Video Gaming Trends

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  • + windo315 nguyen duong 5 months ago
    very nice. i just got back from the E3 conference here in LA, your thoughts here are consistent w/some observations from this year’s show. especially the notion of 'next gen gaming is not about tech, but more about community and connectivity. take for example the FB/twitter integration w/XBOX Live and twitter countdown for Modern Warefare 2 game release.
  • + Enslover Enslover 7 months ago
    nice presentation! thx
  • + andrelucas1303 André Oliveira 8 months ago
    A M A Z I N G
  • + Bacomplia Bacomplia 10 months ago
    Cool slide/
  • + AdvertisingPawn Jerome Sudan 11 months ago
    guested542f >> Thanks for the rectification, that might be where my misunderstanding came from.
  • + guested542f guested542f 11 months ago
    I really enjoyed the presentation. Congrats!!!
    Altough, I’ve found a mistake on slide number 22 when you say that 70% of the xbox 360 users are online gamers and then, from this online gamers 40% have an xbox live gold subscription. The only way that you play games online with your xbox 360 is subscribing to xbox live gold. If you have a silver membership you can only have access to some of the online content available on xbox live.
  • + teenuh tina 11 months ago
    do u need a job?
  • + lucaos lucaos 11 months ago
    Muito bom! Parabéns!
  • + AdvertisingPawn Jerome Sudan 11 months ago
    vozome >> Thanks for the feedback, much appreciated.

    Regarding digital distribution, the headline is very hyperbolic. It’s not going to replace retail in a foreseeable future at all, but Steam-aside, the surge of initiatives happened with this new generation of consoles (XBLA, WiiWare, etc.). You have a point mentioning that console makers have been touted their 'multimedia' abilities for quite some time, but game systems last generation (GameCube, PS2, Xbox) were still far from being the one-device-does-it-all that they have now become (except for DVD-capabilities, they were still game-only systems).

    Agreed on your point regarding 'franchises'. The movie industry is definitely better at creating icons that drift beyond the silver screen. Howv
  • + vozome Jérôme Cukier 11 months ago
    It’s a well executed presentation. I like your imagery research and presentation design, how you manage to display source/image credits in a non-obtrusive way.

    that being said I don’t agree with all the arguments. that digital distribution is threatening brick and mortar stores has been argued for the past 10 years, it wasn’t true then, it still isn’t and will not be for the foreseeable future. And the fact that game systems are becoming entertainment centers has been a sale pitch of console makers ever since the PS1 in 94, so that’s hardly a new trend.

    gaming is more prevalent and permissive than it used to be even 5 years ago, I’ll give you that. But that is not the case of hard-core franchises. Just because console ownership rate is soaring doesn’t mean that blockbuster games (your halo, splinter cell etc. examples) are household names. So while it is true that some sizeable franchises were born out of games, games are not as good as movies to generate truly global franchises.

    however I can only concur with your last argument that ingame advertising has been very rapidly changing and is now a very important media.

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Video Gaming Trends - Presentation Transcript

  1. GAMING TRENDS
  2. DEMOGRAPHIC SHIFTS
  3. WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA “Essential Facts”, 2008 3 | 57
  4. COMING UP NEXT A society born in gaming Image: PlayStation 2 “Baby” 4 | 57
  5. SHIFT IN AGES: FROM THE 1970s TO THE MID-1990s Tweens & Teenagers reigning supreme Image: PlayStation 3 “God” 5 | 57
  6. SHIFT IN AGES: THE EMERGENCE OF THE PLAYSTATION Change of focus: 18-35 years old core male gamers Image: PSP “Blind” 6 | 57
  7. SHIFT IN AGES: TODAY Age of U.S. game players Today, the average game player age is 32 25% under 18 years 49% 18-49 years 26% over 50 years Source: ESA, 2008 + IGN’s “Are You Game” from November 2008 7 | 57
  8. SHIFT IN AGES: TODAY Age of U.S. game players Today, the average game player age is 32 20% 45-54 years 17% 45-54 years 20% 35-44 years 20% 35-44 years 22% 25-34 years 27% 25-34 years 19% 18-24 years 16% 18-24 years 17% 12-17 years 22% 12-17 years New gamers Established gamers (<2 years) (>2 years) Source: IGN’s “Are You Game” from November 2008 8 | 57
  9. SHIFT IN GENDER: THE GIRL POWER Gender of U.S. game players 40% Female 60% Male Source: ESA “Essential Facts”, 2008 | Image: Nintendo DS Lite “Woman” 9 | 57
  10. SHIFT IN BEHAVIOR The way we consume video games today has changed. People don’t spend hours playing video games anymore. Image: Lego “PlayStation” 10 | 57
  11. SHIFT IN BEHAVIOR WHAT DOES Wii’S SUCCESS TEACH US? Create devotees out of people who didn’t consider themselves as gamers (and who, often, still don’t) 11 | 57
  12. SHIFT IN BEHAVIOR WHAT DOES Wii’S SUCCESS TEACH US? A strategy of “and” Hard core & Casual 12 | 57
  13. SHIFT IN BEHAVIOR MAINSTREAM GAMES EVOLVING TO SEDUCE CASUALS 13 | 57
  14. SHIFT IN BEHAVIOR THE EMERGENCE OF SOCIAL GAMING 59% OF GAMERS PLAY WITH OTHER GAMERS IN PERSON. Source: ESA “Essential Facts”, 2008 | Visual: PlayStation 2 “Mould” 14 | 57
  15. GAMING UBIQUITY
  16. GAMES ARE ENJOYED ON AN INCREASINGLY DIVERSE ARRAY OF SCREENS 16 | 57
  17. GAME & WATCH: CONSOLES OR MEDIA HUBS?
  18. GAMING IS PROGRESSIVELY MOVING FROM THE BEDROOM TO THE LIVING ROOM 18 | 57
  19. FROM GAMING CONSOLES TO SCHIZOPHRENIC ENTERTAINMENT HUBS Gaming hardware Technology toy Music platform TV/Set-top box Blu-Ray player Online video Photo album Web browsing 19 | 57
  20. THE CONVERGENCE OF ENTERTAINMENT Media initiatives Xbox Video Marketplace Netflix partnership BBC iPlayer PS3 PlayTV etc. 20 | 57
  21. CONNECTED GAMING
  22. NEXT GENERATION IS NOT DEFINED BY TECHNOLOGY BUT CONNECTIVITY/COMMUNITY 76%ARE OF USERS ONLINE GAMERS 70%ARE 40% LIVE OF USERS HAVE AN XBOX ONLINE GAMERS GOLD ACCOUNT (VS. 10% ON XBOX 1) 70%ARE OF USERS ONLINE GAMERS Sources: NPD Study, October 2007 | ESA, 2008 22 | 57
  23. THE NEW GENERATION OF CONSOLES IS NOT DEFINED BY TECHNOLOGY BUT BY CONNECTIVITY/COMMUNITY 49% OF GAMERS PLAY GAMES ONLINE AT LEAST ONE HOUR PER WEEK Source: NPD Study, October 2007 | ESA, 2008 23 | 57
  24. MOST RECENT GAMES ARE ONLINE-ENABLED Image: Grand Theft Auto 4 24 | 57
  25. THE ADVENT OF MMOGs MMOG Active Subscriptions (in millions, for games with 200,000+) 10M World of Warcraft Lineage 9M Everquest 8M Dark Age of Camelot RuneScape 7M Final Fantasy XI Dofus 6M Everquest II Lineage II 5M Ultima Online 4M 3M 2M 1M 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 Source: MMOG Charts, April 2008 25 | 57
  26. TALES OF A USER-GENERATION Communities are increasingly involved in the expansion of the experience Image: Try“Lubricant Gel” 26 | 57
  27. HALO 3 30% more uploads of user-generated content (machinima, maps, etc.) than YouTube videos during the first month Source: Microsoft keynote, GDC 2008 | Image: Halo 3 27 | 57
  28. LITTLE BIG PLANET’S CREATION TOOLS Create your levels/share them/monetize them? The first gaming economy? Source: Press conference with David Reeves, President SCEE | Image: Little Big Planet 28 | 57
  29. GUITAR HERO: WORLD TOUR MUSIC CREATOR Create your songs Share them Image: Guitar Hero World Tour 29 | 57
  30. SPORE’S CREATURE GENERATOR 2 million creatures created and shared in a month Images: Spore 30 | 57
  31. Spore: YouTube Integration Upload videos of your creations on YouTube in 2 clicks Watch  the Case  Study 31 | XX
  32. DIY (DEVELOP IT YOURSELF) INITIATIVES Development & distribution tools for independent developers Image: David Perry’s Project Top Secret 32 | 57
  33. PLAYSTATION HOME Image: PlayStation Home 33 | 57
  34. KEY LEARNING Gamers cease to be consumers and start to become contributors Image: PlayStation Home 34 | 57
  35. DIRECT DISTRIBUTION
  36. DIGITAL DISTRIBUTION PUTTING THE SQUEEZE ON TRADITIONAL RETAIL The end of the box? Gaming is embracing online as a potential distribution medium Image: Warhawk 36 | 57
  37. DIGITAL DISTRIBUTION PUTTING THE SQUEEZE ON TRADITIONAL RETAIL Entire game libraries online Steam, Metaboli, GameTap, etc. Image: Half Life 2 37 | 57
  38. UNLOCKING NEW BUSINESS MODELS Pay-per-play logic Monthly subscriptions Episodic distribution, etc. Image: World of Warcraft 38 | 57
  39. VIDEO GAME INDUSTRY MATURING
  40. GAMING IS NOW BIGGER THAN DVDs, BOX OFFICE, MOVIE RENTALS, BOOKS OR MUSIC A $34 billion industry worldwide Asia: $11.5 billion Europe: $11.4 billion U.S.: $10.7 billion Sources: Wired, 2008 | GamesIndustry, 2008 | ESA “Essential Facts”, 2008 | NPD Group/Retail Tracking Service 40 | 57
  41. THE CONNECTION BETWEEN GAMES AND MOVIES IS NOW TIGHTER THAN EVER Tighter connection than ever between games and movies Image: Wall-e 41 | 57
  42. THE NATURE OF GAMING/MOVIE’S LOVE STORY HAS CHANGED High-profile brains coming from the movie industry to experiment Image: Prince of Persia 42 | 57
  43. GAMING IS NOW POWERFUL ENOUGH TO GENERATE MULTIMEDIA FRANCHISES Gaming now generates its own franchises Image: God of War 43 | 57
  44. ADVERTISING AND GAMING
  45. VIDEOGAMES BECOMING AN ADVERTISING CHANNEL Projected U.S. in-game video ad revenue $829 $665 $502 $346 2006 2007 2008 2009 Source: eMarketer, April 2007 / Advertising Age Fact Pack, 2008 45 | 57
  46. Video Case Study BURGER KING ADVERGAMES 3.22 million titles sold at $3.99 each Source: Microsoft official sales numbers, 2007 | Cannes Lions awards archive, 2008 46 | 57
  47. IN-GAME ADVERTISING EXAMPLE: OBAMA CAMPAIGN 2008 In-game advertising specialists Massive IGA Worldwide Double Fusion GameCreative NeoEdge Jogo 47 | 57
  48. PRODUCT PLACEMENT EXAMPLE: METAL GEAR SOLID 4 Images: Metal Gear Solid 4 48 | 57
  49. MARKETING PARTNERSHIPS NIVEA/SPLINTER CELL TIE-IN Nivea For Men marketing site In-game advertising program in Splinter Cell IV Dedicated standalone game Images: RDA’s ad campaign for Nivea “The Good Side” and Splinter Cell 49 | 57
  50. RADICAL EVOLUTION OF HOW VIDEO GAMES ARE ADVERTISED
  51. Video Case Study WHAT TO LEARN FROM HALO 3? See the website THE EPITOME OF INTEGRATED COMMUNICATIONS Integrated Campaign: One unifying message 80 executions Credits: AKQA + McCann Erickson (advertising agencies) 51 | 57
  52. See the website WHAT TO LEARN FROM BIOSHOCK? INTEGRATED VIRAL CAMPAIGN “The Cult of Rapture” spread real-world evidence that this underwater utopia may have actually existed Newspaper clippings | Wikipedia definitions eBay auctions | Old radio recordings, etc. Credits: RDA International (ad agency) 52 | 57
  53. FAN SERVICE: CREATE AND FOSTER COMMUNITIES “The nature of community management is one which changes constantly. Currently it’s all about videos, blogs and being on social networking sites. Those things weren’t around back in 1999. Back then all you needed was a fan site, some basic HTML knowledge and you had a public platform!” San Van Tilburgh Lionhead Community liaison officer 53 | 57
  54. THANK YOU FOR NOT BOOING OR THROWING TOMATOES. Jérôme Sudan Account Planner www.advertisingpawn.com jeromesudan@yahoo.fr

+ Jerome SudanJerome Sudan, 11 months ago

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