Professional Documents
Culture Documents
TRENDS
DEMOGRAPHIC
SHIFTS
WHO PLAYS COMPUTER AND VIDEO GAMES?
65%
OF AMERICAN HOUSEHOLDS
PLAY COMPUTER VIDEO GAMES
A society
born in gaming
Change of focus:
18-35 years old core
male gamers
25%
under 18
years
49%
18-49 years
26%
over 50
years
Source: ESA, 2008 + IGN’s “Are You Game” from November 2008 7 | 57
SHIFT IN AGES: TODAY
Gender of U.S.
game players
40%
Female
60%
Male
11 | 57
SHIFT IN BEHAVIOR
WHAT DOES Wii’S SUCCESS TEACH US?
A strategy of “and”
Hard core & Casual
12 | 57
SHIFT IN BEHAVIOR
MAINSTREAM GAMES EVOLVING TO SEDUCE CASUALS
13 | 57
SHIFT IN BEHAVIOR
THE EMERGENCE OF SOCIAL GAMING
59%
OF GAMERS PLAY
WITH OTHER GAMERS
IN PERSON.
16 | 57
GAME & WATCH:
CONSOLES OR
MEDIA HUBS?
GAMING IS PROGRESSIVELY MOVING
FROM THE BEDROOM TO THE LIVING ROOM
18 | 57
FROM GAMING CONSOLES TO
SCHIZOPHRENIC ENTERTAINMENT HUBS
Gaming hardware
Technology toy
Music platform
TV/Set-top box
Blu-Ray player
Online video
Photo album
Web browsing
19 | 57
THE CONVERGENCE OF ENTERTAINMENT
Media initiatives
Xbox Video Marketplace
Netflix partnership
BBC iPlayer
PS3 PlayTV
etc.
20 | 57
CONNECTED
GAMING
NEXT GENERATION IS NOT DEFINED BY
TECHNOLOGY BUT CONNECTIVITY/COMMUNITY
76%
OF USERS ARE
ONLINE GAMERS
70% 40%
HAVE AN XBOX LIVE
OF USERS ARE
ONLINE GAMERS GOLD ACCOUNT
(VS. 10% ON XBOX 1)
70%
OF USERS ARE
ONLINE GAMERS
49%
OF GAMERS PLAY
GAMES ONLINE AT
LEAST ONE HOUR
PER WEEK
3M
2M
1M
1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008
Source: Press conference with David Reeves, President SCEE | Image: Little Big Planet 28 | 57
GUITAR HERO: WORLD TOUR MUSIC CREATOR
Images: Spore 30 | 57
Spore: YouTube Integration
Upload videos of
your creations on
YouTube in 2 clicks
Watch
the Case
Study
31 | XX
DIY (DEVELOP IT YOURSELF) INITIATIVES
Entire game
libraries online
Steam, Metaboli,
GameTap, etc.
Pay-per-play logic
Monthly subscriptions
Episodic distribution, etc.
Sources: Wired, 2008 | GamesIndustry, 2008 | ESA “Essential Facts”, 2008 | NPD Group/Retail Tracking Service 40 | 57
THE CONNECTION BETWEEN GAMES
AND MOVIES IS NOW TIGHTER THAN EVER
Tighter connection
than ever between
games and movies
Image: Wall-e 41 | 57
THE NATURE OF GAMING/MOVIE’S
LOVE STORY HAS CHANGED
High-profile
brains coming
from the movie
industry to
experiment
Gaming now
generates its
own franchises
$665
$502
$346
Source: Microsoft official sales numbers, 2007 | Cannes Lions awards archive, 2008 46 | 57
IN-GAME ADVERTISING
EXAMPLE: OBAMA CAMPAIGN 2008
In-game
advertising
specialists
Massive
IGA Worldwide
Double Fusion
GameCreative
NeoEdge
Jogo
47 | 57
PRODUCT PLACEMENT
EXAMPLE: METAL GEAR SOLID 4
Images: RDA’s ad campaign for Nivea “The Good Side” and Splinter Cell 49 | 57
RADICAL EVOLUTION
OF HOW VIDEO GAMES
ARE ADVERTISED
Video Case
Study
WHAT TO LEARN FROM HALO 3? See the
website
THE EPITOME OF INTEGRATED COMMUNICATIONS
Integrated Campaign:
One unifying message
80 executions
“The nature of
community
management is one
which changes
constantly. Currently it’s
all about videos, blogs
and being on social
networking sites. Those
things weren’t around
back in 1999. Back then
all you needed was a
fan site, some basic
HTML knowledge and
you had a public
platform!”
San Van Tilburgh
Lionhead
Community liaison officer
53 | 57
THANK YOU FOR NOT BOOING
OR THROWING TOMATOES.
Jérôme Sudan
Account Planner
www.advertisingpawn.com
jeromesudan@yahoo.fr