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How to market Digital Games

What we will cover

• The shift in game marketing from games as a “product” to
  games as a “service”

• How you can prepare for your game marketing
  campaign, budgeting, forecasting, positioning and target
  market definition

• Definition of the three major areas of customer acquisition
   • Paid Media
   • Owned Media
   • Earned Media

• Strategies to employ in each of the media types to
  maximize your budget

• Case study of an integrated marketing campaign for the
  launch of APB Reloaded F2P
How to market Digital Games

What we WON’T cover

• Marketing strategies for packaged games

• Marketing strategies for single SKU pay to download
  games

• Monetization strategies

• Digital game operations

• Game design strategies

• Unique strategies per platform
  (iOS, F2P, Browser, Facebook etc.)
How to market digital games




“AT AN END YOUR RULE IS… AND
NOT SHORTIS SIMPLE IT WAS.”
 OUR GOAL ENOUGH
  Stop marketing a product launch and instead start
YODA TO PALPATINE, STAR WARS: REVENGE
  connecting consumers to the ultimate portable       OF THE SITH
  gaming platform.
The emergence of digital games




“62% of all global games revenue forecast to be from the
digital sector by 2014”
The problem
The problem



   There is a paradigm shift in our
    industry now

   Emerging platforms are creating a
    huge opportunity for independent
    developers to go direct to
    consumers

   Early on these platforms were
    uncluttered so if you had a good
    game it sold

   Now the platforms are jam packed
    with content and discoverability is
    difficult to garner

   Marketing is essential to success
    but traditional methods are not
    effective in this new era
How to market digital games




“HALF OF THE MONEY I SPEND
ON MARKETING IS WASTED- THE
PROBLEM IS I SIMPLEKNOW
 OUR GOAL IS DON’T
WHICHa product the ultimateinstead start
 Stop marketing
                 HALF.” portable
 connecting consumers to
                         launch and

  gaming platform.

JOHN WANAMAKER - 1838-1922
Games as a service




The vast majority of digital
games will be run and
marketed as “services”


Traditional packaged product
marketing tactics will not work    vs.
Marketing services requires
analytics and optimization
Games as a service




•   “Performance-based”
    marketing is a laborious but
                                    Performance Marketing
    rewarding process if done
    right

   Huge efficiencies can be
    realized through performance
    marketing

   Analytics are integrated into
    game design decisions

   KPI’s - decide what to track
    and then act on the data
Games as a service




Advantages marketing games as a service

•   Slower spend

   Tests and Optimization

   Community building

   Direct dialogue with the consumer

   RESPONSIBLE SPENDING
Games as a service – Spend Cycle
Games as a service – Marketing Cycle
                                                    Packaged Game Marketing Beats
                                                          • Game as Product
                                                  • Dominated by publishers/retailers
                                                     • Launch spend concentration
                                                         • Blockbuster-driven

                                 Price      Inventory                                            Deassortment
     Previews      Launch       Decline    Management




Announce   Pre Order    Accolades         DLC
             Push        Reviews

  Months


Closed     Open Beta      Paid        Content        Paid    Content Pack    Paid           Cash Shop   Content Pack PR Milestone Cash Shop
 Beta      Launched    acquisition     Pack 1    acquisition 2 Announced acquisition           Sale      3 Released     Push         Sale
                       marketing     Announced    2nd spend               3rd spend



    Open Beta Monetization    Open Beta Content Pack       In Game     Content Pack    In Game    Content Pack    Paid       In Game
    Announced  Begins no        Lifted   1 Released          Event      2 Released       Event    3 Announced acquisition      Event
              more wipes                                                                                       4th spend
                                                        Service Game Marketing Beats
                                                              • Game as Service
                                                            • Direct to consumer
                                                               • Indie friendly
                                                        • Long term sustained spend
                                                              • Niche categories
Games as a service - KPI’s


1. Brand Awareness              9. Payback –
                                   “Breakeven Time”
2. Test-Drive – “Try
   before you buy”              10. Lifetime Value

3. Churn                        11. CPC – “Cost per
                                    Click”
4. Customer
   Satisfaction                 12. Transaction
                                    Conversion Rate –
5. Take Rate – “Cost                “Click to
   per Acquisition”                 convert/percent
                                    that pay”

6. Profit – “Rev –
   Cost”                        13. Return on Ad
                                    Dollars Spent

7. Net Present Value-
   “PV – Cost”                  14. Bounce Rate –
                                    “Funnel
                                    Optimization”
8. Internal Rate of
   Return – “Speed of
   return”                      15. Word of Mouth
Games as a service – Conversion Funnel


CPM                                Banner Impression


 CPC                                   Banner Click


                                      Click to Register


Single Opt In                    Registration Complete




                                                                   Customer loss
                                Registration Confirmation
      Double Opt In

                                      Download Client


                                       Patch/Update


                          FTL         First Time Login

                                        Time Spent
                                          Prior to
                                         Purchase
                                           First
                      CPS/Rev Share      Purchase
Games as a service



   Forecasting and budgeting
Games as a service – Planning

   Forecasting and budgeting

    KPI’s                       Spend Cycles




                                 Marketing Budget
                                    Categories

         Source of
        Acquisition
Games as a service – Consumer Targets
Games as a service – Consumer Targets



   Target market evolution



                              Console
                              Shooter


                              MMO
                              Gamer



                          F2P Gamer




                                F2P
                              Shooter
Games as a service - Messaging


Feature Affinity
Games as a service – Competitive SWOT

   Competitive SWOT analysis
Games as a service – Positioning




Great positioning statements deliver three core
                   elements:

                  1.Uniqueness factor

            2.Compelling and exciting promise

              3.Delivers on an unmet need
How to market digital games




“ADVERTISING IS LEGALIZED
LYING.”
 OUR GOAL IS SIMPLE
     Stop marketing a product launch and instead start
     connecting consumers to the ultimate portable
H.   G. WELLS
     gaming platform.
Acquisition Sources


                                                                       It attracts
                                        OWNED
                                        MEDIA                        CUSTOMERS



                                    Media Consists of
                                Website, Trailers, Facebook
                                    page, Blog, Twitter
It attracts                     page, Art Assets, Email list…                        It attracts

NEW USERS                                                                              FANS


                                          IDEA
              Media Consists of                        Media Consists of
 PAID           Online ads, Print
               ads, TV, Outdoor…
                                                            PR, Word of
                                                     mouth, Viral, Buzz, Incentiv
                                                                                        EARNED
MEDIA                                                       e Sharing…                   MEDIA
Paid vs. Owned vs. Earned Media
How to market digital games




“BY CREATING COMPELLING
CONTENT, YOU CAN BECOME A
 OUR GOAL IS SIMPLE
CELEBRITY.”and instead start
 Stop marketing a product launch
  connecting consumers to the ultimate portable
  gaming platform.
– PAUL GILLIN
Owned Media - Overview

        Your Game!                      Trailers
                     Email




Game Art Assets
                                 Apps              Promotions




                      Facebook
         SEO                                 Website
Owned Media - Overview




Trailers
           •   Build a Youtube brand
               channel.. THEY’RE FREE

              Put a clear call to action in
               your trailer. What do you
               want your viewer to do after
               watching?

              Leverage and repurpose the
               assets generated from your
               trailer production
Owned Media - Overview




Game Art Assets

                  •   Use your concept art as
                      marketing content

                     Consider mapping art
                      releases to PR beats

                     Use the best assets as
                      leverage to get better
                      editorial coverage
Owned Media - Overview




Social Sites

               •   Engage with your community,
                   be a participant in the
                   communication

                  Provide them assets and
                   content to share with their
                   friends

                  Reward and recognize your
                   evangelists
Owned Media - Overview

          •   Build separate sites that are
Website       focused on the goal
              (conversion, community,
              information)

          •   Build your website in HTML
              and make it mobile friendly

             If you are a conversion based
              game (F2P) simplify your call
 SEO          to action

             Pay careful attention to how
              you word your nav, headers,
              buttons as they all play into
              your searchability

             Frequently update your
              content
How to market digital games




“THE REPORTS OF THE DEATH
OF ADVERTISING HAVE BEEN
 OUR GOAL IS SIMPLE
GREATLYtoEXAGGERATED.”
 Stop marketing a product launch and instead start
 connecting consumers the ultimate portable
  gaming platform.

FORRESTER RESEARCH
Paid Media
Paid Media - TV


 Advantages
     Sight, sound, motion
     95% reach - including upscale demographics
     Frequency opportunity
     High potential impact – intrusiveness & message communication
     Geographic flexibility
     Targeting via DMAs, dayparts, programs, cable systems


 Disadvantages
     High cost to achieve effective reach / frequency
     DVR skipping
     High clutter & competitive activity
     Declining broadcast & commercial audiences
     Production costs can be very high
     NOT ACCOUNTABLE
Paid Media - PRINT

Advantages
•   Choice of broad or selective reach
•   Flexibility – creative & geographic – demographic editions
•   Potentially relevant editorial context
•   Good for considered purchases
•   Coupon & promotional applications
•   Low relative cost
•   Incremental impact


Disadvantages
•   Selective perception / less intrusive (easy to skip ads)
•   Build reach/brand slowly
•   Lack of immediacy
•   NOT ACCOUNTABLE
Paid Media - ONLINE

Advantages
•   Targets interested, engaged prospects seeking what you are selling
    or saying (epitome of engagement / consumer in control)
•   Growing number of creative options
•   High reach potential if investment sufficiently high
•   Flexible rate options, e.g., CPM, CPA, CPS impressions vs. pay per
    click vs. hybrid pricing model
•   HIGHLY ACCOUNTABLE



Disadvantages
•   Limited creative flexibility vs. other media
•   High cost potential
•   Email spam / new spam laws
•   Complexity to plan, buy, track and optimize
Paid Media - ONLINE

Creative Options
•       Search – largest segment of internet advertising, text based
•       Display – includes display ads (flash, gif), banners, sponsorships,
        popups, rich media opportunities, roadblocks
•       Video– fastest growing, including commercials and preroll
•       Email - customer lists & opt-in lists of different target audiences


Buying Parameters
•       CPM–
    –      Most common payment type
    –      Not accountable
•       CPC–
    –      Typical way search is sold
    –      Somewhat accountable
•       CPA–
    –      Typically only offered through Ad Networks
    –      Highly accountable
•       CPS/Rev Share-
    –      Mostly found in Affiliate networks
    –      Extremely accountable
Paid Media – ALTERNATIVE MEDIA

Advertorials/Cover Wraps
•   Advertorials are advertising-sponsored sections in magazines or on
    the web which deal with a specific editorial theme
•   As we move from reach and frequency to “engagement,” advertorials
    may be increasingly important channels
•   If relevant to consumers, can be an effective way to engage a group
    of interested consumers with advertiser


Barter
•   Companies with excess inventories may find it advantageous to trade
    those inventories for media time and / or space
•   Media is one of the most bartered commodities
•   May work directly with media (e.g. radio station may trade excess
    commercial inventory for airline tickets or other things needed for
    promoting or running business)
•   Or through a reputable barter house which will charge a commission
    based on the exchange
•   Barter can also be used with non traditional sources ex.YouTube
    celebrities!
Paid Media – ALTERNATIVE MEDIA

Buzz / Advocacy Marketing
•   Based on principle of “word of mouth”
•   Recruit people to use & promote product
•   Social media seeding companies


Event Marketing & Sponsorships
•   Growing faster than advertising, events create brand experiences and
    / or product trial (experiential marketing)
•   Gamescom, PAX, TGS, E3
•   Assets may include rights, media and on-site activities
•   Opportunity for on site registration/acquisition
•   Costs usually include: space, staffing, sponsor fees, activation &
    media costs
Paid Media – ALTERNATIVE MEDIA

Mobile Ads
• Text Messaging (SMS), Picture Messaging (MMS) and Mobile Internet
  Advertising (WAP), Referral (Tapjoy, Flurry)
• Mobile ad networks can arrange in app and display ads


Product Placement
• Used by major corporations as well as smaller companies
• Goes both ways ads in game in exchange for external exposure
• Product placement firms can arrange exposure in movies, TV programs,
  magazines, etc.


Theater Screen Advertising / Cinema
• Available on national, regional and local bases
• Offerings include cinema spot advertising, slides, lobby & concession
  promotions, product sampling
• Targeting by geography & selection of film types
• Special large-format commercial production may be necessary to
  ensure quality
How to market digital games




“IF YOU MAKE CUSTOMERS
UNHAPPY IN THE PHYSICAL
WORLD, THEY TELL 6 FRIENDS.
 OUR GOAL IS CUSTOMERS       SIMPLE
IF YOUa product launch and instead start
                   MAKE
UNHAPPY the ultimate THE INTERNET,
  connecting consumers to ON portable
  Stop marketing

  gaming platform.

THEY TELL 6,000 FRIENDS.”
- JEFF BEZOS, CEO AT AMAZON.COM
Earned Media
Earned Media – Tactics

PR
• MARKETING IS NOT PR, but PR is a part of marketing
• VOLUME – Maximize awareness with coordinated PR efforts around
  beats in the Marketing and Development cycles
• CONSISTENCY – Create ways to maintain visibility between beats with
  key sites that cater to your audience, such as giveaways, in-game
  events, exclusive assets, even branded items
• PR for digital games is less about preview/review cycle and more about
  filling content/marketing beat gaps


Community Engagement, not Management
• Incite passion in your fanbase and get them to care about the game and
  its progress, and you have the most powerful form of marketing
  communications: Buzz generated by genuine fans
• Participate in the conversation
• Digital games have the potential to empower the community much more
  than packaged games. Embrace this and implement changes and
  content based on fan sentiment
Earned Media – Tactics



Incentive Sharing Programs

• Also known as “Gamification”
• Engage and mobilize your core community to draw in the masses
• Incentives play on a range of desires – Access (identity), community
  (belonging), heirarchy (leading), free stuff (winning)
• ISP programs work in layers
   –   Develop compelling content to draw in users
   –   Use gamification tactics to engage them
   –   Harness achievement and desires to drive sharing and continued involvement
• Digital games have a great advantage with ISP’s as they can use in
  game items as rewards
Earned Media – Tactics
How to market digital games




 OUR GOAL IS SIMPLE
APB CASE STUDY
 Stop marketing a product launch and instead start
 connecting consumers to the ultimate portable
 gaming platform.
APB Case Study
APB Case Study - Positioning




APB Reloaded Positioning:

        1.Uniqueness factor
“Deepest Customization Engine Ever”

 2.Compelling and exciting promise
  “Open world Cops vs. Robbers”

    3.Delivers on an unmet need
“Persistent Online F2P Action game”
APB Case Study - Positioning




              APB Reloaded Positioning:

“With the deepest customization engine ever created, APB Reloaded
delivers persistent online open world cops vs. robbers mayhem in the
                     first true action F2P game.”
APB Case Study - Positioning




   APB Consumer Messaging

Key Unique Feature = Unlimited Customization
         Benefit = Self Expression
APB Case Study - Positioning
Owned Media – APB Case Study
Paid Media – APB Case Study
Paid Media – APB Case Study
Owned Media – APB Case Study
Owned Media – APB Case Study
Earned Media – APB Case Study
Earned Media – APB Case Study
Paid Media – APB Case Study


 Multi-variant Online Creative
   Testing the following variables:
      Look and Feel (Branding)
      Urgency Message
      Virtual Goods Offer
Paid Media – APB Case Study

Landing Pages
Paid Media – APB Case Study

Creative Performance           Multivariant   Conversion Funnel   Pacing   Budget
                              Performance          Decay




Performance by Media Vendor
Paid Media – APB Case Study




                                                                 Transaction Data
                                                                    by Vendor




Funnel Decay and Other Activity                 Performance by multivariant
Paid Media – APB Case Study




                    Results

1,000,000 Registered Users (200,000 since campaign)
   15% increase in core KPI’s (ARPPU, % that pay)
           Overall Campaign CPA sub $1
Steve Fowler
   GM [a] list games
  www.alistgames.com
sfowler@alistgames.com
   626-584-4070x25

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"How to Market Digital Games" Game Connection presentation

  • 1.
  • 2. How to market Digital Games What we will cover • The shift in game marketing from games as a “product” to games as a “service” • How you can prepare for your game marketing campaign, budgeting, forecasting, positioning and target market definition • Definition of the three major areas of customer acquisition • Paid Media • Owned Media • Earned Media • Strategies to employ in each of the media types to maximize your budget • Case study of an integrated marketing campaign for the launch of APB Reloaded F2P
  • 3. How to market Digital Games What we WON’T cover • Marketing strategies for packaged games • Marketing strategies for single SKU pay to download games • Monetization strategies • Digital game operations • Game design strategies • Unique strategies per platform (iOS, F2P, Browser, Facebook etc.)
  • 4. How to market digital games “AT AN END YOUR RULE IS… AND NOT SHORTIS SIMPLE IT WAS.” OUR GOAL ENOUGH Stop marketing a product launch and instead start YODA TO PALPATINE, STAR WARS: REVENGE connecting consumers to the ultimate portable OF THE SITH gaming platform.
  • 5. The emergence of digital games “62% of all global games revenue forecast to be from the digital sector by 2014”
  • 7. The problem  There is a paradigm shift in our industry now  Emerging platforms are creating a huge opportunity for independent developers to go direct to consumers  Early on these platforms were uncluttered so if you had a good game it sold  Now the platforms are jam packed with content and discoverability is difficult to garner  Marketing is essential to success but traditional methods are not effective in this new era
  • 8. How to market digital games “HALF OF THE MONEY I SPEND ON MARKETING IS WASTED- THE PROBLEM IS I SIMPLEKNOW OUR GOAL IS DON’T WHICHa product the ultimateinstead start Stop marketing HALF.” portable connecting consumers to launch and gaming platform. JOHN WANAMAKER - 1838-1922
  • 9. Games as a service The vast majority of digital games will be run and marketed as “services” Traditional packaged product marketing tactics will not work vs. Marketing services requires analytics and optimization
  • 10. Games as a service • “Performance-based” marketing is a laborious but Performance Marketing rewarding process if done right  Huge efficiencies can be realized through performance marketing  Analytics are integrated into game design decisions  KPI’s - decide what to track and then act on the data
  • 11. Games as a service Advantages marketing games as a service • Slower spend  Tests and Optimization  Community building  Direct dialogue with the consumer  RESPONSIBLE SPENDING
  • 12. Games as a service – Spend Cycle
  • 13. Games as a service – Marketing Cycle Packaged Game Marketing Beats • Game as Product • Dominated by publishers/retailers • Launch spend concentration • Blockbuster-driven Price Inventory Deassortment Previews Launch Decline Management Announce Pre Order Accolades DLC Push Reviews Months Closed Open Beta Paid Content Paid Content Pack Paid Cash Shop Content Pack PR Milestone Cash Shop Beta Launched acquisition Pack 1 acquisition 2 Announced acquisition Sale 3 Released Push Sale marketing Announced 2nd spend 3rd spend Open Beta Monetization Open Beta Content Pack In Game Content Pack In Game Content Pack Paid In Game Announced Begins no Lifted 1 Released Event 2 Released Event 3 Announced acquisition Event more wipes 4th spend Service Game Marketing Beats • Game as Service • Direct to consumer • Indie friendly • Long term sustained spend • Niche categories
  • 14. Games as a service - KPI’s 1. Brand Awareness 9. Payback – “Breakeven Time” 2. Test-Drive – “Try before you buy” 10. Lifetime Value 3. Churn 11. CPC – “Cost per Click” 4. Customer Satisfaction 12. Transaction Conversion Rate – 5. Take Rate – “Cost “Click to per Acquisition” convert/percent that pay” 6. Profit – “Rev – Cost” 13. Return on Ad Dollars Spent 7. Net Present Value- “PV – Cost” 14. Bounce Rate – “Funnel Optimization” 8. Internal Rate of Return – “Speed of return” 15. Word of Mouth
  • 15. Games as a service – Conversion Funnel CPM Banner Impression CPC Banner Click Click to Register Single Opt In Registration Complete Customer loss Registration Confirmation Double Opt In Download Client Patch/Update FTL First Time Login Time Spent Prior to Purchase First CPS/Rev Share Purchase
  • 16. Games as a service  Forecasting and budgeting
  • 17. Games as a service – Planning  Forecasting and budgeting KPI’s Spend Cycles Marketing Budget Categories Source of Acquisition
  • 18. Games as a service – Consumer Targets
  • 19. Games as a service – Consumer Targets  Target market evolution Console Shooter MMO Gamer F2P Gamer F2P Shooter
  • 20. Games as a service - Messaging Feature Affinity
  • 21. Games as a service – Competitive SWOT  Competitive SWOT analysis
  • 22. Games as a service – Positioning Great positioning statements deliver three core elements: 1.Uniqueness factor 2.Compelling and exciting promise 3.Delivers on an unmet need
  • 23. How to market digital games “ADVERTISING IS LEGALIZED LYING.” OUR GOAL IS SIMPLE Stop marketing a product launch and instead start connecting consumers to the ultimate portable H. G. WELLS gaming platform.
  • 24. Acquisition Sources It attracts OWNED MEDIA CUSTOMERS Media Consists of Website, Trailers, Facebook page, Blog, Twitter It attracts page, Art Assets, Email list… It attracts NEW USERS FANS IDEA Media Consists of Media Consists of PAID Online ads, Print ads, TV, Outdoor… PR, Word of mouth, Viral, Buzz, Incentiv EARNED MEDIA e Sharing… MEDIA
  • 25. Paid vs. Owned vs. Earned Media
  • 26. How to market digital games “BY CREATING COMPELLING CONTENT, YOU CAN BECOME A OUR GOAL IS SIMPLE CELEBRITY.”and instead start Stop marketing a product launch connecting consumers to the ultimate portable gaming platform. – PAUL GILLIN
  • 27. Owned Media - Overview Your Game! Trailers Email Game Art Assets Apps Promotions Facebook SEO Website
  • 28. Owned Media - Overview Trailers • Build a Youtube brand channel.. THEY’RE FREE  Put a clear call to action in your trailer. What do you want your viewer to do after watching?  Leverage and repurpose the assets generated from your trailer production
  • 29. Owned Media - Overview Game Art Assets • Use your concept art as marketing content  Consider mapping art releases to PR beats  Use the best assets as leverage to get better editorial coverage
  • 30. Owned Media - Overview Social Sites • Engage with your community, be a participant in the communication  Provide them assets and content to share with their friends  Reward and recognize your evangelists
  • 31. Owned Media - Overview • Build separate sites that are Website focused on the goal (conversion, community, information) • Build your website in HTML and make it mobile friendly  If you are a conversion based game (F2P) simplify your call SEO to action  Pay careful attention to how you word your nav, headers, buttons as they all play into your searchability  Frequently update your content
  • 32. How to market digital games “THE REPORTS OF THE DEATH OF ADVERTISING HAVE BEEN OUR GOAL IS SIMPLE GREATLYtoEXAGGERATED.” Stop marketing a product launch and instead start connecting consumers the ultimate portable gaming platform. FORRESTER RESEARCH
  • 34. Paid Media - TV  Advantages  Sight, sound, motion  95% reach - including upscale demographics  Frequency opportunity  High potential impact – intrusiveness & message communication  Geographic flexibility  Targeting via DMAs, dayparts, programs, cable systems  Disadvantages  High cost to achieve effective reach / frequency  DVR skipping  High clutter & competitive activity  Declining broadcast & commercial audiences  Production costs can be very high  NOT ACCOUNTABLE
  • 35. Paid Media - PRINT Advantages • Choice of broad or selective reach • Flexibility – creative & geographic – demographic editions • Potentially relevant editorial context • Good for considered purchases • Coupon & promotional applications • Low relative cost • Incremental impact Disadvantages • Selective perception / less intrusive (easy to skip ads) • Build reach/brand slowly • Lack of immediacy • NOT ACCOUNTABLE
  • 36. Paid Media - ONLINE Advantages • Targets interested, engaged prospects seeking what you are selling or saying (epitome of engagement / consumer in control) • Growing number of creative options • High reach potential if investment sufficiently high • Flexible rate options, e.g., CPM, CPA, CPS impressions vs. pay per click vs. hybrid pricing model • HIGHLY ACCOUNTABLE Disadvantages • Limited creative flexibility vs. other media • High cost potential • Email spam / new spam laws • Complexity to plan, buy, track and optimize
  • 37. Paid Media - ONLINE Creative Options • Search – largest segment of internet advertising, text based • Display – includes display ads (flash, gif), banners, sponsorships, popups, rich media opportunities, roadblocks • Video– fastest growing, including commercials and preroll • Email - customer lists & opt-in lists of different target audiences Buying Parameters • CPM– – Most common payment type – Not accountable • CPC– – Typical way search is sold – Somewhat accountable • CPA– – Typically only offered through Ad Networks – Highly accountable • CPS/Rev Share- – Mostly found in Affiliate networks – Extremely accountable
  • 38. Paid Media – ALTERNATIVE MEDIA Advertorials/Cover Wraps • Advertorials are advertising-sponsored sections in magazines or on the web which deal with a specific editorial theme • As we move from reach and frequency to “engagement,” advertorials may be increasingly important channels • If relevant to consumers, can be an effective way to engage a group of interested consumers with advertiser Barter • Companies with excess inventories may find it advantageous to trade those inventories for media time and / or space • Media is one of the most bartered commodities • May work directly with media (e.g. radio station may trade excess commercial inventory for airline tickets or other things needed for promoting or running business) • Or through a reputable barter house which will charge a commission based on the exchange • Barter can also be used with non traditional sources ex.YouTube celebrities!
  • 39. Paid Media – ALTERNATIVE MEDIA Buzz / Advocacy Marketing • Based on principle of “word of mouth” • Recruit people to use & promote product • Social media seeding companies Event Marketing & Sponsorships • Growing faster than advertising, events create brand experiences and / or product trial (experiential marketing) • Gamescom, PAX, TGS, E3 • Assets may include rights, media and on-site activities • Opportunity for on site registration/acquisition • Costs usually include: space, staffing, sponsor fees, activation & media costs
  • 40. Paid Media – ALTERNATIVE MEDIA Mobile Ads • Text Messaging (SMS), Picture Messaging (MMS) and Mobile Internet Advertising (WAP), Referral (Tapjoy, Flurry) • Mobile ad networks can arrange in app and display ads Product Placement • Used by major corporations as well as smaller companies • Goes both ways ads in game in exchange for external exposure • Product placement firms can arrange exposure in movies, TV programs, magazines, etc. Theater Screen Advertising / Cinema • Available on national, regional and local bases • Offerings include cinema spot advertising, slides, lobby & concession promotions, product sampling • Targeting by geography & selection of film types • Special large-format commercial production may be necessary to ensure quality
  • 41. How to market digital games “IF YOU MAKE CUSTOMERS UNHAPPY IN THE PHYSICAL WORLD, THEY TELL 6 FRIENDS. OUR GOAL IS CUSTOMERS SIMPLE IF YOUa product launch and instead start MAKE UNHAPPY the ultimate THE INTERNET, connecting consumers to ON portable Stop marketing gaming platform. THEY TELL 6,000 FRIENDS.” - JEFF BEZOS, CEO AT AMAZON.COM
  • 43. Earned Media – Tactics PR • MARKETING IS NOT PR, but PR is a part of marketing • VOLUME – Maximize awareness with coordinated PR efforts around beats in the Marketing and Development cycles • CONSISTENCY – Create ways to maintain visibility between beats with key sites that cater to your audience, such as giveaways, in-game events, exclusive assets, even branded items • PR for digital games is less about preview/review cycle and more about filling content/marketing beat gaps Community Engagement, not Management • Incite passion in your fanbase and get them to care about the game and its progress, and you have the most powerful form of marketing communications: Buzz generated by genuine fans • Participate in the conversation • Digital games have the potential to empower the community much more than packaged games. Embrace this and implement changes and content based on fan sentiment
  • 44. Earned Media – Tactics Incentive Sharing Programs • Also known as “Gamification” • Engage and mobilize your core community to draw in the masses • Incentives play on a range of desires – Access (identity), community (belonging), heirarchy (leading), free stuff (winning) • ISP programs work in layers – Develop compelling content to draw in users – Use gamification tactics to engage them – Harness achievement and desires to drive sharing and continued involvement • Digital games have a great advantage with ISP’s as they can use in game items as rewards
  • 45. Earned Media – Tactics
  • 46. How to market digital games OUR GOAL IS SIMPLE APB CASE STUDY Stop marketing a product launch and instead start connecting consumers to the ultimate portable gaming platform.
  • 48. APB Case Study - Positioning APB Reloaded Positioning: 1.Uniqueness factor “Deepest Customization Engine Ever” 2.Compelling and exciting promise “Open world Cops vs. Robbers” 3.Delivers on an unmet need “Persistent Online F2P Action game”
  • 49. APB Case Study - Positioning APB Reloaded Positioning: “With the deepest customization engine ever created, APB Reloaded delivers persistent online open world cops vs. robbers mayhem in the first true action F2P game.”
  • 50. APB Case Study - Positioning APB Consumer Messaging Key Unique Feature = Unlimited Customization Benefit = Self Expression
  • 51. APB Case Study - Positioning
  • 52. Owned Media – APB Case Study
  • 53. Paid Media – APB Case Study
  • 54. Paid Media – APB Case Study
  • 55. Owned Media – APB Case Study
  • 56. Owned Media – APB Case Study
  • 57. Earned Media – APB Case Study
  • 58. Earned Media – APB Case Study
  • 59. Paid Media – APB Case Study  Multi-variant Online Creative  Testing the following variables:  Look and Feel (Branding)  Urgency Message  Virtual Goods Offer
  • 60. Paid Media – APB Case Study Landing Pages
  • 61. Paid Media – APB Case Study Creative Performance Multivariant Conversion Funnel Pacing Budget Performance Decay Performance by Media Vendor
  • 62. Paid Media – APB Case Study Transaction Data by Vendor Funnel Decay and Other Activity Performance by multivariant
  • 63. Paid Media – APB Case Study Results 1,000,000 Registered Users (200,000 since campaign) 15% increase in core KPI’s (ARPPU, % that pay) Overall Campaign CPA sub $1
  • 64. Steve Fowler GM [a] list games www.alistgames.com sfowler@alistgames.com 626-584-4070x25