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Gaming and eSports for Brands

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Gaming and eSports for Brands

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7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.

7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.

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Gaming and eSports for Brands

  1. 1. Gaming and eSports for Brands How Brands Benefit From the Gaming Industry 17–03–2021
  2. 2. Content I. why should you care II. what are the basics III. gaming for brands IV. first steps
  3. 3. why care I.
  4. 4. Why Care I DON’T PLAY VIDEO GAMES. I AM NOT A GAMER. I DON’T WATCH MOVIES. I AM NOT A WATCHER.
  5. 5. 0 42,5 85 127,5 170 Industry Comparison $162 Mrd $103 Mrd Movie Industry Game Industry (IBISWorld, 2019) (Newzoo, 2020)
  6. 6. Covid-19 Impact (percentages for NA, March 19 to March 20, NPD group 2020; Steam VR users in 2020, Valve 2020) VIDEO GAME SALES +34 % VIDEO GAME HARDWARE +63% PCVR USERS +1.7M INDUSTRY EVENTS GO HYBRID GLOBAL GPU SHORTAGE
  7. 7. You don’t need to play games as a hobby. You need to understand their impact.
  8. 8. Audience Size 2.7 bn gamers 48% 52% Men Woman (global, IBISWorld, 2020) 0 7,5 15 22,5 30 under 18 18-35 36-49 50+ Under 18 17% 13% 16% 8% 12% 12% 11% 18-35 36-49 50+ 11% (US market, Statista, 2018) Male Female Age Structure
  9. 9. Don’t think about games. Think about games culture.
  10. 10. basics II.
  11. 11. Definitions  The use of game mechanics and experience design to achieve a goal outside of a game context. Gaming refers to playing electronic games, whether through consoles, computers, mobile phones or another medium altogether. GAMING GAMIFICATION ESPORTS A general term used to describe video game competitions. Eports games are often played before live audiences and may be broadcast over the Internet.
  12. 12. Market Overview 45 % 32 % 23 % 9 % 36 % 32 % 21 % 2 % 2019 TOTAL $152.1Bn +9.6% YoY MOBILE $68.5Bn +10.2% YoY TABLET GAMES $13.6Bn +5.0% YoY (SMART)PHONE GAMES $54.9Bn +11.6% YoY PC $35.7Bn +4.0% YoY BROWSER PC GAMES $3.5Bn -15.1% YoY BOXED/ DOWNLOADED PC GAMES $32.2Bn +6.6% YoY CONSOLE $47.9Bn +13.4% YoY (global, Newzoo 2019)
  13. 13. Exemplary Games This matching game made 473M USD between January and September of 2020 – in the United States alone. There is a song by the Axis of Awesome about its addictiveness.
  14. 14. Exemplary Games Candy Crush made 473M USD between January and September of 2020 – in the United States alone. There is a song by the Axis of Awesome about its addictiveness.
  15. 15. Exemplary Games This role playing game cost about 313M USD to develop. It sold 13 million copies in 10 days, but made its developer’s stock drop by 50%.
  16. 16. Exemplary Games Cyberpunk 2077 cost about 313M USD to develop. It sold 13 million copies in 10 days, but made its developer’s stock drop by 50%.
  17. 17. Exemplary Games This MOBA’s largest yearly tournament surpassed the $40M USD dollar prize pool mark with estimated 11 million monthly active users. It started as a custom map for a completely different strategy game.
  18. 18. Exemplary Games DOTA2’s largest yearly tournament surpassed the $40M USD dollar prize pool mark with estimated 11 million monthly active users. It started as a custom map for a completely different strategy game.
  19. 19. Exemplary Games This tactical shooter started in 2012 and reached more than one million concurrent players in March 2020. It has hosted more tournaments than any other game.
  20. 20. Exemplary Games Counter Strike: Global Offensive started in 2012 and reached more than one million concurrent players in March 2020. It has hosted more tournaments than any other game.
  21. 21. This Game Creation Plattform made an IPO with a 42bn USD evaluation. 54% of its players are under 12 years old. Exemplary Games
  22. 22. Exemplary Games Roblox made an IPO with a 42bn USD evaluation. 54% of its players are under 12 years old.
  23. 23. Modern games are social spaces.
  24. 24. Monetization Console gaming content market value worldwide 2011 to 2022, by distribution type Value in billion U.S. dollars 0 10 20 30 40 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 13 12,4 11,8 13,4 10,9 11,2 10,9 12,4 12,9 16,3 18,4 22,4 34,4 30,2 25,4 21,7 19 13,2 10,3 9,3 8,7 7,4 7,1 5,3 Digital Market Package Market (Statista, 2021)
  25. 25. Monetization 20 % 80 % 50 % 50 % 75 % 25 % 2010 2015 2020 Percent of Revenue From In-Game Purchases Percent of Revenue From Premium Games Breakdown of Global Gaming Revenue (ARK Invest, 2021)
  26. 26. What’s Next? The fight for the Metaverse has begun.
  27. 27. gaming for brands II.
  28. 28. eSports Sponsoring Product Lines In-Game Happenings Branded DLC In-Game Advertising Product Placement Gaming for Brands Advergames
  29. 29. Gaming for Brands Advergames
  30. 30. Advergames: Moorhuhn
  31. 31. Advergames: Dumb Ways to Die
  32. 32. A single great idea can beat a 100 million dollar budget.
  33. 33. Gaming for Brands Product Placement Advergames
  34. 34. Product Placement: Philips x Splinter Cell Conviction
  35. 35. In-Game Advertising Product Placement: Monster Energy x Death Stranding
  36. 36. Gaming for Brands In-Game Advertising Product Placement Advergames
  37. 37. In-Game Advertising The In-Game Advertising market in the U.S. is estimated at 873.3M USD in 2020.
  38. 38. In-Game Advertising
  39. 39. Gaming for Brands Branded DLC In-Game Advertising Product Placement Advergames
  40. 40. Valorant Elderflame Collection 99.00 USD
  41. 41. Virtual items have real value.
  42. 42. Branded DLC: Mercedes-Benz Japan x Mario Kart 8
  43. 43. Branded DLC: IKEA x The Sims
  44. 44. In-Game Happenings: Money Heist x Rainbow 6 Siege
  45. 45. Gaming for Brands In-Game Happenings Branded DLC In-Game Advertising Product Placement Advergames
  46. 46. In-Game Happenings: Travis Scott x Fortnite
  47. 47. In-Game Happenings: Zoll Deutschland x Minecraft
  48. 48. Artificial limitation is a key ingredient in FOMO.
  49. 49. Gaming for Brands Product Lines In-Game Happenings Branded DLC In-Game Advertising Product Placement Advergames
  50. 50. Product Lines: IKEA x ROG
  51. 51. Gaming for Brands eSports Sponsoring Product Lines In-Game Happenings Branded DLC In-Game Advertising Product Placement Advergames
  52. 52. Market Overview 495M audience size in 2020 1.1bn USD total revenue in 2020 (newzoo, 2021)
  53. 53. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  54. 54. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  55. 55. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  56. 56. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  57. 57. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  58. 58. (E-)Sports Athletes, organized in sports clubs, play tournaments for prize money and fame, enthralling an audience while attracting sponsors and advertisers.
  59. 59. (esportsearnings.com, 2021) 1 2 Top Price Pools 3 4 5
  60. 60. Farming Simulator League eNASCAR Coca-Cola iRacing Series (esportsearnings.com, 2021) 250K USD 300K USD Racing Games in eSports
  61. 61. eSports ≠ IRL sports.
  62. 62. get started IV.
  63. 63. Getting Started 1 Analyze the target group affinity. 2 Define a strategic approach for your brand. 3 Build – Measure – Learn
  64. 64. Getting Started Take a few steps out of your comfort zone.
  65. 65. LIGANOVA GmbH The BrandRetail Company Herdweg 59 70174 Stuttgart Germany +49 (0)711 65 22 00 hello@liganova.com LIGANOVA.COM Thank you! Falk Ebert Director Strategy Solutions PoEx falk.ebert@liganova.com

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