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Video Game Advertising ,[object Object],[object Object],[object Object],[object Object]
Agenda  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Pagina
Dicesi video game advertising ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Pagina
Molteplici forme di video game advertising Oltre 100 milioni di utenti utilizzano ogni mese almeno una delle piattaforme Microsoft di gaming 80 milioni 16 milioni 13 milioni 35+ milioni di console In Progress Pagina
Fattori di crescita del video game advertising ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Pagina
IAB/GameSpot In-game Adv Survey – Findings ,[object Object],[object Object],[object Object],[object Object],[object Object],Pagina  “ I think in game advertising is a good thing as long as its used to where it would be in real life, so for a racing game this would be on the cars on bill boards etc, in GTA style game in may be on products bill boards etc. The only problem I would have is if it started to appear in silly unnecessary places like loading screens etc. So to make games look real that’s great I would prefer to see it but just to plaster games with adverts would be wrong.”
Utilizzo orario delle console simile a quello della TV Source: Nielsen Media Research – National People Meter Sample Picchi di utilizzo delle console di videogiochi nel prime time  (20.00 – 23.00) e tardo pomeriggio (18.00 – 20.00) Pagina
Cosa dicono i videogiocatori di loro stessi Pagina  Source:  TGI Europe Feb 2007 Base = 100 = all adults Gamers as product & brand evangelists With positive ad recall & perceptions Gamers acting as a positive WoM channel for the “TV/Video/Audio” product category
Gamers e cellulari … ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Source:  TGI Europa Feb 2007 Pagina
Windows Live Messenger e Video Game Adv Pagina
 
Cos’è Massive ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Pagina
Massive showcase  Pagina
Massive Case Study: Entertainment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Strategia e Obiettivi Execution Source: Massive & Continental Research Study. Pagina
Massive Case Study: Entertainment La campagna “V for Vendetta” ha incrementato awareness, interesse verso il film e ulteriori attributi positivi relativi al prodotto in esame Source: Study executed by Continental Research. ,[object Object],[object Object],[object Object],Pagina
Case Study: Entertainment Results Alcune dichiarazioni tratte dalla ricerca “V for Vendetta” Source: Study executed by Continental Research. Pagina  “ I like to see the adverts, especially when there are cinema trailers” “ I don't find the ads in the game imposing or bad even though I was very against it in the beginning.” “ All the adverts I've seen have been either for in-game products (and I LOVE THIS!) or for sci-fi movies that might even be shown in this virtual world. The addition of actual advertising really makes the world come alive” “ The advertising is quite decent. It's not too much.  I have spent some minutes in front of those posters and looked at those trailers.” “ The advertised products do not disturb in the game and aren't in the wrong place.  “ I have often passed a bill board with a movie clip playing .... and sat down to watch it. I think the ads have mad the game more realistic and have added to the sci-fi theme of the game”
 

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Multicanalità Poli Nov 15th 2007

  • 1.
  • 2.
  • 3.
  • 4. Molteplici forme di video game advertising Oltre 100 milioni di utenti utilizzano ogni mese almeno una delle piattaforme Microsoft di gaming 80 milioni 16 milioni 13 milioni 35+ milioni di console In Progress Pagina
  • 5.
  • 6.
  • 7. Utilizzo orario delle console simile a quello della TV Source: Nielsen Media Research – National People Meter Sample Picchi di utilizzo delle console di videogiochi nel prime time (20.00 – 23.00) e tardo pomeriggio (18.00 – 20.00) Pagina
  • 8. Cosa dicono i videogiocatori di loro stessi Pagina Source: TGI Europe Feb 2007 Base = 100 = all adults Gamers as product & brand evangelists With positive ad recall & perceptions Gamers acting as a positive WoM channel for the “TV/Video/Audio” product category
  • 9.
  • 10. Windows Live Messenger e Video Game Adv Pagina
  • 11.  
  • 12.
  • 14.
  • 15.
  • 16. Case Study: Entertainment Results Alcune dichiarazioni tratte dalla ricerca “V for Vendetta” Source: Study executed by Continental Research. Pagina “ I like to see the adverts, especially when there are cinema trailers” “ I don't find the ads in the game imposing or bad even though I was very against it in the beginning.” “ All the adverts I've seen have been either for in-game products (and I LOVE THIS!) or for sci-fi movies that might even be shown in this virtual world. The addition of actual advertising really makes the world come alive” “ The advertising is quite decent. It's not too much. I have spent some minutes in front of those posters and looked at those trailers.” “ The advertised products do not disturb in the game and aren't in the wrong place. “ I have often passed a bill board with a movie clip playing .... and sat down to watch it. I think the ads have mad the game more realistic and have added to the sci-fi theme of the game”
  • 17.