Transcript
Page 1: Inside a gamer's mind & how brands can interact - Chris Liu

Inside the Gamer’s Mind

How Can Brands Interact?

01/08/2012

Page 2: Inside a gamer's mind & how brands can interact - Chris Liu

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

Page 3: Inside a gamer's mind & how brands can interact - Chris Liu

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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Page 4: Inside a gamer's mind & how brands can interact - Chris Liu

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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Page 5: Inside a gamer's mind & how brands can interact - Chris Liu

History of Gaming

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Page 7: Inside a gamer's mind & how brands can interact - Chris Liu

Non- developed Developed Non- developed

Page 8: Inside a gamer's mind & how brands can interact - Chris Liu
Page 9: Inside a gamer's mind & how brands can interact - Chris Liu

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Page 10: Inside a gamer's mind & how brands can interact - Chris Liu

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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Page 11: Inside a gamer's mind & how brands can interact - Chris Liu

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!

Page 12: Inside a gamer's mind & how brands can interact - Chris Liu

Thank you!


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