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Page 1: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older
Page 2: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

1. Mobile gaming offers a rich opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older than average; ‘gamer mums’ are influential in purchasing decisions and brand recommendation.

2. Mobile gamers understand the value exchange of advertising. Most are fine with viewing advertising if it keeps the game free-to-play. Ads in mobile games have no discernible impact on churn, and are far more effective than banner advertising when inserted programmatically.

3. Streaming is, for younger audiences especially, the 'new prime time’. Twitch alone draws 1.9m – predominantly Gen Z –viewers per day, mostly after 7pm. Two-thirds of 18–25 year-old gamers would rather play video games or watch gaming content than watch TV.

4. COVID-19-induced lockdowns resulted in a spike in streaming consumption, particularly on Twitch. Within e-sports, however, original audiences consolidated while new viewers proved hard to woo, this despite more content being broadcast in lieu of a traditional sporting calendar.

5. e-sports is becoming established in Asia, with a second-gen evolution into female-led, mobile competition presenting new partnership opportunities. Brand investment is expected to reach $844m globally this year despite great economic turbulence. Media rights will also be core to future revenue gains, and a flurry of merger and acquisition activity is expected in the near term.

Page 3: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

Gamers worldwide

Lorem ipsum

Mobile gaming

Generally free-to-play (F2P) games, which are ad supported but also generate publisher revenue from in-app purchases (IAP) or e-commerce elements.

Ad formats include videos, banner and native ads. Reward-based videos, whereby a player receives an in-game reward for watching a video ad, is popular and effective within the genre.

Streamers

Can be regarded as a form of influencer, they broadcast live or on-demand gaming content through platforms such as Twitch, YouTube and Facebook Gaming. Top streamers amass followers in the tens of millions.

Advertising opportunities here encompass pre/mid/post roll video as well as sponsorships and host-read ads.

e-sports

Competitive gaming which draws mass live and VoD audiences. Games are traditionally PC- and console-based but there is a new, growing market for mobile e-sports, particularly in Asia.

Brands can partner with teams or individual players through sponsorship deals in much the same way as conventional sport.

Average gameplay session (h:mm)

Ads per mobile gaming session

WARC DATA Global Ad Trends, July 2020

Mobile-only gamers

Brand investment in e-sports (2020)

Page 4: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

Live with partner and children

(41.5%)

Full-time

(57.1%)

Low

(26.2%)

Male

(54.0%)

10-15

(11.5%)

Live with parents

(20.5%)

Part-time

(9.0%)

Middle

(37.5%)

Female

(46.0%)

16-20

(11.5%)

Live with partner

and no children

(15.1%)

High

(31.4%)

21-25

(14.1%)

Lives alone

(12.6%)

N/A

(4.9%)

26-30

(13.3%)

Student

(9.5%)

31-35

(11.9%)

Other

(10.4%)

Unemployed

(6.3%)

35-40

(11.1%)

41-45

(8.7%)

Other

(18.1%)

46-50

(7.5%)

51-65

(10.3%)

0% 20% 40% 60% 80% 100%

Living

situation

Employment

Income

group

Gender

Age

(Years-old)

Note: Based on consumer research across 30 markets, anyone who has played video games on PC, console or mobile in last six months.

SOURCE: Newzoo

Page 5: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Mobile gamers are casual players and skew older than average; ‘gamer mums’ are influential in purchasing decisions and brand recommendation.

Mobile gamers understand the value exchange of advertising. Most are fine with viewing advertising if it keeps the game free-to-play. Ads in mobile games have no discernible impact on churn, and are far more effective than banner advertising when inserted programmatically.

Page 6: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

Note: Based on survey of internet users aged 16-64 across 46 different markets. Q: Which of the following do you use to play games?

SOURCE: GlobalWebIndex

2.9bn people play games on their smartphone, equivalent to seven in ten (71%) internet users. This is up from 63% in 2015 – an absolute increase of one billion worldwide.

In total, 3.4bn people play games on any device, a rise of 662m since 2015. Yet the proportion of internet users gaming has actually fallen during this period, to 82%.

While the fall mirrors wider device trends over recent years, it is also a reflection of the rise in the consumption of gaming content, with would-be gamers now watching others rather than playing themselves (see page 15).

89%82%

63%

71%66%

45%

30%27%

0%

20%

40%

60%

80%

100%

2015 2016 2017 2018 2019

Any device Smartphone PC/Laptop Games Console

84%76%43%21%

76%56%40%26%

86%68%46%44%

83%70%39%24%

73%52%33%31%

Mobile gaming

Page 7: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

A full 29% of internet users (and 35% of gamers – 1.2bn) are mobile-only, rising to one in three in Asia Pacific and the Middle East and Africa. Israel (46%), Singapore (44%) and Thailand (42%) record the highest domestic rates.

This cohort skews older than the average gamer, and is comprised mostly of females (55% vs. 46% for all gamers).

They are more casual gamers – playing during idle time (on the commute, for example) –and do not engage with typical gaming culture; only one in five (13%) visits Twitch, for example. Instead, mobile-only gamers typically spend 35 minutes longer watching linear TV than other gamers.

Asia Pacific – 33%

MEA – 32%

North America – 26%

Europe – 25%

Latin America – 21%

Male 45% Female 55%

Gen Z 17%

Millennial 41%

Gen X 34%

Baby Boomers 8%

34%

32%

23%

Search

TV

Social media

48%

37%

36%

Search

Social media

Consumer reviews

56%

43%

28%

Free delivery

Coupons and discounts

Next-day delivery

48%

45%

43%

Be eco-friendly

Be socially responsible

Listen to feedback

Note: Based on survey of internet users aged 16-64 across 46 different markets. SOURCE: GlobalWebIndex

Mobile gaming

Page 8: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Streaming is, for younger audiences especially, the 'new prime time’. Twitch alone draws 1.9m – predominantly Gen Z – viewers per day, mostly after 7pm. Two-thirds of 18–25 year-old gamers would rather play video games or watch gaming content than watch TV.

Page 9: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

Note: No YouTube data for June due to a change in algorithm.

SOURCE: Arsenal.gg

Amazon-owned Twitch is the dominant platform, averaging 846.9m hours of gaming content viewed per month in 2019. This is more than double all other major platforms combined.

The COVID-19 lockdown drove Twitch consumption to new highs, and while most of the surge has been retained, total hours are now trending downwards as lockdown conditions ease.

Tencent is looking to disrupt the landscape with the launch of Trovo – an analogous platform to Twitch – in the US this year. The move comes as Microsoft’s Mixer closed in July 2020 due to poor uptake.

Streaming

0

200

400

600

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1,000

1,200

1,400

1,600

1,800

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Facebook Gaming Mixer Smashcast Twitch YouTube Gaming

Page 10: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

e-sports is becoming established in Asia, with a second-gen evolution into female-led, mobile competition presenting new partnership opportunities. Brand investment is expected to reach $844m globally this year despite economic turbulence.

Western markets are lagging and new audiences proved hard to woo during lockdown. Media rights will be core to future revenue gains, and a great deal of merger and acquisition activity is expected as investors vie for control.

Page 11: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

Note: Based on survey (n=845 per market, on average) representative of populations aged 18+, April 2020. CAC is Central America and Caribbean.

SOURCE: McKinsey & Company

Just 3% of adults said they started watching e-sports during April, when many markets were at the height of the COVID-19 outbreak. Instead, existing viewers were consuming more – this was true of one in ten on average.

Newzoo finds that only 45% of all e-sports viewers can be regarded as enthusiasts (those who watch frequently and interact with content), while the majority (55%) are occasional viewers.

Almost three in five (58%) enthusiasts are located in Asia, per Newzoo, while South Korea, India and Indonesia recorded the highest uptick in consumption rates in April.

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Page 12: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

© Copyright WARC 2020. All rights reserved.

Note: Advertising is predominantly spot during breaks in live broadcast.

SOURCE: Newzoo, WARC Data

e-sports

Brand investment is expected to rise in spite of economic turbulence this year, with the vast majority (62.8% in 2020) of money directed towards sponsorships. Over half of investment is made in Asia.

Advertisers looking to work in this space should ensure brand integration feels organic and authentic, and that any messaging does not interfere with gameplay.

Sponsorships can be rewarding, as successful execution can ultimately turn gamers into brand advocates. But brands must also understand individual games and the lexicon around them.

156.3

266.3

(+70.4%)

428.0

(+60.7%)

543.0

(+26.9%)

615.0

(+13.3%)

732.0

(+19.0%)

829.0

(+12.4%)

122.7

155.3

(+26.6%)

207.0

(+33.3%)

225.0

(+8.7%)

228.9

(+1.7%)

242.3

(+5.9%)

255.3

(+5.4%)

279.0

421.6(+51.1%)

635.0(+50.6%)

768.0(+20.9%)

843.9(+9.9%)

974.3(+15.5%)

1,084.3(+11.3%)

0

250

500

750

1,000

1,250

2016 2017 2018 2019 2020(f) 2021(f) 2022(f)

Sponsorship Advertising

Page 13: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older
Page 14: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

© Copyright WARC 2020. All rights reserved.

WARC DATA Global Ad Trends, July 2020

Note: WARC uses variable exchange rates across all markets and periods. Chart is % change in US$ global advertising spend.

SOURCE: WARC Data, Adspend Database

-8.1%

WARC forecasts in May project global advertising spend to fall by 8.1% to $563bn this year. This is a decline of $50bn from 2019’s level but an absolute downgrade of $96bn when compared to WARC’s previous forecast of 7.1% growth made in February.

The sectors most badly affected by COVID-19 are also those cutting adspend the most this year. Travel & tourism will fall by almost a third (31.2%), with leisure & entertainment (-28.7%) and financial services (-18.2%) also markedly down.

Traditional advertising formats are expected to see steep cuts, declining 16.3% this year, with TV down 13.8% and OOH by 21.7%. Social media (+9.8%) is likely to be the strongest performer.

Among key markets, India and the US are expected to perform best while Brazil, Italy and South Africa will see the biggest falls in spend.

Growth forecast2020

$563bnSpend forecast2020

+4.9%Growth forecast 2021

-3.5%US growth forecast 2020

-8.6%China growth forecast 2020

-15%

-10%

-5%

0%

5%

10%

15%

Page 15: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

© Copyright WARC 2020. All rights reserved.

WARC DATA Global Ad Trends, July 2020

Note: Gross Merchandise Volume (GMV) is value of orders, includes shipping and other charges. Orders can include multiple items and returns.

SOURCE: Sea

430m

The number of orders placed on e-commerce platform Shopee more than doubled to reach 430m in Q1 2020, with an increase of 111.2% representing the third consecutive quarter of triple-digit growth. The company also reports that orders grew by over 140% in April 2020.

Gross Merchandise Volume (GMV), the value of platform sales, saw growth quicken from 64.8% to 74.3% in Q1 2020, reaching US$6.2bn.

Quicker growth in orders than GMV suggests consumers have shifted to buying lower-priced items more often.

Shopee also reports that over 40% of Indonesian orders in April were paid using its parent company’s mobile wallet service, SeaMoney.

OrdersQ1 2020

111.2%Orders growthQ1 2020

43%Indonesia’s share of total orders

$6.2bnGMVQ1 2020

$314mE-commerce revenueQ1 2020

74.3%

111.2%

0%

50%

100%

150%

200%

250%

Q1

2018

Q2 Q3 Q4 Q1

2019

Q2 Q3 Q4 Q1

2020

GMV Orders

Page 16: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older
Page 17: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Four in five want brands to act in support of Black Lives Matterread more

DTC brands struggled to attract new online shoppers during COVID-19read more

Facebook hate speech tops at least 10 million pieces of contentread more

Half of online shoppers get product inspiration from Amazonread more

Global audio advertising spend to fall below $30bn this yearread more

Roku and Amazon account for two-thirds of connected TV viewingread more

Half of shopping apps run retargeting campaignsread more

Instagram Stories becoming shorter and less popularread more

Note: Value above 50 is growth, below 50 is decline. Larger/smaller values signal severity. Media breakdown is change in marketing budgets.SOURCE: WARC Data, Global Marketing Index

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Global Headline Index Marketing budgets Staffing Trading conditions Growth

Decline

Growth

Decline0

10

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Digital

(ex. mobile)

Mobile OOH Press Radio TV

Dec-19 Jan-20 Feb-20 Mar-20 Apr-20 May-20 Jun-20

Page 18: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

US online grocery sales up 80% since Marchread more

Facebook video grows 49% in Latin America but brands struggle to attract viewersread more

Online display to overtake TV as retail’s lead mediaread more

Children now spending as much time on TikTok as YouTuberead more

#StopHateforProfit hitting 1% of Facebook's incomeread more

81% of Brazilians want future products to enhance their health and wellbeingread more

Largest US advertisers spent over $140m on Instagram in Q2 2020read more

One in four marketers intends to use influencers less after COVID-19read more

Note: Value above 50 is growth, below 50 is decline. Larger/smaller values signal severity. Media breakdown is change in marketing budgets.SOURCE: WARC Data, Global Marketing Index

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Americas Headline Index Marketing budgets Staffing Trading conditions

Growth

Decline10

20

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Digital

(ex. mobile)

Mobile OOH Press Radio TV

Dec-19 Jan-20 Feb-20 Mar-20 Apr-20 May-20 Jun-20

Growth

Decline

Page 19: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Invalid traffic cost Chinese advertisers ¥28bn in 2019read more

Australian grocery footfall returns to normal but retail down 16% in Juneread more

Singapore, Hong Kong and India leading on programmatic in APACread more

30% of Chinese consumers to keep spending more on livestream shoppingread more

Half of Indian consumers will shop online after COVID-19read more

COVID-19 fails to drive long-term e-commerce growth in Japanread more

Chinese consumers most likely to delay luxury purchasesread more

Digital channels lead way for Asian effectivenessread more

Note: Value above 50 is growth, below 50 is decline. Larger/smaller values signal severity. Media breakdown is change in marketing budgets.SOURCE: WARC Data, Global Marketing Index

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Decline

Growth

Decline

Page 20: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Top UK retailers to see £5.4bn sales boost as Amazon overtakes Sainsbury'sread more

COVID-19 drives audiences to pay for online newsread more

E-commerce platform Zalando is the largest Facebook advertiser in France and Italyread more

COVID-19 brings long-term gains in Spanish online shoppingread more

Lack of cross-screen measurement and clear ROI limiting European digital video advertisingread more

Children now spending as much time on TikTok as YouTuberead more

Half of UK SMEs have cut adspend and struggle with campaign effectivenessread more

54% of African consumers to continue to buy from online stores discovered during COVID-19read more

Note: Value above 50 is growth, below 50 is decline. Larger/smaller values signal severity. Media breakdown is change in marketing budgets.SOURCE: WARC Data, Global Marketing Index

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Page 21: Ad Opportunities in Gaming€¦ · opportunity to capture a broad spectrum of users who might not even think of themselves as gamers. Mobile gamers are casual players and skew older

WARC DATA Global Ad Trends, July 2020

Managing Editor,

WARC Data

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WARC Data

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WARC Data

[email protected]