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Taking advantage of the
                       economic crisis
                  Serving advertisement to
                        your players




   Konrad	
  Holubek	
  
Head	
  of	
  Communica.on	
  
8

                                                                                  2012
                                                                      7
                                                                                  São Paolo Office

                                                                          2011-2012
                                                               6          Casual Gaming Platform

                                                                    2011
                                                      5             15 million euros funding
                                                           2008 & 2010
                                           4               Acquisitions

                                               2007-2011
                             3
                                               Product Expansion
                 2               2007
                                 International Expansion
1                   2004
2001                Lead Generation Expertise
Launch of first casual game


                                                                                            3	
  
$117,5B	
  
Online	
  Ad	
  Spending	
  2011	
  -­‐	
  2016	
                               $106,6B	
  
                                                                   $96,4B	
  


                                                      $87,0B	
  


                                    $78,5B	
  


                    $70,9B	
  




                                                                                                            Source: Magna Global
                      2011	
          2012	
            2013	
       2014	
       2015	
        2016	
  
Share	
  of	
  Online	
  Ad	
  Spending	
  




                                                                                              Source: Forrester Research Interactive Marketing Forecast
                                                                                  21,0%	
  
                                                                      20,4%	
  
                                                          19,5%	
  
                                              18,8%	
  
                                 17,9%	
  
                  17,2%	
  



                    2011	
         2012	
      2013	
      2014	
      2015	
      2016	
  
24,8H	
  

            24,8H
Fixed	
  Broadband	
  Subscrip.ons	
  



       Number of Subscriptions                           Per 100 People

                                160
                                            Europe         25,8%
                               Million


                                 145
                                          The Americas   15,5%
                                Million




                                                                          Source: International Telecommunication Union
                         591 Million         Global      8,5%
Ac.ve	
  Mobile	
  Broadband	
  Subscrip.ons	
  



     Number of Subscriptions                             Per 100 People


                        336 Million            Europe        54,1%




                         286 Million      The Americas      30,5%




                                                                          Source: International Telecommunication Union
                  1.186 Million                Global     17,0%
Possibility	
  for	
  Lead	
  Payment	
  
                                            CPL/CPA
                                             64,6%




                Other
                35,4%




                                                      Source: IAB
49,2%
                              40,3%
                                      6,6%




                       3,8%




Source: Magna Global
Gaming	
  Market	
  Has	
  Changed	
  
45%   55%
Online Games                              5%	
  

      Premium                             95%	
  
      Free2Play




Social Games                              3%	
  

      Virtual Goods
                                          97%	
  
      Advertisement




Mobile Games                              2%	
  

      Premium
                                          98%	
  
      Freemium


Source: Deutche Bank, Mediastay, Ngmoco
Online Games          47%	
         36%	
  

   Premium
                      53%	
         64%	
  
   Free2Play
                      2010e        2014e



Social Games
                      82%	
         79%	
  
   Virtual Goods

   Advertisement      18%	
         21%	
  
                      2010e        2014e



Mobile Games                        35%	
  
                      61%	
  




                                              Source: ThinkEquity LLC, Flurry
   Premium
                                    65%	
  
   Freemium           39%	
  
                   January 2011   June 2011
Source: ThinkEquity LLC
Worldwide	
  Market	
  Size	
  
                                    2010             2014

                          CONSOLES       22,8B$     21,0B$

                           PC/MAC
                                         2,0B$       2,0B$

                           PC/MAC
                            Online       5,6B$       6,1B$
                          Subscription
                           PC/MAC
                                         6,3B$      10,7B$
                           Free2Play

                    Social Games         3,6B$      12,1B$

                           MOBILE        2,9B$       7,1B$


                                                              20	
     20
Source: ThinkEquity LLC
-­‐70%	
  
•  Adver.sment	
  budget	
  going	
  
   online	
  

•  Gaming	
  market	
  has	
  changed	
  
   and	
  aUracks	
  adver.sers	
  

•  Adver.sement	
  is	
  important	
  
   mone.sa.on	
  business	
  for	
  game	
  
   developers	
  and	
  publishers	
  

•  Think	
  about	
  the	
  metrics	
  

•  Vary	
  adver.sement	
  formats	
  
Thank You




    Konrad Holubek

kholubek@mediastay.com

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Games Passport: Taking advantage of the economic crisis: serving advertisement to your players

  • 1. Taking advantage of the economic crisis Serving advertisement to your players Konrad  Holubek   Head  of  Communica.on  
  • 2.
  • 3. 8 2012 7 São Paolo Office 2011-2012 6 Casual Gaming Platform 2011 5 15 million euros funding 2008 & 2010 4 Acquisitions 2007-2011 3 Product Expansion 2 2007 International Expansion 1 2004 2001 Lead Generation Expertise Launch of first casual game 3  
  • 4.
  • 5. $117,5B   Online  Ad  Spending  2011  -­‐  2016   $106,6B   $96,4B   $87,0B   $78,5B   $70,9B   Source: Magna Global 2011   2012   2013   2014   2015   2016  
  • 6. Share  of  Online  Ad  Spending   Source: Forrester Research Interactive Marketing Forecast 21,0%   20,4%   19,5%   18,8%   17,9%   17,2%   2011   2012   2013   2014   2015   2016  
  • 7. 24,8H   24,8H
  • 8. Fixed  Broadband  Subscrip.ons   Number of Subscriptions Per 100 People 160 Europe 25,8% Million 145 The Americas 15,5% Million Source: International Telecommunication Union 591 Million Global 8,5%
  • 9. Ac.ve  Mobile  Broadband  Subscrip.ons   Number of Subscriptions Per 100 People 336 Million Europe 54,1% 286 Million The Americas 30,5% Source: International Telecommunication Union 1.186 Million Global 17,0%
  • 10.
  • 11. Possibility  for  Lead  Payment   CPL/CPA 64,6% Other 35,4% Source: IAB
  • 12.
  • 13. 49,2% 40,3% 6,6% 3,8% Source: Magna Global
  • 14.
  • 15. Gaming  Market  Has  Changed  
  • 16. 45% 55%
  • 17. Online Games 5%   Premium 95%   Free2Play Social Games 3%   Virtual Goods 97%   Advertisement Mobile Games 2%   Premium 98%   Freemium Source: Deutche Bank, Mediastay, Ngmoco
  • 18. Online Games 47%   36%   Premium 53%   64%   Free2Play 2010e 2014e Social Games 82%   79%   Virtual Goods Advertisement 18%   21%   2010e 2014e Mobile Games 35%   61%   Source: ThinkEquity LLC, Flurry Premium 65%   Freemium 39%   January 2011 June 2011
  • 20. Worldwide  Market  Size   2010 2014 CONSOLES 22,8B$ 21,0B$ PC/MAC 2,0B$ 2,0B$ PC/MAC Online 5,6B$ 6,1B$ Subscription PC/MAC 6,3B$ 10,7B$ Free2Play Social Games 3,6B$ 12,1B$ MOBILE 2,9B$ 7,1B$ 20   20 Source: ThinkEquity LLC
  • 21.
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  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 30.
  • 31.
  • 32.
  • 33. •  Adver.sment  budget  going   online   •  Gaming  market  has  changed   and  aUracks  adver.sers   •  Adver.sement  is  important   mone.sa.on  business  for  game   developers  and  publishers   •  Think  about  the  metrics   •  Vary  adver.sement  formats  
  • 34. Thank You Konrad Holubek kholubek@mediastay.com