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www.ballychohan.com Gaming & Advertising –Described by Bally Chohan Sloane Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Pieter-Jan Adriaensens
Bally Chohan UK Gaming & Advertising a promising upturn Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk www.ballychohan.com
Content • What is the situation like today? • How did the past had its influence on the present? • Advergaming and in-gamevertising • They come in many forms and shapes • Advergaming and social gaming • Advergaming, crossmedia and communities • Advergaming and protest • Conslusions Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
What is the situation like today? Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
Gaming is an interesting channel for advertisers to reach the difficult to reach target group 18-36 yrs old Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
Gaming has and will become more and more a social event Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
How did the past had its influence on the present? Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
Inception & first experiments: 60’s – 80’sThere wasn’t much technology available in this period. Creating games was almost unaffordable andthus held a huge risk . One of the first companies to start advertising through games was Ford (Mustang), quickly followed by Coca-Cola & Bud in the early 80’s (booming of the pc market) Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
The advent of PC games: 90’sThe upcoming of the personal computer was promising but advertisers kept making the same mistakes as in the period before. A positive evolution of this period was the bringing of in-context advertising: content contributes to the realism of the game and is not irritating (more subtle). A new era with new possibilities was needed and thus the Internet made her entry in the early 90’s, rapidlychanging the possibilities & experiences of the gaming industry
Internet & Flash: the new millenniumAdvergames knew a huge popularity boost because of the fast uprise of the Internet. They could be spread more effectively and a larger audience could be reached. The introduction of Flash offered new possibilities: it was fast in development, cheap and had excellent sound. Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk 2000: America’s Army: the biggest online advergame ever made. It was created to influence young people to choose for a career in the US military
89% Of Americans watch primetime TV 4% Of Americans watch a movie in a theater 58% Of Americans play some kind of a computer/videogame Gaming is booming! Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Source: 2006 Frank N. Magid Associates, Inc.
“Offline advertisers buy time, interactives create time” Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Source: Yankee Group, 2005 Source: Yankee Group, 2005
More than 83 million gamers are currently online (2006)Women take in more than 60% of the online gaming population. They often play casual games and are the ones with spending power. Games are ideal to reach the difficult to reach segment 18-34 of age (they avoid traditional media more often). The green bar are the ones responsible for purchase. Q. Do you play games online? (%) 63.6 58.8 58.2 57.4 55.9 53.3 52.6 50.4 49.6 47.4 46.7 44.1 42.6 41.8 41.2 36.4 No Yes Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Total Male 13-17 18-24 25-34 35-44 45+ Female Source: Nielsen Interactive Entertainment 2006 Active Gamer Benchmark Study & Media Metrix, July 2006
Gaming in comparison with other more traditional media Total Monthly Online Users by Category The Gaming category reaches majority of web users 160,000 140,000 120,000 • 83MM people went to a gaming site in July • 48% of online population 100,000 80,000 Unique visitors 60,000 40,000 20,000 Total Monthly Minutes (billions) 0 Games Chat Retail News Travel Sports Business XXX Adult Technology Entertainment 20,000 18,000 16,000 14,000 12,000 Games tops the number of monthly minutes users spend by category 10,000 8,000 6,000 4,000 Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk 2,000 0 Sports Chat News Travel Retail Games Business XXX Adult Technology Entertainment Source: Media Metrix, July 2006
Gender balance is evening out "With the explosive growth in casual games over the past few years, it's no surprise that the gaming population, overall, is beginning to strike a more even gender balance than it had previously, when it was oriented heavily toward young males," says Mr. Verna. "This shift is creating opportunities for marketers to reach highly coveted demographic segments that in the past were not readily associated with video games." Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk M. Verna, eMarketer Senior Analyst of Universal McCann
Nintendo’s Blue Ocean Strategy Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Source: http://blog.delaranja.com/?p=836 & http://business-model-design.blogspot.com/2007/01/nintendos-blue-ocean-strategy-wii.html
Advergaming & In-gamevertisingSay wuh? Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk
Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk Source: IAB Belgium
They come in many forms and shapes Bally chohan, bally, chohan, bally sloane, bally chohan 2013, bally chohan dubai, bally chohan uk