Highlights from the MMA presentation in London on 17th July in London featuring speakers from comScore, Electronic Arts, Universal Pictures, 4T2 (Lego) and Rovio
5. THE REACH OF MOBILE GAMING:
âThe fact that there are 20 million mobile
gamers in the UK, in comparison to the 22
million on social media, proves the divide is
minimalâ
HESHAM AL-JAHANI
COMSCORE
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7. IN-GAME PURCHASE:
â12% of Mobile gamers make in-game
purchases (a 51% increase over18 months)â
HESHAM AL-JAHANI
COMSCORE
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8. IN-GAME ADVERTISING:
â40% of smartphone gamers recall seeing
in-game ads - 7% tapped on ads with an
18% conversion rateâ
HESHAM AL-JAHANI
COMSCORE
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9. BRAND SUCCESS:
âAngry Birds soft drinks are now the most
popular soft drink in Finlandâ
RAPHAELLE TRIPET
ROVIO
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10. GAMING BRANDS:
âMobile gaming brands can be
unconventional and disruptive and, as a
result, more ïŹexible and open to ideas than
traditional media owners when working with
brandsâ
RAPHAELLE TRIPET
ROVIO
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11. AUDIENCE REACH:
âGaming has allowed us to reach beyond
the typical animated movie audience to the
elusive (and bombarded) 16-34 audienceâ
ALEXIA PATERSON
UNIVERSAL PICTURES
Â
12. THE IMPORTANCE OFTRENDING:
âTrending in the app stores at launch is
key:Â an initial hit of download numbers
means everything. It is far harder to build up
from a low base than to ride the wave of a
strong launch campaignâ
ALEXIA PATERSON
UNIVERSAL PICTURES
Â
13. GAMING AS PART OF A MOBILE MIX:
âMobile gaming does not take the place of
other mobile properties (such as ofïŹcial
destinations); it must be aligned with and
cross-promote each otherâ
ALEXIA PATERSON
UNIVERSAL PICTURES
Â
14. APPS BEAT BROWSERS:
âSwitching to a Lego mobile app rather than
a browser based game, doubled the number
of usersâ
MIKE HAWKYARD
4T2 MULTIMEDIA
Â
15. LEGO GAME SUCCESS:
âThere was 400% better retention levels on
mobile game apps in comparison to the
browsers versionâ
MIKE HAWKYARD
4T2 MULTIMEDIA
Â
16. WHAT GAMERS WANT:
âGames are now platform agnostic. Start
playing in one location and ïŹnish in another.
Gamers are demanding a transferable
platform for gamesâ
AARON LASSILA
ELECTRONIC ARTS
Â
17. GAMING IS NUMBER ONE:
â43% of time spent in apps on
smartphones is spent gaming, rising to 67%
on tabletsâ
AARON LASSILA
ELECTRONIC ARTS
Â
18. THE CASE FOR ADVERTISING
â85% of mobile gaming audiences would
watch more advertising if rewardedâ
AARON LASSILA
ELECTRONIC ARTS
Â
20. Key Takeaways
âąâŻ Mobile gaming can deliver a rich consumer
experience
âąâŻ Can help reach new audiences
âąâŻ And bring in new revenue streams
BUTâŠ
âąâŻ You must have a launch platform
âąâŻ Make it part of an integrated marketing
campaign
21. 1.⯠Check the answer @mma_emea
2.⯠Cross promote your games
3.⯠Tablets rule (for us)
4.⯠Educate key players about reviews
5.⯠Work hard to engage target platforms
6.⯠Be generous with pre and post production
7.⯠Always assume user error first
22. The mobile gaming audience is not a niche audience â itâs everyone!
Mobile gamers are engaged passionate by nature - tap into a real fan
base
Mobile gaming brands can be unconventional disruptive, so more
flexible open to ideas than traditional media owners when working with
brands
Creative integrated brand marketing opportunities: think outside the
box
Mobile gaming companies are not all the same!!
KEY TAKE AWAYS
23. GAMING IS THE TOP ENGAGEMENT ENTERTAINMENT ACTIVITY
MOBILE GAMING IS MASSIVE GLOBALLY, RAPIDLY EXPANDING
BRANDS WHO ADD VALUE ON MOBILE REAP BIG RESULTS
KEY TAKEAWAYS
24. THE FINALVOTE
The audience were asked âdid this event make you more positive about
advertising in mobile gaming?â
Using www.Fetchvotes.Com they held up their phones to vote