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Gen withGenerator
Engagement Gaming is immersive, interactive entertainment Brands must enhance the experience, not just interrupt it Brands must embed into the experience itself Gaming provides access hard to reach audiences
Everyone loves playing games! 38,000 unique Irish users each month, generating over 8 million Ad impressions... Now .ie targetable !
AND we do gaming…
A Breadth of Video Game Advertising Options Sponsored Events and Content Dynamic In-Game Advertising Hardcoded Product Integration in Games Gamer-focused Web Sites Advergames Time / Cost / Complexity
Massive Dynamic Tech Enables Flexibility Creative Flexibility GeographicTargeting Time/Date Targeting ContentTargeting
Gaming compilation video
Why are video games so powerful? GAMES
Explosive broadband growth powers gaming  Game hardware is powered by connectivity and is driving a new community Europe - Broadband Households 2007 - 2012 Europe - Installed  3rd Gen. Console Base 2006-2011 Broadband Homes (Millions)  (Millions)  Source: Jupiter, European Broadband Forecast 2007-2012;- Jul 07;  IDG, PC & Video Games Market Update, Aug 07.; IDG - PC & Video Games Market Update: North America, Europe & Japan - Aug 15, 2007 (*Xbox 360; Wii; PS3)
A $1bn global ad market by 2011
Console Usage Similar to TV ,[object Object],Source: Nielsen Media Research – National People Meter Sample.
Our audience
Overview The following slides provide insight into the audience of gamers Topics covered include personal interests & attitudes, product purchasing and gamers’ influence on the purchases of other people through word of mouth influence Defining the gamer Gamers are defined herein as: 15-34 year old males who have bought a new console or console game in the past 12 months OR who use a home computer to play games (TGI Europa Feb 2008) Europe is defined as the UK, France, Germany and Spain unless otherwise stated
Lifestyle The Male Grooming Market 	50% Gamers use a male fragrance ,[object Object]
41% Gamers use a male fragrance at least 2 or 3 times a week21% Gamers moisturise at least once a day   ,[object Object],[object Object]
Keen participants in many other sports Regularly take part in... INDEX Base = 100 = all adults
‘Big’ on film  Almost a third are at the cinema once a month or more Compared to only 22% of non-gamers  And their favourite film genres? 1. Action  Adventure 5. Fantasy 2. Comedy 4. Thrillers 3. Science Fiction
A sociable group, enjoying in and out-of-home entertainment ,[object Object]
Twice as likely to buy 9+ films on DVD per year
With a higher propensity to use online music & entertainment services
Asocial group, keen to spend time with their friends & experience live music eventsGamers vs. Non-Gamers
The mobile is another crucial device for the gamer Unsurprisingly, mobile ownership is just short of 100% M15-34 gamers They tend to have more advanced phone capabilities Almost one in ten use email on their mobile – 28% more likely to do so than non-gamers And they’re 70% more likely than non-gamers to Internet/WAP on their phone How long have you been connected to your current network? Source: TGI Europa Feb ‘08: Index = 100 = all M15-34
Broad home computers usage with high software expenditure Gamers also more likely to have higher speed broadband and higher end hardware Source: TGI Europa Feb ‘08: Index = 100 = adults; Base – GB, FR, DE,ES
High value audience for  TV manufacturers Gaming interest drives purchase of ‘high-end’ TVs compared to average M15-34
Gamers can be your product and brand evangelists Gamers acting as positive WoM channel across multiple product categories* *Categories included: Clothes; Cars; TV/Video/Audio; Mobile Phones. Respondents must have acted in a word-of-mouth ‘capacity’ for ALL four product categories Source: TGI Europa Feb 08: Index = 100 = aged 15+; GB, FR, DE (ES excluded)
Positive advertising perceptions But with lower recall of ATL advertising Less likely to be “ad rejecters” BUT..Less likely recall/watch or enjoy TV, Outdoor & Radio advertising Index=100 = all aged 15+ And they expect advertising to be entertaining.... Source: TGI Europa Feb 08: Index = 100 = all aged 15+
Why are video games so powerful? GAMES
Games are highly immersive
  Massive has partnerships with 40+ global video game publishers Breadth of content Aggregated Audience Across Platforms Broad Range of Content ,[object Object]
100+ in 2008
All Genres
Reach all segments
PC, XBOX & XBOX 360 gaming platforms,[object Object]
Across an Array of Game Genres Skate: Electronic Arts Anarchy: Online Funcom Crackdown: Microsoft Game Studios Need for Speed Carbon: Electronic Arts Massively  Multiplayer Racing Sports Traditional  Extreme Action-Adventure Stealth Action First-Person Massive Channels
Marketers utilising in-game
Entertainment
Entertainment
Entertainment
Entertainment
FMCG
Coke Video
FMCG
FMCG
FMCG
FMCG
Gillette Video
Telco
Telco
Telco
Technology
Motors
Motors
Ford video
Apparel & Retail
Education
Government
Recruitment
Why are video games so powerful? GAMES
Impression Measurement Size and ad angle thresholds 1 impression = :10 cumulative seconds of exposure Angle of Ad Relative to View Size of Ad as % Screen
What’s an impression?
Massive EMEA Network Case StudyTechnology & Mobile TelecomsTDC Mobil uses in-game advertising to drive response and sales
Campaign strategy & objectives Background ,[object Object],Strategy ,[object Object]
Geo-target ads to TDC’s core market of Denmark
Utilize the gamers propensity to pre-order games titles before launch to drive similar action for the Nokia N95Objectives ,[object Object]
To drive online pre-orders and sales of the Nokia N95
And test in-game advertising  impact against a response-based campaign objective,[object Object]
Massive delivered custom ad creative, optimized for maximum impact and user acceptance
A unique campaign url (tdk.dk/N95) for the in-game ads meant pre-orders and subsequent sales could be attributed to the in-game activity,[object Object]
One in three pre-orders resulted in a sale
Significant coverage from national media – Press, TV & Radio“ We were very pleased with the campaign and the results, which saw a high conversion rate – at least on par with other comparable media channels, a testament to the attractiveness of the audience reached in-game. Christian GodskeDigital EvangelistMediaComDanmark “ Source: MediaCom Denmark / TDC Mobil
Massive EMEA - Case StudyAutomotive  - Ford  (UK) Ford “get in the game” to reach the elusive young male audience and reinforce the performance credentials of  the Fiesta ST
Background The Ford Fiesta ST is the high-performance range-topping Ford Fiesta – directly inspired by its race-bred Super 1600 Fiesta In association with their media agency, Mindshare, Ford indentified in-game advertising as a media key to the Fiesta ST’s communications strategy because: ,[object Object]
It enables a brand experience to be created at a time and place when the audience are highly receptive Massive was selected for its: ,[object Object]
Ability to connect with this target through AAA/premium content game titles
Proven advertising effectiveness
High level of accountability,[object Object]

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Generator

  • 2. Engagement Gaming is immersive, interactive entertainment Brands must enhance the experience, not just interrupt it Brands must embed into the experience itself Gaming provides access hard to reach audiences
  • 3. Everyone loves playing games! 38,000 unique Irish users each month, generating over 8 million Ad impressions... Now .ie targetable !
  • 4. AND we do gaming…
  • 5. A Breadth of Video Game Advertising Options Sponsored Events and Content Dynamic In-Game Advertising Hardcoded Product Integration in Games Gamer-focused Web Sites Advergames Time / Cost / Complexity
  • 6. Massive Dynamic Tech Enables Flexibility Creative Flexibility GeographicTargeting Time/Date Targeting ContentTargeting
  • 8. Why are video games so powerful? GAMES
  • 9. Explosive broadband growth powers gaming Game hardware is powered by connectivity and is driving a new community Europe - Broadband Households 2007 - 2012 Europe - Installed 3rd Gen. Console Base 2006-2011 Broadband Homes (Millions) (Millions) Source: Jupiter, European Broadband Forecast 2007-2012;- Jul 07; IDG, PC & Video Games Market Update, Aug 07.; IDG - PC & Video Games Market Update: North America, Europe & Japan - Aug 15, 2007 (*Xbox 360; Wii; PS3)
  • 10. A $1bn global ad market by 2011
  • 11.
  • 13. Overview The following slides provide insight into the audience of gamers Topics covered include personal interests & attitudes, product purchasing and gamers’ influence on the purchases of other people through word of mouth influence Defining the gamer Gamers are defined herein as: 15-34 year old males who have bought a new console or console game in the past 12 months OR who use a home computer to play games (TGI Europa Feb 2008) Europe is defined as the UK, France, Germany and Spain unless otherwise stated
  • 14.
  • 15.
  • 16. Keen participants in many other sports Regularly take part in... INDEX Base = 100 = all adults
  • 17. ‘Big’ on film Almost a third are at the cinema once a month or more Compared to only 22% of non-gamers And their favourite film genres? 1. Action Adventure 5. Fantasy 2. Comedy 4. Thrillers 3. Science Fiction
  • 18.
  • 19. Twice as likely to buy 9+ films on DVD per year
  • 20. With a higher propensity to use online music & entertainment services
  • 21. Asocial group, keen to spend time with their friends & experience live music eventsGamers vs. Non-Gamers
  • 22. The mobile is another crucial device for the gamer Unsurprisingly, mobile ownership is just short of 100% M15-34 gamers They tend to have more advanced phone capabilities Almost one in ten use email on their mobile – 28% more likely to do so than non-gamers And they’re 70% more likely than non-gamers to Internet/WAP on their phone How long have you been connected to your current network? Source: TGI Europa Feb ‘08: Index = 100 = all M15-34
  • 23. Broad home computers usage with high software expenditure Gamers also more likely to have higher speed broadband and higher end hardware Source: TGI Europa Feb ‘08: Index = 100 = adults; Base – GB, FR, DE,ES
  • 24. High value audience for TV manufacturers Gaming interest drives purchase of ‘high-end’ TVs compared to average M15-34
  • 25. Gamers can be your product and brand evangelists Gamers acting as positive WoM channel across multiple product categories* *Categories included: Clothes; Cars; TV/Video/Audio; Mobile Phones. Respondents must have acted in a word-of-mouth ‘capacity’ for ALL four product categories Source: TGI Europa Feb 08: Index = 100 = aged 15+; GB, FR, DE (ES excluded)
  • 26. Positive advertising perceptions But with lower recall of ATL advertising Less likely to be “ad rejecters” BUT..Less likely recall/watch or enjoy TV, Outdoor & Radio advertising Index=100 = all aged 15+ And they expect advertising to be entertaining.... Source: TGI Europa Feb 08: Index = 100 = all aged 15+
  • 27. Why are video games so powerful? GAMES
  • 28. Games are highly immersive
  • 29.
  • 33.
  • 34. Across an Array of Game Genres Skate: Electronic Arts Anarchy: Online Funcom Crackdown: Microsoft Game Studios Need for Speed Carbon: Electronic Arts Massively Multiplayer Racing Sports Traditional Extreme Action-Adventure Stealth Action First-Person Massive Channels
  • 40. FMCG
  • 42. FMCG
  • 43. FMCG
  • 44. FMCG
  • 45. FMCG
  • 47. Telco
  • 48. Telco
  • 49. Telco
  • 58. Why are video games so powerful? GAMES
  • 59. Impression Measurement Size and ad angle thresholds 1 impression = :10 cumulative seconds of exposure Angle of Ad Relative to View Size of Ad as % Screen
  • 61. Massive EMEA Network Case StudyTechnology & Mobile TelecomsTDC Mobil uses in-game advertising to drive response and sales
  • 62.
  • 63. Geo-target ads to TDC’s core market of Denmark
  • 64.
  • 65. To drive online pre-orders and sales of the Nokia N95
  • 66.
  • 67. Massive delivered custom ad creative, optimized for maximum impact and user acceptance
  • 68.
  • 69. One in three pre-orders resulted in a sale
  • 70. Significant coverage from national media – Press, TV & Radio“ We were very pleased with the campaign and the results, which saw a high conversion rate – at least on par with other comparable media channels, a testament to the attractiveness of the audience reached in-game. Christian GodskeDigital EvangelistMediaComDanmark “ Source: MediaCom Denmark / TDC Mobil
  • 71. Massive EMEA - Case StudyAutomotive - Ford (UK) Ford “get in the game” to reach the elusive young male audience and reinforce the performance credentials of the Fiesta ST
  • 72.
  • 73.
  • 74.
  • 75. Ability to connect with this target through AAA/premium content game titles
  • 77.
  • 78. Execution 8 week campaign across Massive UK’s Racing channel and Sports channels Customised ad creative, optimized for maximum impact and user acceptance, specific to each game title
  • 79.
  • 80. 71% aged 16-3484% currently own a car and 80% are responsible for their own car purchase decision Crucially, 46% plan to buy a new car in the next 12 months, making them 77% more likely to do so than the non-exposed gamers Source: Continental Research Jan 2008; Base 311 gamers – 157 exposed, 154 control
  • 81. Significant positive impact on key metrics amongst gamers exposed to Ford Fiesta ST campaign 55% of those who saw the ads said it left them with a more positive opinion of Ford Source: Continental Research Jan 2008; Base 311 gamers – 157 exposed, 154 control Results In-game Impact Those who recall seeing the Fords ads said that they: 1 % uplift is defined as the percentage difference between the test and control groups
  • 82. The agency perspective “The growing channel of in-game advertising provides an exciting and creative medium in which to work. Although we are only scratching the surface with regards to the opportunities it provides, more and more of our clients are keen to include in-game advertising as a part of their multichannel strategy.” Richard Dance, Account Director, MindShare Interaction
  • 84. Massive EMEA Network Case StudyMobile Telecoms - Spain In-game advertising proves itself as a highly desirable medium for Movistar’s brand-positioning campaign
  • 85.
  • 86. Background Spain’s leading mobile telco, owned by Telefonica Movistar and their agency Lattitud/Metrics in Marketing in chose to partner with Massive as part of their winter 2007 media activity Massive was selected for its: Strong audience profile match with the Movistar target market Ability to connect with this target in an entertaining and immersive environment Proven effectiveness High level of accountability
  • 87. Objectives Maintain brand awareness Build brand affinity with the target audience of young, technologically inclined adults Target audience Core: ‘Young technologically inclined’: 16-35 yrs Secondary: ‘Juniors and emergent’ Strategy Deliver high impact brand messaging to the core and secondary target audiences, using the innovative and engaging medium of gameplay to enhance association with the Movistar brand attributes Objectives and strategy
  • 88. Execution 8 week campaign across Massive’s Spanish network of game titles, up-weighted to the Racing and Sports channels Customised ad creative, optimized for maximum impact and user acceptance, specific to each game title
  • 90. Source: Continental Research Jan 2008; Base 320 gamers – 160 exposed, 160 control Results Significant positive impact on core metrics amongst gamers exposed to Movistar campaign*
  • 91. In summary Massive’s network of connected gamers delivered the young tech-minded target audience Movistar was seeking to communicate with. Ad recall of more than 50% meant they successfully enhanced perceptions of the brand and increased Subscription consideration – the two key objectives of the campaign. The Client perspective "In-game advertising with Massive proved itself as a highly desirable medium for our brand-positioning ad campaign." Carlos LianesLattore, Interactive Marketing Manager, Telefonica Movistar
  • 92. Powerful new immersive entertainment medium New marketing opportunities to match Tracking & accountability: Real Time

Hinweis der Redaktion

  1. As a marketer you have several options for advertising in and around games. (Then walk thru options here – making the point as you move to the right on the slide you are getting into longer lead times, more complexity around creative and less flexbility once the project is launched). The great benefit with dynamic is having the ability to get into the most compelling and rich game content, but with a lot of flexibility and measurement.
  2. Broadband is key factor in game hardware and software sales and overall online gaming growth. This connectivity is bringing people together around in world and opening up games to marketers. In Europe home broadband penetration is projected to reach 69% in 2012 In 2012, there will be 130 million broadband connections in Europe – 91% of these will be residential*3rd Gen Installed Console Base refers to Xbox 360, PS3 and Wii** Installed base Installed base is a measure of the number of units of a particular type of system (usually a computing platform) actually in use, as opposed to market share, which only reflects sales over a particular period. Because installed base includes machines that may have been in use for many years, it is usually a higher figure than market share. Many people see it as a more reliable indicator of a platform's popularity.
  3. Parks Associates: Electronic Gaming in the Digital Home: Game Advertising – June 2007Yankee Group: Advertising and Games: 2007 In-Game Advertising Forecast – Jul 07PwC: Global Media & Entertainment Outlook: 2007-2011 – Jun 07=================================================No EMEA region forecasts currently exist. Like any emerging market analysts reports are still in their infancy in terms of depth/granularity
  4. This compares gamers to the average GB adult, giving us an idea of the types of people they are – their tastes, attitudes, behaviours and lifestyle preferences.
  5. As a more sociable group, gamers are more likely to talk to “many people” about clothing and clothes purchases. They are also more likely than non-gamers to say they convince others about their own product opinions in this category.
  6. The M15-34 gamer is less likely than Non-Gaming M15-34s to “find advertising a waste of my time”At the same time, they are less likely to recall outdoor and radio ads or say they enjoy TV ads as much as the programmes. They are also likely to FF thru TV ads when watching time-shifted TV.And they’re 40% more likely to say they “expect advertising to be entertaining”.So with mainstream media less effective for this audience, and a desire for entertaining advertising, in-game activity is in an ideal place to capitalise
  7. Massive utilises ad size and ad angle thresholds to determine if ad is in gamer viewOnce ad is determined to be in ‘view’, impression counts toward campaign goal1 impression = :10 cumulative seconds of exposure to ad elements within campaign For an impression to be counted toward an ad campaign, the gamers' exposure to the ad must surpass size and angle thresholds:10 impression