Date post: | 18-Sep-2014 |
Category: |
Business |
View: | 13 times |
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Geert Desager
Trade Marketing Manager
advertising.microsoft.com/asia
Beyond the banner
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Agenda
• Online
• Creativity in the banner
• Creativity beyond the banner
• Branded content
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Online
Source: www.internetworldstats.com , May 2008
Exploding Online Users in APAC
Source: www.internetworldstats.com, May 2008
Still huge Potential in APAC
Source: www.internetworldstats.com, May 2008
Exploding Online Users in APAC
Source: www.internetworldstats.com, May 2008
Exploding Online Users in APAC
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No. of hours spent on
each medium per week
Markets: Australia, China, Hong Kong, India, Japan, Malaysia, Singapore, South Korea, Taiwan, Thailand
Source: Synovate AsiaBUS Survey June/July 2007
Magazines
3.0 hours
Internet
18.5 hours
Radio
10.5 hours
TV
16.9 hours
Newspapers
4.2 hours
Aged 25-34
Magazines
3.7 hours
Internet
20.8 hours
Radio
10.6 hours
TV
15.2 hours
Newspapers
5.9 hours
Top/Middle Management
Magazines
4.2 hours
Internet
19.9 hours
Radio
9.3 hours
TV
14.8hours
Newspapers
5.6 hours
University degree or
above
Executive Summary - Regional
The Internet outperforms TV & print in time spent among key demographics
Source: GroupM Forecasts, Dec 2006; KR & NZ: Universal McCann Estimates Apr 2008
2007 Internet Ad Spend
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Creativity within the
banner
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The world’s longest ad!
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Creativity beyond the
banner
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In Progress
Games
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Case Study: Guinness Singapore
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Campaign Background
Objective
• To build and reinforce awareness of pool, G9BT and Guinness
• Engage passion for pool in a fun & interactive manner
• Drive recruitment
How?
• Capitalizing on the über-popular digital platform of Windows Live Messenger, we will put Guinness
and the game of pool in the daily lives of our target audience and potential customers.
Why?
• The MSN network has 7.6 million users in Singapore, Malaysia and Indonesia alone
• 2.1 million users are on Windows Live Messenger (SG = 1M, MY = 900K, Indon = 183K).
• 75% are above 18 in all 3 of these countries
• 30% are our bulls-eye target profile (25- 34 years); total potential reach of 630k users
Key efforts
• First time on MSN ever! A pool game allowing peer-to-peer interaction
• Widespread visibility on MDAS properties
• Banners and strategic site takeover executions to drive awareness/traffic
• eDM blast to member bases to inform about the latest Guinness-sponsored
pool game download on MSN
• Drive to www.guinness9balltour.com site via Windows Live game vehicle
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Integrated User Journey
PROn Trade
ATL
www.Guinness9balltour.com
G9BT MSN Pool Game Mini-Site
WL Messenger Pack
MSN Homepage OTP
MSN Feature Offer eDM
WL Hotmail – Super
Banners, skyscrapers,
Regional Digital Media
Link to G9BT
MSN Pool
Game Launch
mini-site
User Invite Friends to play on
MSN Messenger
Regional media buy is applicable to:
Malaysia, Singapore and Indonesia ONLY
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Guinness Pool Challenge Site that
promotes Windows Live Messenger Game
Guinness Pool Challenge Site
Hotmail – Showcase, Super Banner & Skyscraper
MSN SG Home Page – Expandable showcase
Windows Live Messenger – Expandable Half Banner,
Today Mini Showcase, Webcam Showcase &
Conversation Window Textlink
MSN Mechanism for Guinness
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Windows Live Messenger Game
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THE RESULTS SO FAR!..
500,000 people have added FRANK to their buddy list
There have been over 3 million conversations and 34 million questions
Each lasting five minutes on average
The Agent is accessible 24 hours a day, seven days a week.
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In-game advertising
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In game advertising
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2d dynamic imagery
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2d dynamic imagery
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2D Imagery
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Desperate Housewives Screenshots
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Ford Case Study
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Background
• The Ford Fiesta ST is the high-performance range-topping Ford Fiesta –
directly inspired by it‟s 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 and strategy
Objectives
• Build awareness
• 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
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Execution
• 8 week campaign across Massive UK‟s Racing channel and Sports channels
• Customised 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 +38%
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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Gaming
EntertainmentCommunity &
Social Network
Xbox Live: Gaming, Entertainment, Social
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Programming: Magnify the Mania
Game Content
Gaming Events
Original Content
Community Events
Entertainment Content
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Xbox Weekly TV Sponsorships
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Messenger
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Games For the first time, millions of PC gamers can plan benefit of the
advantages of Vista AND play against Xbox 360 Gamers (10M worldwide)
for Windows
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Branded content
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Social Media
Leveraging their network99% of web sites are
not socially enabled
APIs slideAdd streaming
Silverlight videoAdd
photos
Add
posts
Add dataDisplay
recent
upload
s
Add
advertisement
Add Messenger
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More innovation
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Surface
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Beyond the browser• http://memorabilia.hardrock.com/
• http://www.laguna-coupe.com/silverlight
• http://photosynth.net
• http://research.microsoft.com/ivm/HDView/HDGigapixel.htm
• http://photozoom.mslivelabs.com/Default.aspx
• http://www.xrez.com/yose_proj/yose_deepzoom/ClientBin/TestPage.html
• http://contosobicycleclub.mslivelabs.com/
• http://news.sbs.co.kr/nview/nview_index.jsp?news_id=N1000318157
• http://premium.quiksilverlive.com/
• http://labs.live.com/photosynth/view.html?collection=sanmarco/index1.sxs&st=coll
• http://www.hsn.tv/
• http://ambilight.msn.com/movies/
• http://www.zillow.com
• http://dev.live.com/
• http://www.harley-davidson.com/wcm/Content/Pages/Ride_Planner/Ride_Planner.jsp?locale=en_US
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Remember
• Online media = mass media
• You can be creative in existing formats
• We can do much more if we can work closely
together from the start
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Thank you