, as they create, curate, and share content Our findings revealed that gamers: • Rely on online video as a key source of game information and entertainment • Access a wide variety of content produced by both game companies and individuals that enables them to research games, advance through them, and engage with the gaming community SUMMARY google.com/think | 08