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Gaming & Advertising –Described by Bally Chohan UK Pieter-Jan Adriaensens www.ballycho han.com

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Page 1: Bally Chohan IT Solutions

Gaming & Advertising –Described by Bally Chohan UK

Pieter-Jan Adriaensens

www.ballychohan.com

Page 2: Bally Chohan IT Solutions

Gaming & Advertisinga promising upturn

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Bally Chohan UK

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Content

1. What is the situation like today?2. How did the past had its influence on the

present?3. Advergaming and in-gamevertising4. They come in many forms and shapes5. Advergaming and social gaming6. Advergaming, crossmedia and communities7. Advergaming and protest8. Conslusions

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What is the situation like today?

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The gaming-public has broadenedCliché images are fading

Gaming is an interesting channel for advertisers to reach the difficult

to reach target group 18-36 yrs old

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When we were young we used to hook up with our friends to play Playstation games. Nintendo’s Wii brings back those emotions

Gaming has and will become more and more a social event

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How did the past had its influence on the present?

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Inception & first experiments: 60’s – 80’sThere wasn’t much technology available in this period. Creating games was almost unaffordable andthus held a huge risk . One of the first companies to start advertising through games was Ford (Mustang), quickly followed by Coca-Cola & Bud in the early 80’s (booming of the pc market)

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The advent of PC games: 90’sThe upcoming of the personal computer was promising but advertisers kept making the same mistakes as in the period before. A positive evolution of this period was the bringing of in-context advertising: content contributes to the realism of the game and is not irritating (more subtle).

A new era with new possibilities was needed and thus the Internet made her entry in the early 90’s, rapidlychanging the possibilities & experiences of the gaming industry

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Internet & Flash: the new millenniumAdvergames knew a huge popularity boost because of the fast uprise of the Internet. They could be spread more effectively and a larger audience could be reached. The introduction of Flash offered new possibilities: it was fast in development, cheap and had excellent sound.

2000: America’s Army: the biggest online advergame ever made. It was created to influence young people to choose for a career in the US military

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Gaming is booming!

89% Of Americans

watch primetime TV

4% Of Americans

watch a movie in a theater

58% Of Americans play

some kind of a computer/videogame

Source: 2006 Frank N. Magid Associates, Inc.

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Video Game Advertising Revenue(in Millions)

$34.0 $71.9$173.1

$302.9

$432.7

$562.5

$69.0$83.6

$113.7

$153.3

$203.5

$259.9

$312.2

$10.0

2003 2004 2005 2006 2007 2008 2009

In-Game Advertising Advergames

Source: Yankee Group, 2005Source: Yankee Group, 2005

“Offline advertisers buy time, interactives create time”

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Q. Do you play games online? (%)

55.952.6

63.6

58.8

50.453.3

58.2 57.4

44.147.4

36.4

41.2

49.646.7

41.8 42.6

Total Male Female 13-17 18-24 25-34 35-44 45+

Yes No

More than 83 million gamers are currently online (2006)Women take in more than 60% of the online gaming population. They often play casual games and are the ones with spending power. Games are ideal to reach the difficult to reach segment 18-34 of age (they avoid traditional media more often). The green bar are the ones responsible for purchase.

Source: Nielsen Interactive Entertainment 2006 Active Gamer Benchmark Study & Media Metrix, July 2006

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Gaming in comparison with other more traditional media

The Gaming category reaches majority of web users

Total Monthly Minutes (billions)

Games tops the number of monthly minutes users spend by category

Total Monthly Online Users by Category

83MM people went to a gaming site in July 48% of online population

02,000

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6,000

8,000

10,000

12,000

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