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SESSION	
  PARTNER	
  

Leveraging Games
As A Powerful
Marketing Medium

VISIONARY	
  SPONSORS	
  

INNOVATOR	
  SPONSORS	
  

TA L K A B O U T U S ! # F U T U R E M # E D I T Y O U R S E S S I O N
AGENDA

• Introduc)on	
  

§  Today’s	
  Gaming	
  Landscape	
  
§  Why	
  Gaming	
  For	
  Brands	
  

	
  
• Panel	
  Discussion	
  
	
  
•  Wrapup	
  And	
  Q&A	
  

	
  

TA L K A B O U T U S ! # F U T U R E M
Introduc?on	
  

TA L K A B O U T U S ! # F U T U R E M
TODAY, GAMING IS SEEN AS…

Engagement	
  Entertainment!	
  
Lean-­‐Forward	
  Environment	
  

Adver;sing	
  Is	
  Embraced	
  

Mul;ple	
  Playing	
  PlaEorms	
  
TA L K A B O U T U S ! # F U T U R E M
IT MOVES THE NEEDLE FOR BRANDS

BRAND	
  
ENGAGEMENTS	
  
Results	
  

•  Clicks	
  	
  
•  Video	
  Views	
  
•  FB	
  ‘Likes’	
  

ATTRIBUTE	
  
LIFTS	
  
Results	
  

• Awareness	
  LiNs	
  
• Favorability	
  LiNs	
  
• Recommenda;on	
  LiNs	
  

TA L K A B O U T U S ! # F U T U R E M

SALES	
  	
  
RESULTS!	
  
Results	
  

• Purchase	
  Intent	
  
• Drive-­‐To-­‐Site/Store	
  
• Actual	
  Transac;ons	
  
AND BRANDS CAN REACH…
2	
  BILLION	
  PEOPLE	
  Across	
  Every	
  Device	
  Imaginable!!	
  

256 MILLION	
  

1.6 BILLION	
  

500 MILLION	
  

300 MILLION	
  

500 MILLION	
  

1 BILLION	
  

CURRENT-­‐GEN	
  GAMING	
  CONSOLES	
  

iOS	
  DEVICES	
  

ANDROID	
  DEVICES	
  

Sources:	
  NewZoo	
  2013	
  

DESKTOP	
  AND	
  NOTEBOOK	
  PCS	
  

CONNECTED	
  TVS	
  

FACEBOOK	
  USERS	
  

(And	
  That’s	
  Up	
  33%	
  From	
  One	
  Year	
  Ago)	
  	
  	
  

TA L K A B O U T U S ! # F U T U R E M
75% Of Guys Play Games…

...AND	
  46%	
  OF	
  ALL	
  PLAYERS	
  ARE	
  FEMALE	
  

Sources:	
  NewZoo	
  2013	
  

TA L K A B O U T U S ! # F U T U R E M
TIME SPENT IS HUGE

Playing	
  Games	
  
On	
  YouTube	
  

On	
  Facebook	
  

134	
  Million	
  

175	
  Million	
  

1	
  Billion	
  

Hours	
  Spent	
  Per	
  Day	
  
Sources:	
  NewZoo	
  2013	
  

TA L K A B O U T U S ! # F U T U R E M
AND MOBILE…

It	
  Just	
  Con;nues	
  To	
  Evolve	
  And	
  Grow…	
  

2010	
  
2001	
  

2011	
  

2007	
  

2005	
  

2008	
  
2003	
  

2006	
  

2000	
  

TA L K A B O U T U S ! # F U T U R E M

2010	
  

100MM	
  

2011	
  

Paid	
  downloads	
  
of	
  TETRIS	
  

2013	
  
…IN MINDBLOWING FASHION!!!

Mobile	
  Gamers	
  WW	
  2011-­‐2016	
  

millions	
  

1,272	
  
1,082	
  
869	
  
662	
  

351	
  

2011	
  
Sources:	
  NewZoo	
  2013	
  

487	
  

2012	
  

2013	
  

TA L K A B O U T U S ! # F U T U R E M

2014	
  

2015	
  

2016	
  
FOR BRANDS, THIS MEANS…

Opportunity!!!	
  
Massive	
  Audience	
  
Hugely	
  Engaging	
  Experiences	
  
Unobtrusive	
  Environments	
  
Added	
  Value	
  
Pricing	
  Discounts	
  

TA L K A B O U T U S ! # F U T U R E M
THEY CAN TARGET BY PLAYER TYPE

Core	
  Player	
  

Casual	
  Player	
  

Social	
  Player	
  

Play	
  To	
  Win/Compete	
  

Play	
  To	
  Explore/Escape	
  

Play	
  To	
  Engage	
  W	
  Others	
  

Personality:	
  	
  
Killer	
  
	
  

Personality:	
  
	
  Achiever/Explorer	
  
	
  

Personality:	
  
	
  Socializer	
  
	
  

	
  

TA L K A B O U T U S ! # F U T U R E M

	
  

	
  
REACH THEM…

All	
  Day,	
  Every	
  Day	
  
AND SELECT FROM A MULTITUDE OF…

SCALABLE,	
  EFFECTIVE	
  OPTIONS	
  
Video	
  

Media	
  &	
  Sponsorships	
  

Minigames	
  

Integra@ons	
  

Retail/OOH/e-­‐Commerce	
  
EVEN MORE…
GAMING	
  WORKS	
  WITH	
  OTHER	
  MEDIA	
  FORMS	
  

ACTIVE,	
  LEAN-­‐FORWARD	
  MEDIA	
  

•  Free	
  Games	
  
•  Incen;vized	
  Views	
  
•  Branded	
  Rewards	
  
•  Events	
  
•  Content	
  Crea;on	
  
	
  

PASSIVE	
  MEDIA	
  

•  TV	
  Spots	
  	
  
•  Banners	
  
•  Online	
  Video	
  
•  OOH	
  
•  Print	
  
•  Radio	
  

	
  

STRONGER	
  DRIVE	
  TO	
  POINT	
  OF	
  PURCHASE	
  
TA L K A B O U T U S ! # F U T U R E M
BRANDS CAN OPTIMIZE ON-THE-GO

Use	
  Real-­‐Time	
  Marke;ng	
  Tools	
  To	
  
Track	
  Playing	
  Ac;vity…	
  

PASSES	
  CAUGHT	
  
LEVELS	
  BEATEN	
  

…Op;mizing	
  Campaigns	
  And	
  Maximizing	
  Results!!	
  
TA L K A B O U T U S ! # F U T U R E M
AND TAKE ADVANTAGE OF GAMIFICATION
Drives	
  Retainment	
  Via	
  Engagement	
  
Mechanics	
  Include:	
  
Personaliza@on	
  

Rewards	
  

Ac@vity	
  

Socializa;on	
  
Compe;;on	
  
Status	
  

Coins	
  
Levels	
  
Economy	
  

Badges	
  
Par;cipa;on	
  
Bonuses	
  

TA L K A B O U T U S ! # F U T U R E M
SIMPLY PUT…
Gaming	
  Con@nues	
  To	
  Smash	
  All	
  Barriers	
  

A	
  $68B	
  Industry	
  Expected	
  To	
  Reach	
  $82B	
  In	
  2017	
  
(Compare	
  To	
  Movies:	
  $33B)	
  
(Compare	
  To	
  Music:	
  $17B)	
  

And	
  Brands	
  Must	
  Get	
  Involved!	
  
TA L K A B O U T U S ! # F U T U R E M
FOR MORE INFORMATION
Let’s	
  Play:	
  	
  

A	
  How-­‐To	
  Guide	
  To	
  Winning	
  In	
  Gaming	
  

By	
  Geoff	
  GreenblaY	
  
LinkedIn:	
  Geoffrey	
  GreenblaY	
  

TA L K A B O U T U S ! # F U T U R E M
AND NOW…
LEVERAGING	
  GAMES	
  AS	
  A	
  POWERFUL	
  MARKETING	
  MEDIUM	
  

Geoffrey	
  GreenblaY	
  

Mindshare	
  
North	
  American	
  Gaming	
  Director	
  

Ari	
  Brandt	
  

Mediabrix	
  
CEO	
  &	
  Co-­‐Founder	
  

James	
  Kissell	
  

Google	
  
Strategic	
  Partner	
  Lead,	
  Mobile	
  Apps	
  &	
  Gaming	
  

TA L K A B O U T U S ! # F U T U R E M

John	
  Federman	
  
Dailybreak	
  
CEO	
  

Chris@an	
  Meyer	
  

GSN	
  Digital	
  
SVP,	
  Digital	
  Adver@sing	
  

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GSN Digital - Leveraging Games as a Powerful Marketing Medium

  • 1. SESSION  PARTNER   Leveraging Games As A Powerful Marketing Medium VISIONARY  SPONSORS   INNOVATOR  SPONSORS   TA L K A B O U T U S ! # F U T U R E M # E D I T Y O U R S E S S I O N
  • 2. AGENDA • Introduc)on   §  Today’s  Gaming  Landscape   §  Why  Gaming  For  Brands     • Panel  Discussion     •  Wrapup  And  Q&A     TA L K A B O U T U S ! # F U T U R E M
  • 3. Introduc?on   TA L K A B O U T U S ! # F U T U R E M
  • 4. TODAY, GAMING IS SEEN AS… Engagement  Entertainment!   Lean-­‐Forward  Environment   Adver;sing  Is  Embraced   Mul;ple  Playing  PlaEorms   TA L K A B O U T U S ! # F U T U R E M
  • 5. IT MOVES THE NEEDLE FOR BRANDS BRAND   ENGAGEMENTS   Results   •  Clicks     •  Video  Views   •  FB  ‘Likes’   ATTRIBUTE   LIFTS   Results   • Awareness  LiNs   • Favorability  LiNs   • Recommenda;on  LiNs   TA L K A B O U T U S ! # F U T U R E M SALES     RESULTS!   Results   • Purchase  Intent   • Drive-­‐To-­‐Site/Store   • Actual  Transac;ons  
  • 6. AND BRANDS CAN REACH… 2  BILLION  PEOPLE  Across  Every  Device  Imaginable!!   256 MILLION   1.6 BILLION   500 MILLION   300 MILLION   500 MILLION   1 BILLION   CURRENT-­‐GEN  GAMING  CONSOLES   iOS  DEVICES   ANDROID  DEVICES   Sources:  NewZoo  2013   DESKTOP  AND  NOTEBOOK  PCS   CONNECTED  TVS   FACEBOOK  USERS   (And  That’s  Up  33%  From  One  Year  Ago)       TA L K A B O U T U S ! # F U T U R E M
  • 7. 75% Of Guys Play Games… ...AND  46%  OF  ALL  PLAYERS  ARE  FEMALE   Sources:  NewZoo  2013   TA L K A B O U T U S ! # F U T U R E M
  • 8. TIME SPENT IS HUGE Playing  Games   On  YouTube   On  Facebook   134  Million   175  Million   1  Billion   Hours  Spent  Per  Day   Sources:  NewZoo  2013   TA L K A B O U T U S ! # F U T U R E M
  • 9. AND MOBILE… It  Just  Con;nues  To  Evolve  And  Grow…   2010   2001   2011   2007   2005   2008   2003   2006   2000   TA L K A B O U T U S ! # F U T U R E M 2010   100MM   2011   Paid  downloads   of  TETRIS   2013  
  • 10. …IN MINDBLOWING FASHION!!! Mobile  Gamers  WW  2011-­‐2016   millions   1,272   1,082   869   662   351   2011   Sources:  NewZoo  2013   487   2012   2013   TA L K A B O U T U S ! # F U T U R E M 2014   2015   2016  
  • 11. FOR BRANDS, THIS MEANS… Opportunity!!!   Massive  Audience   Hugely  Engaging  Experiences   Unobtrusive  Environments   Added  Value   Pricing  Discounts   TA L K A B O U T U S ! # F U T U R E M
  • 12. THEY CAN TARGET BY PLAYER TYPE Core  Player   Casual  Player   Social  Player   Play  To  Win/Compete   Play  To  Explore/Escape   Play  To  Engage  W  Others   Personality:     Killer     Personality:    Achiever/Explorer     Personality:    Socializer       TA L K A B O U T U S ! # F U T U R E M    
  • 13. REACH THEM… All  Day,  Every  Day  
  • 14. AND SELECT FROM A MULTITUDE OF… SCALABLE,  EFFECTIVE  OPTIONS   Video   Media  &  Sponsorships   Minigames   Integra@ons   Retail/OOH/e-­‐Commerce  
  • 15. EVEN MORE… GAMING  WORKS  WITH  OTHER  MEDIA  FORMS   ACTIVE,  LEAN-­‐FORWARD  MEDIA   •  Free  Games   •  Incen;vized  Views   •  Branded  Rewards   •  Events   •  Content  Crea;on     PASSIVE  MEDIA   •  TV  Spots     •  Banners   •  Online  Video   •  OOH   •  Print   •  Radio     STRONGER  DRIVE  TO  POINT  OF  PURCHASE   TA L K A B O U T U S ! # F U T U R E M
  • 16. BRANDS CAN OPTIMIZE ON-THE-GO Use  Real-­‐Time  Marke;ng  Tools  To   Track  Playing  Ac;vity…   PASSES  CAUGHT   LEVELS  BEATEN   …Op;mizing  Campaigns  And  Maximizing  Results!!   TA L K A B O U T U S ! # F U T U R E M
  • 17. AND TAKE ADVANTAGE OF GAMIFICATION Drives  Retainment  Via  Engagement   Mechanics  Include:   Personaliza@on   Rewards   Ac@vity   Socializa;on   Compe;;on   Status   Coins   Levels   Economy   Badges   Par;cipa;on   Bonuses   TA L K A B O U T U S ! # F U T U R E M
  • 18. SIMPLY PUT… Gaming  Con@nues  To  Smash  All  Barriers   A  $68B  Industry  Expected  To  Reach  $82B  In  2017   (Compare  To  Movies:  $33B)   (Compare  To  Music:  $17B)   And  Brands  Must  Get  Involved!   TA L K A B O U T U S ! # F U T U R E M
  • 19. FOR MORE INFORMATION Let’s  Play:     A  How-­‐To  Guide  To  Winning  In  Gaming   By  Geoff  GreenblaY   LinkedIn:  Geoffrey  GreenblaY   TA L K A B O U T U S ! # F U T U R E M
  • 20. AND NOW… LEVERAGING  GAMES  AS  A  POWERFUL  MARKETING  MEDIUM   Geoffrey  GreenblaY   Mindshare   North  American  Gaming  Director   Ari  Brandt   Mediabrix   CEO  &  Co-­‐Founder   James  Kissell   Google   Strategic  Partner  Lead,  Mobile  Apps  &  Gaming   TA L K A B O U T U S ! # F U T U R E M John  Federman   Dailybreak   CEO   Chris@an  Meyer   GSN  Digital   SVP,  Digital  Adver@sing