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Gamify WHAT GAMES MEAN TO YOUR CONSUMERS AND YOUR MARKETING STRATEGY
What was big the last few years? In the past few years, did you develop a marketing strategy involving any of these emerging trends?
It’s no surprise… 40% of total usage time on Facebook is playing games 14.7hrs/mo. iPhone users spend 14.7 hours/mo. playing games 84% of tablet users are playing games… that’s #1 activity by A LOT #1 Games are the most popular apps on Android, 93% are even willing to pay for games
…games are part of human nature Nefertari playing Senet Painting in tomb of Egyptian Queen Nefertari(1295-1255 B.C.). A set of Egyptian dice Cubic dice have been found dating back to 5000 B.C.
Over 1 billion casual gamers worldwide HOW MUCH IS A BILLION? ,[object Object]
That’s more people than watched the last world cup
That’s more than vehicles on the whole planet!If games aren’t part of your marketing mix, you are missing an opportunity to connect with 1 billion people worldwide.
Agenda TODAY’S GOAL: HELP YOU BUILD A MARKETING PLAN LEVERAGING GAMES. ,[object Object]
Introduction and assessment of the current game-based marketing applications,[object Object]
About exent 25 SERVICES 18 COUNTRIES OVER 150 PUBLISHERS
Gamify your marketng Advertise around games Advertise in game Advergames Full game offering Gamification Games can be integrated into your marketing mix in many ways; ultimately you will decide which is best suited to your campaign’s goals.
around-game ads
Advertise around games WHERE TO LOOK SITES NETWORKS
Advertise around games AVAILABLE OPTIONS Video Pre/Mid/Post roll Banners around Skin
GameSkinTM
The breakdown: ads around games What to expect Main benefits ,[object Object]
IAB standard units
limited custom sponsorship opportunities
Improved click-through rates
Reach,[object Object]
In-game ads WHO’S DOING IT? CLASSIC SOCIAL
In-game ads: what are the options? In-game billboard Gamers like relevant ads. Texture change Grand Theft Auto with vending machines Emotional response  The perfect stage can be set creating a unique opportunity for users to interact with your brand.
Advertise in-games SPONSORING VIRTUAL ITEMS IN SOCIAL AND MOBILE GAMES  Virtual items function as peer-to-peer interaction tools. UTILITY/ CONSUMABLE ITEMS STATUS SYMBOL ITEMS When done correctly, sponsored items create powerful associations likeNike shoes help me run faster.
Case study: MORE ENGAGING THAN YOUTUBE + 50% of Facebook  logins are to play games 20% have paid cash for in-game benefits 56 million users play games on FB daily 19% say they are addicted to FB games 53% have earned and/or spent VC in a social game 28% have purchased VC with real-world money
Case study: IN-GAME VIDEO AND BRAND ENGAGEMENTS Facebook credits as an incentive to view video. User is Prompted toEarn Virtual Currency (e.g. Facebook Credits) by Watching a Video – Through an In-Game Icon, Banner or Message Message  Message  Icon  * User must accept by clicking on the icon / message in order to initiate the video
Case study: CASE STUDIES: 30% 23% 24% 15%
The breakdown: in-game ads What to expect Main benefits ,[object Object]
High correlation between in-game ads and consumer action  (Comscore Ad Effx Nov 2009)
280 percent increase in visits to a TV channel’s Web site;
125 percent increase in search queries for a movie rental brand and 57 percent spike in visits to its Web site; and
17 percent increase in visits to entertainment sites after seeing ads for a particular movie.
Users become unpaid brand ambassadors, conducting your message to their social graph.,[object Object]
Case study: Koko Digital Project:                     Chris Moyle’s Parody Album Performance:            2 million hits in 6 months Game Developer:     Koko Digital Main URL:                http://www.chrismoylesgame.com Chris Moyle’s “The Parody Album” Parody Island is an Advergame developed by Koko Digital which allows you to play a game while listening to select tracks from the upcoming album. Level selection Each level showcases a different song from the upcoming album. You can listen to tracks and buy the album from within the game. Scores are published on leaderboards. Goal-driven paths Completing level objectives unlocks new tracks and harder levels.
Full game offering
Full game offering WHO’S DOING IT?
Full game offering Monetize the audience  not the content ,[object Object]
When they leave your site, they go to play elsewhere,[object Object]
GameTreat on flare.com ,[object Object]
Customized to Flare look & Feel
Contextual placement on the site channels
Increases dwell time
Viral traffic to site (score sharing),[object Object]
Social perks
Repeat visits, increased dwell time and
Increased engagement and perceived value to consumers
Interactive, 2-way link between consumers and brands
Aggregation instead of creation
Hit-driven business
Faster time to market; lower risk
Low investment
Dramatically improve dwell time
Being “vertical” when offering relevant content
Food games, fashion games,[object Object]
32 9/21/2011 120 Million people around the world are accruing points, leveling up, and earning rewards. ? (And they’ll go out of their way to stick with the vendor where they have the most points and status.)
The world’s biggest coffee chain is rewarding users with virtual points and virtual badges for visiting their retail stores.

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Gamify adtech london_2011

Notes de l'éditeur

  1. Positioning: games evangelistshould we use the FRg logo here?
  2. Text on the left images on the right
  3. Text on the left images on the right
  4. add publishers, partners
  5. add publishers, partners
  6. IA- Kobi, can you embed this movie on your end?IA – delete this or the next slide
  7. add publishers, partners
  8. add publishers, partners
  9. Should we show GTA video?“Emotional response & immersive environment creates an opportunity for users to interact with your brand “
  10. get a new boot
  11. add publishers, partners
  12. add publishers, partners
  13. add publishers, partners
  14. IA- get a new trophy
  15. add publishers, partners
  16. add publishers, partners
  17. http://sodaspeaks.ning.com/page/digital-marketing-outlook
  18. We have a great customer list – companies big and small, across a range of verticals including media, social networking, sales incentives, brand advertisers and more.
  19. "I looked at year-over-year [results] and they were huge compared to what Chiquita saw in the past""[Gamification] creates a place people want to come back to time and time again."
  20. CK- should we start summarizing?