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GAME ON: Engaging Consumers with Online Play - Main Deck

Date post: 16-Dec-2014
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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.
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Page 1: GAME ON: Engaging Consumers with Online Play - Main Deck
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Spil Games:

Mio. MAU Employees Nationalities Languages

180 350 35 15

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For more information, please visit our website:

www.spilgames.com

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TTHHEE    RRUULLEESS    OOFF    EENNGGAAGGEEMMEENNTT    

   Lessons  From  Triple-­‐A  Game  Development

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NNiiccee    ttoo    mmeeeett    yyoouu……

 

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  

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TTooddaayy’’ss    vviiddeeoo    ggaammee    iinndduussttrryy

£87  billion  

£1  billion  

9,000  highly  skilled  development  staff    80%  employed  outside  of  London  

95%  of  UK  games  businesses  export  to  overseas  markets.  

Over  50%  UK  games  companies  started  up  less  than  four  years  ago        

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WWhhaatt’’ss    iinn    aa    ggaammee??

Triple  A  /  Console   Mobile  /  Tablet   Social  /  Browser   Portable  /  Handheld  

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CCoonnssiiddeerraa��oonnss…… Pla�orm   Demographic  

Core  Gameplay  /  Engagement  Mechanic  

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The  First  Rule  of  Engagement:  GGAAMMEEPPLLAAYY

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The  Second  Rule  of  Engagement:    OOVVEERRCCOOMMEE    CCHHAALLLLEENNGGEESS

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The  Third  Rule  of  Engagement:  TTYYPPEESS    OOFF    PPLLAAYYEERR  

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The  Fourth  Rule  of  Engagement:    IINNTTEERRAACCTTIIVVIITTYY

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The  Fi�h  Rule  of  Engagement:    GGRROOWWTTHH

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The  Sixth  Rule  of  Engagement:  AAMMAAZZEE

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The  Rules  of  Engagement:    SSUUMMMMAARRYY

GAMEPLAY  OVERCOME  CHALLENGES    TYPES  OF  PLAYER  INTERACTIVITY  GROWTH  AMAZE    

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The  Rules  of  Engagement:    TTHHAANNKK    YYOOUU

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TTHHEE    RRUULLEESS    OOFF    EENNGGAAGGEEMMEENNTT    

   Lessons  From  Triple-­‐A  Game  Development

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ENGAGING  EXPERIENCES  HOW  TO  ENGAGE  CONSUMERS  THROUGH  MOBILE  GAMING  

 

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MAKE  A  GOOD  GAME      

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DISCOVERY,    QUALITY    &  REWARD  

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ENGAGEMENT,  DATA  ANALYTICS  &  MEASUREMENT    

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  BRAND  ENGAGEMENT  

  DATA  ANALYTICS  AND  MEASUREMENT  

  AAA  QUALITY    

  PLAY  

SPORTS  CAR  CHALLENGE  

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THE  VW  SPORTS  CAR  INITIATIVE    

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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    

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5 Rules for Using Online Games to Sell Real World Products

Martin Doyle, Head of Digital, Generation Media

[email protected]

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1994: A World First

44% CTR 44% CTR CTR ?

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A Giant Leap for Mankind?

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Mapping ‘The New World’ of Digital

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What is an ‘Online Game’?

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RULE 1

“Understand Your

Consumer”

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Understand Your Consumer

“Leave me alone” “Talk to me…quietly” Source: Flamingo for Thinkbox July 2013

Console/MMORPG Games Casual Games

Low Attention Processing

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Respect The Game…It Can Be A Sacred Place

Source: Leeroy Jenkins YouTube/Generation Media, Oct 2013

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Respect The Game…

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RULE 2

“Be A Welcome Distraction”

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Be A Welcome Distraction

Source: Agame, Oct 2013

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Be A Welcome Distraction

Source: Agame/Generation Media 2013

Gaming vs Video: AW12 Average of 5.0% vs 3.1%

game/Generation Media 2013

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RULE 3

“Fit In: Relevancy Is Key”

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Sometimes ‘Fit In’ is Better than ‘Stand Out’

Source: photo originally published Daily Mail Sep 2010

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Fit In: Relevancy is Key

Source: Generation Media estimates 2013

Girls Brands on Stardoll vs AW12 Average: 6.0% vs 3.6%

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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

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RULE 4

“Make Engagement

Easy & Desirable”

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Think Context, Breed Engagement

Direct Line Germany: Swipe Ad Responses increased by 9.2%  

EA Sports FIFA 14: Rollover Ad No interruption to game

Source: AGame/Direct Line Germany

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RULE 5

“Pay the Right Price”

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Pay The Right Price

Vs.

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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

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Thank You For Listening

Martin Doyle, Head of Digital, Generation Media

[email protected]

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Steve Mullins, brand-e (Moderator)

Bas Seelen, Spil Games

Nadya Powell, MRY

Chris Kingsley, Rebellion

Kristien Wendt, Proelios

Martin Doyle, Generation Media

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