brand-e presents 'GAME ON: Engaging Consumers with Online Play', October 16 2013 at the London Transport Museum Cubic Theatre.
One in four of the world’s population regularly accesses games on the Internet, with analysts estimating that the global online and mobile gaming market will grow from last year’s $29 billion to $46 billion by 2016. And casual gaming can no longer be associated just with teenagers hunched over consoles in their bedrooms. Titles like Angry Birds and Candy Crush, plus the rapid growth of tablets and smartphones, have ensured that games are played everywhere and by everyone.
This provides a huge opportunity to brands, and is in line with the massive shift of ad budgets to online, and in particular to online video. Gaming offers mass-market appeal and the chance to stake out elusive premium advertising real estate. Plus, gaming sites deliver better ROI for online advertisers - video ads associated with gaming destinations generate an average CTR of 3%, which is roughly 30 times higher than that for standard online advertising campaigns.
brand-e presents Game On: Engaging Consumers With Online Play, an event which will bring together a raft of practitioners to examine gaming opportunities for brands…
Spil Games will demonstrate the growing power of games, while LBi’S MRY will deliver the ad agency take on gaming and Proelios will demonstrate how to engage consumers through mobile games. Rebellion/TIGA will talk about what makes a great gaming experience, and Generation Media will discuss the marketing of real-world items within the digital gaming realm.
17. THE RULES OF
R
O
ENGAGEMENT
Lessons From Triple-‐A
Game Development
18. Nice to meet you…
t m y
Chris
Kingsley,
CTO
at
Rebellion,
co-‐founded
in
1992
One
of
the
world's
top
independent
video
game
developer-‐publishers
The
trade
associa�on
represen�ng
the
UK
video
games
industry
19. Today’s video game industry
v
g
i
£1
billion
9,000
highly
skilled
development
staff
80%
employed
outside
of
London
95%
of
UK
games
businesses
export
to
overseas
markets.
£87
billion
Over
50%
UK
games
companies
started
up
less
than
four
years
ago
20. What ’s in a game?
i a g
Triple
A
/
Console
Mobile
/
Tablet
Social
/
Browser
Portable
/
Handheld
40. THE
GAME
MUST
BE
EASY
TO
ACCESS
–
4
CLICKS
MAXIMUM
TO
START
PLAYING
THE
PLAYER
MUST
BE
REWARDED
WITHIN
THE
FIRST
30
SECONDS
EASY
TO
LEARN,
HARD
TO
MASTER
www.proelios.com
41.
42. 5 Rules for Using Online Games
to Sell Real World Products
Martin Doyle, Head of Digital, Generation Media
martin.doyle@generationmedia.co.uk
48. Understand Your Consumer
Console/MMORPG Games
Casual Games
Low Attention Processing
“Leave me alone”
Source: Flamingo for Thinkbox July 2013
“Talk to me…quietly”
49. Respect The Game…It Can Be A Sacred Place
Source: Leeroy Jenkins YouTube/Generation Media, Oct 2013
55. Sometimes ‘Fit In’ is Better than ‘Stand Out’
Source: photo originally published Daily Mail Sep 2010
56. Fit In: Relevancy is Key
Girls Brands on Stardoll vs AW12 Average: 6.0% vs 3.6%
Source: Generation Media estimates 2013
57. Fit In: Relevancy is Key
If nothing fits…create your own!
g
10,000s
gameplays
Average dwell
time: 2’ 30”
3,700
competition
entries
Source: Disney Online/GM
59. Think Context, Breed Engagement
EA Sports FIFA 14: Rollover Ad
Direct Line Germany: Swipe Ad
No interruption to game
Responses increased by 9.2%
Source: AGame/Direct Line Germany
62. 5 Rules for Using Online Games to Sell Real World Products
1. Understand Your Consumer
2. Be A Welcome Distraction
3. Fit In: Relevancy is Key
4. Make Engagement Easy
5. Pay The Right Price
63. Thank You For Listening
Martin Doyle, Head of Digital, Generation Media
martin.doyle@generationmedia.co.uk
64.
65. Steve Mullins, brand-e (Moderator)
Bas Seelen, Spil Games
Nadya Powell, MRY
Chris Kingsley, Rebellion
Kristien Wendt, Proelios
Martin Doyle, Generation Media