Post on 07-Apr-2018
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The Interactive Entertainment Revolution is LIVE
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Interactive Entertainment on the TV
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What the gamer sees when he turns on his console
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Xbox LIVE: A World of Entertainment
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Gaming ProgrammingSocial
Experiences
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Kinect for Xbox 360, already sold record 10m units world-wide sinceNovember launch
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AMERICAS
EMEA
ASIA PACIFIC
Global Reach 55 million consoles ** 35 million subscribers*
AmericasBrazil
Canada
ChileColombia
MexicoUnited States
AustraliaHong Kong SARIndia
Japan
KoreaNew ZealandSingapore
Taiwan
" Austria" Belgium" Czech Republic" Denmark" Finland" France" Greece" Germany" Hungary" Ireland" Italy
" Netherlands" Norway" Poland" Portugal" Russia" Spain" Sout Africa" Sweden" Switzerland" United Kingdom
** Microsoft Data / June 2011
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13% INCREASEIN FAMILIES WHO OWN XBOX CONSOLES*
10% INCREASE
IN PARENTS WHO OWN XBOX CONSOLES*
*Between September and December of 2010 Source: Interpret New Media Measure April 2011
The audience is broadening
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Xbox Western Europe AudienceConsole owners & profile
12.8 millionowners of Xbox 360 consoles in Western Europe*
* TGI Europa 2010
Everybody plays
60% male (index 123); 40% female (index 78)Family fun
54% married/partner (index 89); 50% have children in the home (index 172)
Hardworking
59% working (index 116); 16% full-time students (index 220)
Purchasing power
25% have total family incomes of50,000+
Free spirits40% single (index 153), yet only 5% live alone
Full houses
79% have at least 3 people living in home; 31% have 4 people in the home (index 152)
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Xbox Western Europe AudienceAge data
Console owners
* TGI Europa 2010
59 %of 15/34 years old*
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What the gamer will see / the advertising experience
Ad is standard 300x250, staticor video
FullscreenHDvideo
BrandedDes2na2on
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Xbox LIVE advertisingBranded Destination Experiences
A 300x250 ad unitclicks to the BDE
Thegamercanenteracustom
adver2singexperience.
o Customdesigno Anima2onso Soundso Videosinstreamingordownloado PlayandWinprogramso Personnaliza2on:
-GamerPictures
-Themes
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Taux de clic moyensur Xbox LIVE
Average CTR Online
vs. Xbox LIVE1
Average click through rate is above 2,5%
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Online - Doubleclick 2009 Year In Reviiew US Benchmarks Xbox LIVE averages -MSFTInternal, June 2010 Campaign type normative data based on 100 randomly chosen campaigns12
Great results
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+17%
+14%+15%
Brand Rating PurchaseConsideration
BrandRecommendation
Over 20 campaign have been evaluated
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Lift is measured as the percent change between two respondent groups:Pre (unexposed to advertising) and Post (exposed to advertising)
Source: MSFT Internal Aug 2010, Interpret research on +20 Xbox LIVE advertising campaigns from Dec 08 Jul 1013
Great impact