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VIDEO GAME ADVERTISING A Brave New World
OVERVIEW ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VIDEO GAMERS: The Old Stereotype Antisocial Lazy Not Marketable In the minority No Income
VIDEO GAMERS: The New Generation Affluent Early adopters Connected In the Majority Social
GAMER DEMOGRAPHICS Console usage skews heavy for males 18-34, but penetration runs across demographics, and is growing among females and families
GAMERS ARE GROWING ,[object Object],[object Object],Sources: DFC Intelligence 2007; PwC Global Entertainment and Media Outlook 2007    Number of North American Online Video Gamers ( in MM)
$500 million First Week Sales $239 million First Week Revenue SCALE: GTA4 vs. The Dark Knight Source: Associated Press
PROJECTED GROWTH: Gaming vs. Cinema Worldwide Video Game (hardware + software) Revenues (left axis) Global Box Office Source: eMarketer, April 2007; Hudson Square Research, April 2008.
GAMERS: Engaged, Attentive, Ad Receptive, Measurable Multi-Tasking Proof Gameplay does not allow for multi-tasking. Attention to the game is paramount. Hard-to-reach Audience Hard-to-reach 18-34 men are avid videogame players Engagement Higher levels of engagement than other media. Ad Acceptance Consumers are receptive to advertising in games because they add realism. Measurability Videogames combine brand awareness with digital accountability.
[object Object],[object Object],[object Object],CONSUMER ATTITUDES: In-Game Ads Source:  Nielsen BASES in-game ad effectiveness study, May 2008
XBOX LIVE – A New Xbox Experience ,[object Object],[object Object],[object Object],[object Object]
NXE Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Graphic Display Ad Experience Upon banner click, user can be directed to . . . ,[object Object],[object Object],[object Object],Impression generated when ad displays in slot 1 or 2 Ads in slots 3+ are partially visible on HD displays, are not reported as impressions
PlayStation Network ,[object Object],[object Object],[object Object],[object Object],[object Object]
IN-GAME DYNAMIC ADVERTISING
PHOTO-REALISITC BRAND PRESENCE
AUTHENTICITY – YOUR BRAND BELONGS Sprite– NBA Live 2009
INCENTIVES ,[object Object],McDonalds – Need for Speed
DYNAMIC MESSAGING Obama Campaign – NBA Live 2009
DYNAMIC MESSAGING Obama Campaign – NASCAR 2009
DYNAMIC MESSAGING Obama Campaign – NHL 2009
CALL TO ACTION Subway – NHL 2009
Metrics ,[object Object],[object Object],[object Object],[object Object],[object Object],Targeting ,[object Object],[object Object],[object Object],Sample Report
OTHER GAMING OFFERINGS Casual Gaming Reaching the large 25-54 female demographic, casual gaming has taken the internet by storm. 43 million users and growing, from all age ranges. We can help your brand develop everything from a presence on leading gaming sites, to brand integration, all the way to full on custom developed games.
CASUAL GAMING: Examples  Brand Skins Custom Games Game Sponsorships
FUOR DIGITAL: Your Gaming Experts Fuor Digital is on the cutting edge of this rapidly growing and evolving medium. We have a team of dedicated professionals who are passionate gamers themselves, and are immersed in the gaming culture. Fuor Digital has partnerships with the leading gaming networks and publishers, and can be your strategic partner for research, strategy, implementation, and tracking.

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The Video Game Advertising Landscape

  • 1. VIDEO GAME ADVERTISING A Brave New World
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  • 3. VIDEO GAMERS: The Old Stereotype Antisocial Lazy Not Marketable In the minority No Income
  • 4. VIDEO GAMERS: The New Generation Affluent Early adopters Connected In the Majority Social
  • 5. GAMER DEMOGRAPHICS Console usage skews heavy for males 18-34, but penetration runs across demographics, and is growing among females and families
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  • 7. $500 million First Week Sales $239 million First Week Revenue SCALE: GTA4 vs. The Dark Knight Source: Associated Press
  • 8. PROJECTED GROWTH: Gaming vs. Cinema Worldwide Video Game (hardware + software) Revenues (left axis) Global Box Office Source: eMarketer, April 2007; Hudson Square Research, April 2008.
  • 9. GAMERS: Engaged, Attentive, Ad Receptive, Measurable Multi-Tasking Proof Gameplay does not allow for multi-tasking. Attention to the game is paramount. Hard-to-reach Audience Hard-to-reach 18-34 men are avid videogame players Engagement Higher levels of engagement than other media. Ad Acceptance Consumers are receptive to advertising in games because they add realism. Measurability Videogames combine brand awareness with digital accountability.
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  • 17. AUTHENTICITY – YOUR BRAND BELONGS Sprite– NBA Live 2009
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  • 19. DYNAMIC MESSAGING Obama Campaign – NBA Live 2009
  • 20. DYNAMIC MESSAGING Obama Campaign – NASCAR 2009
  • 21. DYNAMIC MESSAGING Obama Campaign – NHL 2009
  • 22. CALL TO ACTION Subway – NHL 2009
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  • 24. OTHER GAMING OFFERINGS Casual Gaming Reaching the large 25-54 female demographic, casual gaming has taken the internet by storm. 43 million users and growing, from all age ranges. We can help your brand develop everything from a presence on leading gaming sites, to brand integration, all the way to full on custom developed games.
  • 25. CASUAL GAMING: Examples Brand Skins Custom Games Game Sponsorships
  • 26. FUOR DIGITAL: Your Gaming Experts Fuor Digital is on the cutting edge of this rapidly growing and evolving medium. We have a team of dedicated professionals who are passionate gamers themselves, and are immersed in the gaming culture. Fuor Digital has partnerships with the leading gaming networks and publishers, and can be your strategic partner for research, strategy, implementation, and tracking.