This document discusses how casual games can be an effective digital advertising tool. It notes that the average person now spends 7 hours a week playing casual games, compared to 27 hours watching TV. Branded games can increase engagement, target audiences, foster social interaction, boost brand awareness and exposure, and generate emotional connections and leads. The document presents case studies of how Tic Tac, Tissot, Disney XD, and Kia used branded games successfully. It argues that HTML5 is the best platform for branded game development as it allows cross-platform games without app stores that provide seamless experiences and better control for advertisers.
3. Marketing
Average modern human has 8 second attention
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Companies need to "Stop Selling"
Instead, they need to "Show up, Engage, Advocate"
STRATEGIES NEED TO EVOLVE
5. But Everybody's Doing It
HOW WILL AN AD ENGAGE PEOPLE IN THIS VAST OCEAN OF DIGITAL MEDIA?
6. What Powerful Ads Have in Common
SENSORY ELEMENT
SENSE OF COMMUNITY
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7. Casual Games, which combine
both of these elements, are one of
the most effective tools in
advertising. People deliberately
allow themselves to be immersed
in the brand while playing games.
8. Games have huge potential for advertising
ABOUT HALF OF MOBILE USERS SPEND UP TO 200 HOURS
PLAYING GAMES EVERY YEAR
9. "Casual games should be the main focus of any advertiser
today. If you look at the numbers now that the average
person spends seven hours playing casual games a week
vs. 27 hours watching TV, and then see that advertising in
casual games is less than $1 billion and TV is over $200
billion, it's clear that somebody is getting ripped off and
somebody is getting a good deal."
NOLAN BUSHNELL - FOUNDER OF ATARI (2008)
10. Branded Games
Increase engagement
Capture target audience
Social interaction via sharing
Brand awareness and exposure
Connect emotionally
Generate leads
Amplify ROI
IMMENSE POTENTIAL FOR YOUR BRAND
11. Case Study: Tic Tac Mints
The game featured in Tic Tac's spring festival tours. Millennials, who are big on
self-expression and interaction via social media, were successfully targeted.
PEOPLE COULD CREATE CUSTOM MINT PACKS & SHARE THEM VIA SOCIAL MEDIA
12. Case Study: Tissot
Tissot was a proud sponsor of RBS 6 Nations Rugby Championship Tournament. With a
branded casual game, they capitalized on the competitive and social nature of the
sport. to increase brand exposure.
RUGBY FANS COULD PLAY THEIR TEAM, OUTDO EACH OTHER, AND WIN A WATCH
13. Case Study: Disney XD
Disney XD launched their on-demand streaming app with games featuring beloved
cartoon characters. Games increased connection of fans with beloved characters. They
also drew people who were not yet fans into the characters' universe.
FANS OF DISNEY HAD A MORE INTERACTIVE WAY TO CONNECT WITH CHARACTERS
14. Case Study: Kia Motors
Kia developed a plinko-type game which lured people to their exhibition booths. Instant
gratification after playing the game made people associate the brand with a positive
emotion. Lead generation potentially resulted to massive sales nationwide.
VISITORS WERE DRAWN TO KIA'S EXHIBITION BOOTHS AND WON INSTANT PRIZES
15. HTML5 is the platform of choice for branded game
development
16. NO APP STORE NEEDED
HTML5 GAMES HAVE TREMENDOUS ADVANTAGES
SUPERIOR QUALITYCROSS-PLATFORM
17. Cross-platform
Build game only once, works across platforms
Works on smartphones, tablets, PCs, Smart TVs
Supported by iOS, Windows, Android, Linux, etc.
Time and cost of development significantly less
ALL DEVICES, ALL OPERATING SYSTEMS
19. No App Store Needed
Play without leaving website/portal
Inherent shareability, linkability
Instant gratification for users
Greater control over payments, updates, analytics,
etc. for publisher
SEAMLESS EXPERIENCE, BETTER CONTROL
20. HTML5 is the only platform that
meets the demands of
advertisers in the digital
age. HTML5 games will help
define the future of marketing.
21. Interested to outsource
your branded games
development?
Visit marketjs.com
Some of the brands we've worked with
or email support@marketjs.com