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... Games PC and Console (Xbox, PS2, etc) Boxes at ..

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... Games PC and Console (Xbox, PS2, etc) Boxes at ... Played a video game on a console (PS2, Xbox, Nintendo, etc) Gambled in Vegas ... Case Study: Xbox 360/AKQA ... – PowerPoint PPT presentation

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Title: ... Games PC and Console (Xbox, PS2, etc) Boxes at ..


1
Advertising to Gamers What Works and Why
A discussion with Mark Friedler, CEO Game
DAILY Kate Thorp, CEO AKQA John Vail, Director
Digital Media and Marketing, Pepsi
2
  • A Brief Overview of Gaming
  • Video Games PC and Console (Xbox, PS2, etc)
  • Boxes at retail, downloaded online (PC)
  • Audience primary 12-34 year old males
  • Includes MMOs, in-game ad opportunities
  • Licensed properties and original IP
  • Casual Web-Based Games
  • Played on web, downloaded online
  • Audience primary 25-55 year old women
  • Skill based, easy to learn, understand
  • Adver-Games
  • Played on web, downloaded online
  • Completely sponsored content.
  • Varied experience
  • (For details, see my Imedia article 10/28/04)

3
  • What Does a Gamer Look Like?
  • In the last month Ive
  • Gone to a movie in a theater
  • Watched a DVD
  • Listened to music on an IPod, MP3 player
  • Played a game on a cell phone, PSP or GameBoy
  • Played a game on a PC
  • Played a video game on a console (PS2, Xbox,
    Nintendo, etc)
  • Gambled in Vegas

4
  • The Audience for Games Is Growing
  • Gamers are growing beyond the 8-34 year old male
    target 46 are 18-50 years old.
  • Games are now mainstream entertainment like
    music, TV and film.
  • The average computer video game buyer is 36.
  • 39 of Gamers are female and nearly 24 of all
    gamers are over the age of 40.
  • North American casual and mainstream console and
    online gamers are projected to be 84 of the
    total market by 2009.
  • Sources Electronic Software Association, DFC
    Intelligence Nielsen Entertainment

5
  • Games Are Now Popular Entertainment that compete
    with Music, TV and Film
  • 39 percent of adults age 18-55 have played games
    on their computer, game console or cell phone
  • 10 percent of adults who play games admit that
    they have become addicted
  • Adult gamers responded that online and video game
    playing accounts for approximately three hours
    per week young adults (18-34) play an average of
    five hours per week
  • Stranded on a desert island? 34 of teens would
    select online or video games 26 would select an
    iPod 30 of adults (ages 44-55) would select
    online or video games
  • Source AOL Games Poll, May 2005

6
  • The Benefits of Advertising to Gamers
  • Young, hip, tech savvy audience
  • Early adopters, heat seekers, tipping point,
    etc.
  • 99 of gamers own a PC (GameDAILY stat) heavy
    usage of Internet, blogs, boards, etc.
  • Large potential for Word of Mouth marketing

7
  • Opportunities of Advertising to Gamers
  • The Web (hint, thats where gamers live!)
  • Broad deployment and acceptance of rich media and
    video
  • In-game advertising, sponsored games and product
    placements
  • Large potential for Word of Mouth marketing

8
  • Case Study Xbox 360/AKQA
  • How Did you design new user interface to reach
    broader audience and take share from market
    leader SONY?

9
  • Case Study Mountain Dew
  • The Strategy for Dew in Gaming is to Gain
    Relevance with Teens and Young Adults
  • Every10minutes.com Lifestyle marketing

10
Advertising to Gamers What Works and Why
A discussion with Mark Friedler, CEO Game DAILY
Questions? mark_at_gamedaily.com Kate Thorp, CEO
AKQA John Vail, Director Digital Media and
Marketing, Pepsi
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