Inside the Gamer’s Mind
How Can Brands Interact?
01/08/2012
An online Gamers Profile
57% of net users
have played
in past 3
months
12% of those who haven’t plan to
in the next 12 months of
online gamers play daily
&
64% play games
online with other
people
64%
27%
8% 1%
15 - 24
25 - 34
35 - 44
45 - 54
59% 41%
M F
90% play weekly
&
Source: Yahoo! & TNS Media’s Net Index 2011
based on internet users aged 15-54 in 4 key cities
*SEL=Socio-Economic Level based on education and household and personal items
owned
GENDER
Numbers (World)
• The report Online Game Market Forecast estimates worldwide revenue from online games to
reach $35 billion by 2017, up from $19 billion in 2011.
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Numbers (Vietnam)
• Vietnamese gaming industry is forecast to rake in about VND4.6
trillion/$219million USD in 2012
• About 15 million/31,034,900 internet users in Vietnam participate in
gaming every day
• VNG holds 60% of market share of the Vietnamese online gaming
market with 7.5 million gamers and 12.5 million general users.
• Among Vietnamese SNS game, the highest grossing game is Sky
Garden of VNG with monthly revenue of about VND6 billion.
• Ad revenue in Vietnam for 2011 was about 30-35 million USD
,
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History of Gaming
Non- developed Developed Non- developed
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The Gunny Experience
• Pay by time not impressions
• With DAU (daily active users) of Gunny could get up to 40 million
impressions a day and should have calculated with data – now with
experience we can start to do this.
• In game items with toothpaste-bullets, treasure, toothbrush/paste
themed level
• Gift codes from buy toothpaste (how does this benefit both parties?
how can we improve?)
• Why hasn’t there been future co-operation?
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Trends
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• SNS Games = game impact is multiplied by sharing
• Shift from Client to Web to Micro-Client = can
update contents to feature brand content
• Shift from MMO to Casual = more friendly
environment, longer play life because less win/lose
focused, more grow, develop based.
• Mobile = anywhere, anytime, location based. Watch
this space!
Thank you!