3. In an age of gender fluidity, blended realities
and sensory overload, the Beauty & Personal
Care industry has to reinvent itself to create
ongoing and constant client engagement
that transcends all touchpoints.
The New
Beauty
Experience
9. 2.7Bn gamers globally.
$159.3Bn generated revenues expected in 2020.
More than the Movie and Music industries
combined.
Gaming is Pop Culture.
Gaming creates Meaningful Engagement.
Gaming: an
Effective
Medium
12. 72%
Said they like interacting with
ads in exchange for in-app currency or
premium content.
MobileIn-GameAdvertising
isPremiumMedia
41%
Are likely to pay attention to ads
in mobile games.
That's ahead of Web (17%), magazines (15%)
or billboards (15%)
2x
More relaxed
VsMobile Social Apps
3x
More focused
VsMobile Social Apps
15%
Happier and more
engaged
VsMobile Social Apps
Positive
Association
Positive
Attitude
13. MobileGameAdvertising
drivesAction.
29%
17%
10%
9%
0 %
10 %
2 0 %
3 0 %
Mobile Games YouTube Instagram Snapchat
Consumers are more likely to purchase products/services they see
advertised in Mobile Games over YouTube,Instagram or Snapchat.
Source: AdColony Brand Safety Survey - 2018
14. MobileGamersare
extremelyvaluable.
2in3
Have some influence on purchasing decisions.
1in2
Use ads to keep up-to-date with new products/services.
67%
Will splurge every now and then (vs 57% of non-gamers).
1in4
Mobile gaming users purchased advertised products & services
they saw in games they played.
Source: Betting on Millions: Unlocking the Power of Mobile Gamers - Newzoo Report, 2018
15. 75%
PremiumExperienceforEngagement Source: Gameloft White Paper 2018
Gamification improves
brand saliency.
90%
Gamification improves
brand recall.
75%of media agencies agree that
branded mini-games (playable
ads) brings a brand closer to the
targeted audience.
90%of respondents
remembered the brand
advertised in the playable
they've been exposed to.
17. Beauty brands have started cashing in on gaming
through a variety of activations and e-sports
sponsorships. Representing a huge opportunity
for the likes of L'Oreal,Maybelline, Estee Lauder
and smaller, independant cosmetics & perfume
labels.
Let's take a look at a few examples that stand
out and showcase the overlap between the
gaming community and consumers of beauty
products.
Gaming &
Beauty
19. What is it?
Gucci Mascara Hunt
A3D casual, arcade game designed to support the launch of a new
Gucci line of Mascaras: L'Obscur.
Objectives
• Raise awareness and brand equity levels for a L'Obscur (vs
established brands).
• Drive consideration amongst younger consumers, ultimately
impacting penetration and incremental sales.
Key Takeaways
• The game is based on a mix of bowling and mini-golf, displaying
all the objects from the advertisingcampaign.
• Included in the official Gucci app.
• Easy to play, hard to master => drivingreplayability
Gucci
20. Pucelle
What is it?
AnAugmented Reality Mini-Game accessible on Instagram for the Pucelle
beauty brand.
Objectives
• Conquer and become relevant to the Gen Zfemale audience by supporting
Pucelle's new positioning for the "cool feminine" and their new
#scentsational campaign.
• Provide original creative materials for local influencers to interact
with their communities in a fun wayand spark the conversation about
the newPucelle.
Key Takeaways
• A campaign relayed by the trendiest Indonesian beauty influencers
• An innovative game with simple controls and high replayability
• 7M+ engagements
21. What is it?
A custom Playable Ad broadcast within a curated list of Gameloft games.
Objectives
• Promote the latest Old Spice line of deodorants in Russiaamongst young
Millennials.
• Replicate the "Timber vs Bear Glove"feud between Terry Crews and Isaiah
Mustafa in a quirky, offbeat fashion.
Key Takeaways
• A custom mini-game in line with elements of the original TV ad at the
time.
• A mini-game actually featured in the Russian TV version of the ad, as
well as in local PR (online articles).
• 4.5M+ imps delivered, 29% Engagement, 3% Replay Rate
Old Spice
22. Givenchy
What is it?
A Native In-Game campaign (Virtual Makeover) inside the game
Animal Crossing: New Horizons.
Objectives
• Drive brand saliency for various Givenchy Beauty lines of
products (Phenomen'eyes eyeliner, LeRouge lipsticks...) by
offering exclusive make-up designs in the game.
• Create a zeitgeist and memorable stunt to ultimately increase
brand recall in uncertain times.
Key Takeaways
• Extensive and holistic pack of digital assets.
• Animal Crossing = one of the most played games in2020,
skewing an important young, female audience.
• Campaign relayed on social media (Instagram primarily)
23. What is it?
2021 Line-Up Reveal
A Virtual Concert by Bebe Rexha (Triller) + an ARpop-up store
(Snapchat) with arcade-style mini-games.
Objectives
• Drive awareness (prio 1), consideration and conversion/purchase (prio
2) taking advantage of Snap sharing feature within the Triller appas
well as Snapchat's advanced AR capabilities.
• Offering users to browse through the entirety of the 2021line-up
before everyone else (and in times when retail is suffering).
• Build up loyalty with customers and strenghten the DTCstrategy for
the upcoming year.
Key Takeaways
• Seamless integration within and between the 2 apps.
• Celebrity support to amplify and generate impulse buys.
• Bring some sort of escapism to Nyx's consumers in uncertain times.
Nyx
24. E.l.f cosmetics
What is it?
A partnership with Fortnite streamer Loserfruit (akaLufu)
Objectives
• Strengthen brand saliency and recall amongst the GenZ
targeted audience.
• Tap into E.l.f customer base's passion points (70% of E.l.f
followers play video games and 65% enjoy watching others
streaming game content).
Key Takeaways
• Lufu has the second-largest audience for a female gamer on
Twitch (8M total followers across all SNS platforms) => reach.
• E.l.f. and Lufu will launch e.l.f. U (University) in 2021, an
initiative that looks to support female gamers in "amale-
dominated gaming world"=> purpose-driven influencer
campaigns.
25. Appendix:
the Virtual
Apparel
Fashion brands are upping their in-game
presence as player spending on digital avatar
apparel continues to grow.
Skins now account for 80% of the $120Bn spent
on digital games in 2019.
In 2018, 59% of in-game spend in Fortnitewas
on character outfits.
26. Players want more ways to create a
distinct and individual personal brand
through their avatars. Virtual access to
the brands they love in real life will be key
to helping them achieve this.
Community is one of the major drivers
behind the growth of the gaming
industry. People are playing with and
against their friends and hanging out in
virtual worlds, and sharing the experience
is a large part of the draw.
Self-Expression
27. Just like a TV product placement, in-game
branding has to blend into the fabric ofa game
and make sense in context. Brands should
prioritise the player experience and design
with their enjoyment in mind.
In May 2020, Gucci partnered with mobile game
Tennis Clash, creating a range of digital outfits
for players to wear in the game.
Fashion brands should look to use
their design expertise and knowledge of
what their customers want to wear in real
life to partner with gaming companies and create
fun and unique experiences for play.
Blending in
28. Luxury brands and streetwear labels that have built their
brand identities around scarcity and exclusivity are
extending these concepts into the virtualarena.
Abuoyant secondary market also exists on many games,
with players trading and bartering over rare skins
and items, often paying far more than the originalprice.
The most sought-after and collectible skins command
stratospheric prices in the tens of thousands of dollars
(an ultra-rare CS:GO weapon skin sold for $61k in 2018),
showing that this demographic of dedicated gamers
have money to spend and remain a relatively
untapped market.
VirtualHypebeasts
29. Virtual. Portable. Identities.
What was previously a celebrity exclusive experience, is now broadly available for consumers to use.
That is: outside of gaming metaverses.
Gucci recently partnered with start-up Genies to release a series of digital assets tied to real Gucci products
which consumers can buy, download and “wear” through their personal avatar. Genies has declared they
want to "own digital identity" eventually and become the "go-to avatar" solution for everyone on the net.
Customizable avatars can allow brands to forge new, unique relationships with their audiences through
digital goods. Let's not forget the latter are a lot more affordable than their physical counterparts,
expanding accessibility while also educating users on a company’s style and product catalogue. This may
then translate to offline sales, as consumers build that connection with the brand.
TheDigitalIdentity
30. Gamers are not a homogenous
demographic, so think outside of
the box and design avatar apparel
with different demographics in
mind. Take into account
underserved groups, such as
women and disabled people.
Recommended Action Points
Enjoyment is king, so create
oufits and environments that
work in the context of the game.
Take the time to research the
right game(s) that will work with
your brand, whether it's a mobile
sports simulator, a high-energy
esports title or a more thoughtful
strategy game.
.1
Createwaysfor
gamerstoexpress
theirindividuality.
.2
Prioritizetheplayer
experiencewhen
designingforgames.
.3
Balanceaccessibility
withscarcityto
createdesirable
virtualgoods.
Just as streetwear brands have
built successful business models
using drop culture and scarcity in
physical retail, the booming
secondary market for rare virtual
goods points to a strong appetite
for exclusivity.
.4
Collaboratewith
innovativeemerging
designers.
Non-endemic brands across
different categories can makea
splash by partnering with
emerging designers in the field
of digital fashion design.