ADMA Digital Marketing Yearbook 2007

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    ADMA Digital Marketing Yearbook 2007 - Presentation Transcript

    1. Digital Marketing Yearbook 2007
    2. Welcome to ADMA
      • “ the ears, eyes and voice
      • of digital marketing in Asia”
    3. Who We Are
      • an industry group that promotes the use of digital marketing as part of the overall mix
      • a non-profit organisation with
      • members representing online
      • publishers/portals, agencies, research
      • companies, technology/service companies
      • and marketers/advertisers
    4. What We Do
      • events
        • annual conference
        • educational seminars
      • research
      • issues and government outreach
      • publications
    5. Digital Marketing Yearbook
      • THE source for marketers, advertisers, media buyers and anyone looking to leverage the power of digital media in the region
    6. Yearbook Contents
      • case studies
      • statistics
        • broadband
        • mobile
        • adspend
      • country profiles
      • insights
      • Member directory
      • and much more!
    7. Get the Yearbook!
      • download FREE at:
      • www.asiadma.com/adma/resources/researchlist.asp
      • for a printed copy or more information, email: director@asiadma.com
    8. 2007: The Year the Balance Tipped
      • For the first time, Asia Pacific takes the global lead in some key aspects of the digital marketing mix
    9. What’s In the Yearbook?
      • Here are some sample
      • statistics and a case study…
    10. Australia
      • 47% of Internet users in Australia have accessed insurance information in the past six months
    11. China
      • around 38 million of the 137 million Internet users in China play online games
    12. Hong Kong
      • Hong Kong’s online travel market is expected to grow by 97.9% by 2010*
      • * in retail sales volume
    13. India
      • India’s Internet users are expected to rise to 100 million by end 2007
    14. Indonesia
      • Indonesia’s Internet users have grown 800% since 2000 and represent 4.5% of Asia’s total online community
    15. Japan
      • in February 2007, Japan added its 100 millionth mobile subscriber – making it the world’s No. 1 mobile market
    16. Malaysia
      • 18.4% of mobile phone subscribers in Malaysia use their phone to access the Internet
    17. The Philippines
      • the prepaid Internet market in the Philippines is worth US$17 million
    18. Singapore
      • in just one month, Singaporeans sent 911 million SMS messages.
      • The population is only 4.5 million!
    19. South Korea
      • nearly 100% of South Korean Internet users have Internet access at home
    20. Sri Lanka
      • Sri Lanka’s mobile market has shown an annual growth rate of 50-60% for the last few years
    21. Taiwan
      • by 2008, advertisers in Taiwan will spend more than 10% of their budgets online, one of just eight markets globally
    22. Thailand
      • Thailand has 15% PC penetration, while 50% of the population has a mobile phone
    23. Vietnam
      • 10% of households in Vietnam will make purchases online by 2010
    24. Case Study – adidas
      • using online games to leverage adidas’
      • sponsorship of FIFA World Cup 2006
    25. 2-phased Approach
      • Phase 1 Phase 2
      • The TUNiT Flash game The Impossible Team online game
      • multi-level challenges Massively Multiplayer Online Game (MMOG)
      • 3D realistic content avatars, virtual world, real time
    26. The TUNiT Flash Game (Multi-level 3D Realism) 3D Web site boot selection passing opponents challenging terrains Berlin Stadium the Final Goal!
    27. Fully Engaged Players
      • popularity: 8 million page views -> over six weeks
      • data collection: 70,000 registrations (optional)
      • brand exposure: 72,300 minutes spent playing the game
      • brand immersion: 11 minutes per player on average
      • - standard Flash games generate 3-4 minutes playing time
      • - high quality 3D graphics, fun game play, multiple environments and mini-challenges within the TUNiT generated 3 times as much player engagement
      • lead generation: clicks on ‘Shop Finder’ banner -> 165,000
    28. The Impossible Team Online Game (3D MMOG) branded game login manage & train players buy virtual adidas kit chat with 3D friends visit a virtual World Cup team & country rankings
    29. Brand Immersion
      • popularity: 1 million game logins (over 6 weeks)
      • data collection: 600,000 registrations
      • brand exposure: 15 million minutes (258 hours) spent playing
      • brand immersion: 533 minutes (9 hours) per person spent in the adidas virtual world!
      • game play: t op participant played over 300 hours (12.5 days)
      • Top 30 players on average spent 126 hours
      • repeat visits: 36 logins per registered user
      • compelling content: 15 minutes per login per user
      • worldwide exposure: participants from 50 countries!
    30. Get the Yearbook.
      • Download FREE at:
      • www.asiadma.com/adma/resources/researchlist.asp
      • for a printed copy or more information, email: director@asiadma.com
    31. Thank You!
      • to all our members, everyone who contributed, and editor Rachel Oliver
    32. Join ADMA Now
      • be part of a growing industry force
      • www.asiadma.com/adma/membership/join.asp
    33. www.asiadma.com

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