The war for the living room
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Transcript of The war for the living room
Kinecting Brands with Consumers
Brad Mann
Senior Business Development Manager
Xbox Advertising, Microsoft
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Console Industry Overview
• $17.0B in 2011, includes hardware, software (retail) and accessories.
• Digital distribution has most growth due to tablets/smartphones
• Video games revenue is higher than music or DVD/Blur-Ray sales
Xbox LIVE – Nearly 40M Strong & Growing
US Xbox LIVE in
35 Countries
Xbox 360 Continues
to be #1 in
Console Sales
Now more than
66M Xbox
360s sold
66M+
More than
18M Kinects sold
18M+
Americas
EMEA
Asia –Pacific
Brazil
Canada
Chile
Colombia
Mexico
United States
Australia Hong Kong SAR India
Japan Korea
New Zealand Singapore Taiwan
Austria Belgium Czech Republic Denmark Finland France Germany Greece Hungary Ireland Italy
Netherlands Norway Poland Portugal Russia South Africa Spain Sweden Switzerland United Kingdom
35 Countries With Multi-National Advertising; 18 With Local
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Windows 8 Consumer Preview Launched February 29th
• Xbox LIVE extending
entertainment across Microsoft
and Windows devices
• Xbox LIVE:
• Games
• Music
• Movies
• Live TV
Kinect for PC Launched in February
Audience: Broader Than Ever
More Than 20.1 Million
Xbox LIVE users in the US
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58% HHI >$60K
49% > $75K+
46% Are Married
60% Are between 18
and 34 years old
62% Are Male
Xbox LIVE: More Than Just Gaming
Time On Xbox LIVE,
Much More Than Gaming
17% 40%
43%
Gaming Social
Experiences
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Entertainment
Programming
Brand Display Business Group Copyright 2011 © Microsoft® . All rights reserved.
Source: Omniture, Mobile Page Views June1st – June 15, 2011, Nielsen NPM, April 2011
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Engage Consumers ALL Day Across 3 Screens
Heavy
Medium
Light
None
Xbox TV Viewing Intensity
40% of XBL users watch little to no “TV”,
Making Xbox Live a unique reach platform
February 29, 2012
28%
32%
32%
8%
Xbox Branded Destination Experiece
10
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A World of Entertainment App Providers