Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
The war for the living room
1. Kinecting Brands with Consumers
Brad Mann
Senior Business Development Manager
Xbox Advertising, Microsoft
2. Console Industry Overview
• $17.0B in 2011, includes hardware, software (retail) and accessories.
• Digital distribution has most growth due to tablets/smartphones
• Video games revenue is higher than music or DVD/Blur-Ray sales
2
3. Xbox LIVE – Nearly 40M Strong & Growing
66M+ 18M+
US Xbox LIVE in Xbox 360 Continues Now more than More than
35 Countries to be #1 in 66M Xbox 18M Kinects sold
Console Sales 360s sold
4. 35 Countries With Multi-National Advertising; 18 With Local
EMEA
Austria Netherlands
Belgium Norway
Czech Poland
Republic Portugal
Denmark Russia
Finland South Africa
France Spain
Germany Sweden
Greece Switzerland
Hungary United
Ireland Kingdom
Italy
Americas Asia –Pacific
Brazil Australia
Hong Kong SAR
Canada India
Chile Japan
Colombia Korea
Mexico New Zealand
Singapore
United States Taiwan
4
5. Windows 8 Consumer Preview Launched February 29th
• Xbox LIVE extending
entertainment across Microsoft
and Windows devices
• Xbox LIVE:
• Games
• Music
• Movies
• Live TV
Kinect for PC Launched in February
6. Audience: Broader Than Ever
More Than 20.1 Million
Xbox LIVE users in the US
60% Are between 18
and 34 years old
62% Are Male
46% Are Married
58%
HHI >$60K
49% > $75K+
6
7. Xbox LIVE: More Than Just Gaming
Gaming Time On Xbox LIVE, Social
Much More Than Gaming Experiences
40% 17%
43%
Entertainment
Programming
7
9. Xbox TV Viewing Intensity
40% of XBL users watch little to no “TV”,
Making Xbox Live a unique reach platform
8%
28% Heavy
32% Medium
Light
None
32%
February 29, 2012