inside a gamer's mind & how brands can interact - chris liu

12
Inside the Gamer’s Mind How Can Brands Interact? 01/08/2012

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As part of Zing Ads digital coffee chat event, Chris Liu from VNG's game development department showed the advertising industry the latest in online gaming trends, explained the motivation Vietnam's gamer's have for playing and discussed how brands can reach out to gamer's in the best possible place - in the games they love!

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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.

Strictly Confidential – Do Not Distribute 3

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

,

Strictly Confidential – Do Not Distribute 4

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

History of Gaming

Page 6: Inside a gamer's mind & how brands can interact - Chris Liu
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

Strictly Confidential – Do Not Distribute 9

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?

Strictly Confidential – Do Not Distribute 10

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

Trends

Strictly Confidential – Do Not Distribute 11

• 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!