generator
DESCRIPTION
TRANSCRIPT
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Genwith Generator
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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
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Everyone loves playing games!38,000 unique Irish users each
month, generating over 8 million Ad impressions...
Now .ie targetable !
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AND we do gaming…
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A Breadth of Video Game Advertising Options
Gamer-focused Web
Sites
Sponsored Events and
Content
AdvergamesHardcoded
Product Integration in
Games
Dynamic In-Game
Advertising
Time / Cost / Complexity
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Massive Dynamic Tech Enables Flexibility
CreativeFlexibility
GeographicTargeting
Time/DateTargeting
ContentTargeting
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Gaming compilation video
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ContentAudienceEngagemen
t
Why are video games sopowerful?
GAMES
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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
Bro
ad
ban
d H
om
es (
Mil
lion
s)
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)
(M
illion
s)
Explosive broadband growth powers gaming
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0
250
500
750
1,000
2006 2007 2008 2009 2010 2011 2012
US
$ m
illio
ns
Market Forecasts: In-Game Advertising Revenues($ US millions)
Parks Associates (U.S. Only) Yankee Group (Global) PwC (US Only)
Parks Associates: forecast for static and dynamic in-game ad revenues inc. product placement & sponsorships (U.S. market only) - Jun 07Yankee Group: for static and dynamic in-game ad revenues inc. product placement & sponsorships (Global market) - Jul 07PwC: forecast is for "in-game" advertising - no further definition available (U.S. market only) - Jun 07
A $1bn global ad market by 2011
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Console Usage Similar to TV
Source: Nielsen Media Research – National People Meter Sample.
• Console usage is heaviest during Prime Time (8PM – 11PM) and Early Fringe (6PM – 8PM)
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Our audience
M10-14 15%
M15-24 36%
M25-34 15%
M35-45 9%
Total 75%
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OverviewThe following slides provide insight into the audience of gamers
Topics covered include personal interests & attitudes, product purchasingand gamers’ influence on the purchases of other people through word ofmouth influence
Defining the gamerGamers 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
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The Male Grooming Market
50% Gamers use a male fragrance
They are 16% more likely to do so than the average 15-34 year old male
41% Gamers use a male fragrance at least 2 or 3 times a week
• 21% Gamers moisturise at least once a day
43% Gamers use deodorant
more than once a day, and are 16% more likely to do so than the average 15-34 year old male
Lifestyle
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Definitely agree with the statement...
Clothing, image and fashion play an important role
Index=100 = all adults
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Keen participants in many other sports
Regularly take part in...
INDEXBase = 100 = all adults
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Almost a third are at the cinema once a month or moreCompared to only 22% of non-gamers
And their favourite film genres?
‘Big’ on film
1. Action Adventure
2. Comedy
3. ScienceFiction
4. Thrillers
5. Fantasy
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A sociable group, enjoying in and out-of-home entertainment
» Bigger music ‘fans’ than non-gamers
» Twice as likely to buy 9+ films on DVD per year
» With a higher propensity to use online music & entertainment services
» A social group, keen to spend time with their friends & experience live music events
Gamers vs. Non-Gamers
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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 capabilitiesAlmost one in ten use email on their mobile – 28% more likely to do so than non-gamersAnd 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
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Broad home computers usage with high software expenditureGamers 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
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High value audience for TV manufacturersGaming interest drives purchase of ‘high-end’ TVs compared to average M15-34
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Gamers can be your product and brand evangelists
Gamers acting as positive WoM channel across multiple product categories*
Source: TGI Europa Feb 08: Index = 100 = aged 15+; GB, FR, DE (ES excluded)
*Categories included: Clothes; Cars; TV/Video/Audio; Mobile Phones. Respondents must have acted in a word-of-mouth ‘capacity’ for ALL four product categories
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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
And they expect advertising to be entertaining....
Index=100 = all aged 15+
Source: TGI Europa Feb 08: Index = 100 = all aged 15+
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ContentAudienceEngagemen
t
Why are video games sopowerful?
GAMES
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Games are highly immersive
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Breadth of content
Broad Range of Content
• 45+ live titles in 2006
• 100+ in 2008
• All Genres
• Reach all segments
• PC, XBOX & XBOX 360 gaming platforms
Aggregated Audience Across Platforms
Massive has partnerships with 40+ global video game publishers
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New Blockbuster Titles
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RacingSports
Traditional Extreme
Action-AdventureStealth ActionFirst-Person
Massively Multiplayer
Cra
ckdow
n: M
icroso
ft Gam
e
Stu
dio
s
Need
for S
peed
Carb
on
: Ele
ctron
ic A
rts
Ska
te: E
lectro
nic
Arts
An
arch
y: On
line
Fun
com
Across an Array of Game Genres
Massive Channels
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Marketers utilising in-game
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Entertainment
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Entertainment
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Entertainment
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Entertainment
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FMCG
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Coke Video
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FMCG
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FMCG
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FMCG
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FMCG
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Gillette Video
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Telco
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Telco
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Telco
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Technology
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Motors
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Motors
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Ford video
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Apparel & Retail
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Education
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Government
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Recruitment
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ContentAudienceEngagemen
t
Why are video games sopowerful?
GAMES
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Impression Measurement
Size of Ad as % Screen
Angle of Ad Relative to View
Size and ad angle thresholds1 impression = :10 cumulative seconds of exposure
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What’s an impression?
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Massive EMEA Network Case StudyTechnology & Mobile Telecoms
TDC Mobil uses in-game advertising to drive response and sales
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Strategy> To work with a media channel offering high levels of accountability> 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 N95
Objectives> Raise awareness of TDC Mobil’s Nokia N95 promotion amongst young, ‘tech-
interested’ men> To drive online pre-orders and sales of the Nokia N95
> And test in-game advertising impact against a response-based campaign objective
Campaign strategy & objectives
Background> TDC Mobil is one of Denmark’s largest mobile service providers. To coincide
with the launch of the Nokia N95, TDC Mobil and MediaCom Denmark devised a media campaign to drive sales of the handset through TDC
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> TDC / Nokia N95 campaign ran across Massive Network in Denmark for three weeks
> 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
Execution
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TDC exceeded their targets for pre-orders and sales
> Exceptional pre-order to sale conversion rate One in three pre-orders resulted in a sale
> Significant coverage from national media – Press, TV & Radio
Source: MediaCom Denmark / TDC Mobil
Results
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 Godske Digital EvangelistMediaCom Danmark
“
“
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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
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BackgroundThe 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: It delivers a young male audience in a exceptionally relevant and entertaining
environment It enables a brand experience to be created at a time and place when the audience
are highly receptive
Massive was selected for its: Strong audience profile match with the Ford Fiesta ST target market Ability to connect with this target through AAA/premium content game titles Proven advertising effectiveness High level of accountability
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Objectives
Inject excitement into the Ford Fiesta ST brand and reinforce the car’s core credentials
Target audience
Young (predominantly male) car enthusiasts
Strategy
Deliver high impact brand messaging in premium content racing and sports games – ‘inheriting’ the characteristics of both the medium and the selected content
Objectives and strategy
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Execution8 week campaign across Massive UK’s Racing channel and Sports channelsCustomised ad creative, optimized for maximum impact and user acceptance, specific to each game title
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Results – audience delivery
The campaign successful reached Ford’s target audience of young male car enthusiasts 86% male 71% aged 16-34
84% 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
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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
Ad Recall & Rating % uplift1
Ad Recall (unaided) – Ford Fiesta ST
+67%
Ad Recall (aided) – Ford Fiesta ST +33%
Tagline association +39%
Rate Ford as an innovative car manufacturer
+42%
Source: Continental Research Jan 2008; Base 311 gamers – 157 exposed, 154 control
Results
Brand Attribute Association% uplift for those stating strongly agree or agree
+31% “Benefits from the manufacturers rally car experience”
+24% “Has best in class road handling”
In-game ImpactThose who recall seeing the Fords ads said that they:
1 % uplift is defined as the percentage difference between the test and control groups
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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
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Any Questions?
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Massive EMEA Network Case StudyMobile Telecoms - Spain
In-game advertising proves itself as a highly desirable medium for Movistar’s brand-positioning campaign
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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 marketAbility to connect with this target in an entertaining and immersive environmentProven effectivenessHigh level of accountability
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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’
StrategyDeliver 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
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Execution8 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
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Execution
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Source: Continental Research Jan 2008; Base 320 gamers – 160 exposed, 160 control
ResultsSignificant positive impact on core metrics amongst gamers exposed to Movistar campaign*Key Brand Metrics % uplift
Brand Rating +14%
Subscription Consideration
+37%
Ad Recall & Rating
Ad Recall (prompted) 54%
Ad Rating (increases realism)
52%
Brand Attribute Impact
+22% increase among gamers saying “Movistar understands what young people want from their mobile”
+11% increase among gamers saying “Movistar is an innovative company”
+6% increase among gamers saying “Movistar offers the latest technology”
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In summaryMassive’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 Lianes Lattore, Interactive Marketing Manager, Telefonica Movistar
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Powerful new immersive entertainment medium
New marketing opportunities to match
Tracking & accountability: Real Time
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Any Questions?