The Games Brands Play - Deck
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Transcript of The Games Brands Play - Deck
Mark TerryCreative Directorbrand-e
Steve MullinsContent Directorbrand-e
the games brands play
old brands, old games
the gamesIn-game advertisingBillboardsHoardingsSportswear
Branded gamingOnline gamesOnline and mobile apps
Viral gamingARGsClue-solving
Product placementSocial gamesVideo games
the metrics
facebooking
apps
Downloads: 12.5 millionPlaytime: 1.5 million hoursGlobal play-off: 300,000 players in 80 countries
i am playr
roles brands play
I Am PlayrNike augments gaming experienceNike rewards the victorNike enhances player status
Other gamesPart of the entertainmentPromotional rewardsAids group activityFosters communicationsEnables players to drive fast cars
eg, role of brands eg enabler, promo, enhance expce, entertmt
game/brand analysis
ntertainngage
mpowerxcel
marketing plays
It’s about building brand advocacy
So, how different are games from any other kind of branded comms?
© 2011 Matmi New Media Design Ltd
© 2011 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
In the ever-evolving world of digital advertising and marketing, brands who work with Matmi achieve astonishing results. We engage brands and buyers in successful, loyal relationships by creating pioneering online, social and mobile experiences. That’s why many companies – including some of the world’s leading brands - have already joined us and grown in a place we call the Matmisphere. We’d love to meet you there.
© 2010 Matmi New Media Design Ltd
Branded Entertainment
vs
Traditional Advertising
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
TraditionalTV advertising is a great excuse to have a break and a cup of tea!
TV advertising is one way (usually, hurry up IPTV)
Very difficult to track results
Costly
Harder to target
Print advertising is in massive decline (for good reasons)
The captive audience is engaging with other forms of media
Even if users are watching TV they are often Media-stacking
No instant purchase of product available
© 2010 Matmi New Media Design Ltd
Internet Advertising is Huge
Internet Advertising can be targeted
Great conversion tracking
Wonderful Click thru rates
Better ROI
Greater Range
Up-dateable adverts on the fly
Allows experimentation
Users can click thru to purchase
Positive experience and engagement builds loyalty
Adverts can be engaging and users will allow spread
© 2010 Matmi New Media Design Ltd
Advergaming is one of the fastest growing areas of the Internet.
Why?
© 2010 Matmi New Media Design Ltd
Philips wanted to promote their Sonicare Kids Toothbrush to kids and their parents in the UK and Germany.
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
Total visits
13.5 million
Average view time
7 minutes
Total clicks
216,000
© 2010 Matmi New Media Design Ltd
Lily Allen already had a strong online presence and a reputation for cutting edge digital marketing. The campaign to promote the artists’ second album “It’s Not Me, It’s You” with Parlophone set some challenging objectives:
© 2010 Matmi New Media Design Ltd
• To create an innovative global marketing tool.
• To reach a new and relevant audience for Lily Allen (ie -not listening to radio or watching TV).
• To upsell Lily Allen content, drive physical sales and pre-orders.
• To capture consumer data for future marketing
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
Over a million plays per month from 70+ countries worldwide
Average dwell time of 4.37 minutes
Over 6.5 million plays
300,000 click thrusSubsequent analysis by Parlophone showed a direct correlation between penetration rates for the game per head of population, with the chart position of the single and album in that country.
© 2010 Matmi New Media Design Ltd
The client’s opinion
"Escape the Fear is the promo video of the digital age. It delivers engagement, interaction, loyalty and sales opportunities on a new level for our artists. The game has delivered tens of thousands of click-thrus, pre-orders and downloads, and even features on the album CD itself. The results speak for themselves – we’re absolutely delighted with this launch."
Dan Duncombe, Digital Director, Parlophone/EMI
© 2010 Matmi New Media Design Ltd
In February 2007, Comic Relief issued its “Digital Challenge” to any person or organisation to help it "Spread the most red online" as part of its fund raising efforts.
© 2010 Matmi New Media Design Ltd
We created a branded viral advergame carrying the “Water is life” message in a subtle but powerful way. Players help villagers reconnect water pipes for themselves, their animals and crops after the pipes have been attacked by hyenas.
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
The results were stunning: No.1 on the worldwide viral chart on the eve of Red Nose Day 2007
2 weeks after release, the worldwide viral chart confirmed that “Let It Flow” had become the fastest growing viral game it had ever tracked45 Million plays
10% Click thru to Comic Relief site"Let It Flow" never left the worldwide Top 20 online games and was No.1 five times in total.
© 2010 Matmi New Media Design Ltd
Virtual band, Gorillaz, are in their element online so it seemed only right to promote their 2010 album, Plastic Beach, in cyberspace too.Our brief was to bring Gorillaz’ Plastic Beach album to life online and on mobile, in 2D and 3D, free-to-play and pay-to-play, using concepts based on soundtracks from the album. Nothing too complicated then!
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
2 million plays of Chapters 1 & 2 in the first six months after launchAn average dwell time of 6.9 minutes equates to 26 years’ worth of brand exposure for the band worldwide
200,000 Click thru’sThousands of purchases of the iPhone and iPad app
© 2010 Matmi New Media Design Ltd
“This campaign was a challenging brief for everyone involved because like Lily Allen before them, the Gorillaz are digital innovators. We had to have partners on board with one foot in the future. Matmi’s experience, experimental attitude and their working relationship with Apple for the iPad release were critical. If you’re looking for ground-breaking digital marketing with ground-breaking results, look no further.”Dan Duncombe, Vice President, Digital, EMI Music
© 2010 Matmi New Media Design Ltd
Vimto’s new UK website was part of an ambitious £5 million rebrand for the 101 year old soft drink in 2009. Its overall objective was to change perceptions of the brand in the teen-to-early-30s age group, and drive up sales.The central creative elements of the campaign are the Seriously Mixed Up Fruit – a quirky trio of characters based on the fruit contents of the drink. Raspberry, Grape and Blackcurrant will do anything to get “mushed” into Vimto.
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
© 2010 Matmi New Media Design Ltd
Independent research showed that the digital elements of Vimto’s 2009 re-brand campaign had the highest cut-through of any media, delivered the highest return on investment and created the highest levels of engagement (talkability factor and pass-on rate).
© 2010 Matmi New Media Design Ltd
“Vimto and Matmi are very compatible brands; quirky, fun and full of surprises. It’s no wonder that we’ve never been short of ideas – only the time we need to do them!“Our rebrand in 2009 sent sales through the roof – almost double our targets. Although the new creative concept had most exposure through traditional advertising, it was the digital elements which had the most appeal to our teenage audience.“Matmi really has its finger on the pulse when it comes to digital engagement and understanding the audience. On the new website, teenagers get to do things that their parents would tell them off for, for example. That’s brilliant!When you visit the new site, you don’t just look at it and read lots of text; you listen, play, have fun, get your mates involved and get a full-on Vimto experience. This is what’s created the ‘talkability’ factor in the campaign’s results, and Matmi should be very proud of that.Emma Hunt, Senior Brand Manager, Vimto Soft Drinks
© 2010 Matmi New Media Design Ltd
58 1
EVOLUTION OF GAMING AND HOW TO PLAY THE GAME
Jeff Pabst, MicrosoftHead of Ad Planning and Strategy, IEB
The Evolution of Games Advertising…
500
450
400
350
300
250
200
150
100
50
US
D $
$ in
Mill
ions
1983 1993 1995………2005 2006 2007 2008 2009 Beyond..... .....
Dr Pepper1st Branded
I Phone Game
Burger King1st BrandedXbox Game
1st Adver-gamePepsi Invaders
Atari 2600
$189million*
$299million*
$1 billionIn 2014*
1st in-gameAd GTA III1st CD-ROM
Chexquest
*Source: Branded Entertainment Market Forecast 2007-2012, PQ media, Screen Digest 2010
Participative Branded Entertainment
Content choice creates breaking point…
Everything is available everywhere. Now what?
Internet generation demands participation..
There is no one way street at any stage of the ecosystem
Gamification of everything
How do people Play?D
epth
& In
volv
emen
tSi
mpl
icity
& Im
med
iacy
Narrative Fun Creative Fun
Thrilling Fun Social Fun
Younger females
Older females
Younger males
Older males
Creativity and life interestFantasy and Escapism
Games allow brands to energize consumers and spark the viral effect...
Audience Reach
Engagement
Discoverability
Relevancy
Innovation
Flora Campaign
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Brands in Social Games What the gamers say
Social Media Research: Farmville & McDonalds
Social gaming has become HUGE…
At its peak FarmVille had nearly 84 million monthly active users…
…last month CityVille peaked at around 101 million users
Audiences this big are attractive to advertisers
We wanted to look into this fast growing area…
The Game and the Brand
One of the biggest social games in the world
One of the biggest brands in the world
The collaboration between the two seemed ideal for researching the effects of branding on social gaming
How FarmVille works
Farmville is a real time farm simulation game available as an app on Facebook.
Players manage a virtual farm, ploughing land, planting growing and harvesting crops, tress and bushes and raising livestock.
This is my farm!
The McDonalds’ McCafe campaign
The McDonalds’ McCafe campaign ran for just one day on the 6th October 2010
Campaign only ran in the US and Canada although it was announced globally
Users could - visit the McDonalds farm- receive virtual McCafe coffee enabling them to farm at double the normal speed- get a McDonalds branded hot air balloon to decorate their farm
The McDonalds farm
Method - Buzz research
Ahead of carrying out more quantifiable research in this area, we conducted some initial social media analysis of the McDonalds promotion within Farmville to gauge some of the issues of branding within social games
Using Buzz research we undertook a social web-search to assess what gamers were saying online about the promotion. This procedure looks for mentions of Farmville associated with either McDonalds or McCafe between 1st – 10th October
This is not representative, but it does produce some interesting initial findings
Three search terms were used:
“Farmville AND McDonalds”“Farmville AND McCafe” “Zynga AND McDonalds”
Harvesting buzz: We searched Message boards, Social Network sites (i.e. Facebook), Blogs, Microblogs, Video/
photo sharing sites etc. using an auto discovery spider
Volume of results
The search found 1,696 posts in total with an average of 170 posts a day
Conversation started on Facebook, which peaked on the 3rd and again on the 7th, but was overtaken by the large volume of posts on message boards and forums
Campaign day
Anticipation buzz for 5 days prior to campaign
Post campaign buzz for a further 4 days
The buzz begins…
On the 5th October, the Farmville welcome screen was changed to include the McDonalds branding
This lead to a thread of 394 posts on the Zynga Community Forums discussing and trying to predict what the offer would be – a promising start
What were they saying?
The audience were ‘up for it’ but initial discussions on fan blogs suggested it was not entirely clear to many how they were supposed to engage with the McDonalds content
Some even mention visiting branches and calling customer services about the promotion
Some execution issues
The campaign fell short of some expectations as not perceived as rewarding enough
The hot air balloon was just ornamental whilst many experienced FarmVille users ‘lock’ their farmer within scenery, making a speed power-up unnecessary
Also, frustration from non US gamers
People outside the USA and Canada were disappointed - they had seen the flash screen but did not have access to the promotion
Despite this there were no comments rejecting the idea of brands appearing within FarmVille
Issues were down to
- The creative execution- Uncertainty of what to do- Lack of reward- The promotion not being available to them
…so a significant proportion of the negative comments came about because players were in fact so keen to engage
Zynga bore the brunt of criticism rather than McDonalds
There was also a lot of positive buzz
The vast majority of buzz was neutral – generally people who comment online are generally those with strong opinions one way or the other so neutral buzz is considered to be a sign of a healthy campaign
In fact, looking at all responses there was more positive feedback than negative
The positive buzz
Centred around a good ‘fit’ and positivity about the balloon and buildings
Analysis of emotion of buzz
Words denoting “achieve” and “social” are strongly associated – we feel that when a brand gives a sense of achievement within the game, the campaign really starts to work for that brand
This measure scores posts on the presence of words, which are categorised into 16 emotions:
The measure to push
Conclusions - how to plan your in-game campaign
Having conducted this initial exploratory look at brands within social gamers, we are looking to quantify the impact on participating brands using more traditional/ representative research
However at this stage we would offer the following advice if you’re planning a campaign:
1. Play the game… live it… understand it… get into it!
2. If possible link the brand with a real and significant benefit, reward or achievement – this will add enormous perceived value to the brand
3. As with any ad campaign, understand the medium
Final thought: Branding in games is powerful. It’s even more powerful when done properly
Steve Mullins, brand-e (Moderator)Paul Armstrong, MindshareJeff Coghlan, MatmiGilles Storme, RockYou Jeff Pabst, MicrosoftMax Willey, BDRC Continental Margaret Robertson, Hide&Seek