dubit & disney from the mrs children 2010 conference
DESCRIPTION
Dubit and Disney presented 'Trends in Online Entertainment for Kids - The Rise and Rise of Online Gaming' at the Market Research Society 'Children : Seen 7 heard' conference on 27th January 2010.TRANSCRIPT
Trends in online entertainment for kidsThe Rise and Rise of Online Gaming
youth connectivity
LEEDSLONDON
40
…
insight, strategy, creative, media
RESEARCH INTERACTIVE
MARKETING
youth connectivityinsight, strategy, creative, media
researchfull service agency in tune with technology
QN
QL
The definitive marketing portal for Disney’s products and services
• Entertainment destinations x 23 across the Region• Web-only content focusing on video, games and
activities• Premium services include Club Penguin, Toontown
and, coming soon, Pixie Hollow and Cars• Offices in UK, France, Italy, Spain and Budapest
Overview – Disney Online EMEA
The wider context… and focus
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
14
7
4
6
16
5
7 7
17
6
14
10
0
2
4
6
8
10
12
14
16
18
20
TV Radio Internet Games
ho
urs
/ w
eek
5-7 8-11 12-15
Time spent per week
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
Children’s TV: Favourite Channels
44%
41%
40%
30%
24%
53%
36%
7-8 9-10 11-12 13-14
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
Multi-platform
62% of 7-14s watch videos on the Internet
38% watch TV using digital/satellite on-demand TV
Use the Internet to watch TV shows on demand 55%
60% play games with favourite TV characters
Have been to websites after on-air call for action 40%
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
Online Trends
0%
20%
40%
60%
80%
100%
7-8 9-10 11-12 13-14
Games Videos Watch TV Chat SNSs
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
21%
33%
31%
28%
Facebook account
using SNSs
MSN account
chatting online
9-10
s
86%
87%
70%
81%
Facebook account
using SNSs
MSN account
chatting online
13-1
4s
Chatting & Social Networking
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
Online Games – UK KidsDubit Euro Games Tracker, 7-10s (January 2010)
Younger Kids 7-10 Gaming
Around 9 in 10 play games on the Internet; of these…
Note: % of all gamers
7-8s 56% 50%
38%
32%
15% 12%
9-10s 46% 33%
49%
32%
21% 19%
Older Kids 11-14 GamingAround 8 in 10 play games on the Internet
11-12s
42%
38%
33% 22%
48% 41%
Note: % of all gamers
60% 56%
46%
40%
25% 21%
13-14s
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
SocialGaming
Social Networks with gaming dimension
Online games with networking features
Gaming Trends: Types of Games
Casual
Virtual Worlds
SN Games
• Profiles• Avatars• Homes• Pets• Chat• Minigames
Boys
Girls
7 yrs 14 yrs
CharactersLevels & adventures
Play against othersChat with other players
58%
46%
31%
24%
Disney’s Casual Games
• Up to 250 games in the catalogue• Up to 50 new games a year• Top games at 35,000 gameplays
per month • 11 million page views a month
across EMEA• Top games: Cars, Up, Bolt, Mickey
Disney’s Virtual WorldsEntertainment unique to the medium of connected interactivity
Club Penguin
Proposition:
•A snow-covered virtual world where kids can interact, play games and let their imaginations soar in a safe, ad-free, online playground.
Target audience:
•6-14 (7-11); boys and girls
Languages:
•English, Portuguese, French, Spanish
Price (monthly):
•$5.95, £3.95, €4.95
Performance: •Largest MMOG in western market by consumer spend in the Western market place in 2008
•Top global MMOG by unique visitors (May 09)
•The leading MMOG in the UK, representing 19% market by spend in 2008
•Top UK kids web destination with 19% of all kids traffic in Oct 09
•News: Children’s “Best Website” Bafta 2009
Children’s Broadcast Media Consumption
Online TV
Communication& Networking
Media Convergence
Formats
Monetisation
Online Gaming
Trends
Casual Gaming
SN Gaming
Virtual Worlds
What kids are doing(% of total)
• 11% pay for subscriptions• 13% buy virtual goods
13-14s Increased autonomy
Business Models
Membership
Micro-transactio
ns
Advertising
Of those who pay:• 76% up to £5/month in membership
• 88% up to £5/month in virtual goods
• 11-12s biggest spenders in both
25.9 27.016.2
7.818.0 18.6
10.824.8
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
UK France Germany Holland Sweden Finland Norway Denmark
Would consider paying?Dubit’s Euro Games tracker (7-10s, January 2010)
Why not paid for games?7-10s European Study (January 2010)
‘Parental reactions: paid content
Perceptions• Value for money of paid online games vs. tangible goods• Easiness of payment methods - fears of using credit card• Lack of knowledge about differences between paid / unpaid• Different levels of kids’ allowances and autonomy• Generational gaps – ‘virtual’ vs. ‘real’• Free games available
‘Commercial’ Barriers
Some touch points• More active than watching TV / DVDs• Some educational value – even if not ‘educational’• Web savvy and gaming parents easier to reach• Safe socialisation environment• Brand reputation
• Research your audience: kids and parents
• Make it social, customisable, allowing progression
• Review suitable business models
• Consider eventual changes in regulation
• Include good safety mechanisms
• Invest in viral / word of mouth marketing
• Engage in continuous dialogue with kids and parents
And to wrap up…
Claudio FrancoResearch Manager
Julie AdairDirector, Online Product Operations