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Executive Summary
Video games are no longer child’s play, dedicated to pimple-faced
addicted to the game; build Web sites that reflect your audience’s
online behavior; and provide incentives for registration. Both online and
minimum of seven hours per week on either consoles (e.g. Xbox, PS3, etc.) or portable game devices (e.g. PSP, Nintendo DS, etc.)
BLITZ commissioned Mintel to conduct a study of avid gamers, with a sample size of 1,000 respondents. BLITZ supplemented
the findings with focus groups and qualitative research to determine how marketing professionals could leverage the results.
Diagnostic Principles
EMPOWER PEERS TO BECOME INFLUENCERS
SHOWCASE ACTUAL GAMEPLAY FOOTAGE
42%
39%
52%
51%
45%
41%
46% 36%
46%
30%
26%
23%
20%
11%
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
60%
61%
56%
55%
47%
37%
23%
19% 19%
Download or play Watch actual Watch Read premium Listen to Download wallpapers,
online game demos gameplay videos trailer videos content podcasts screensavers, etc.
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
55%
47%
37% 23%
19%
19%
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
WHY? This is where most video game marketers fail when planning
for an effective digital strategy. Web sites have little impact on core
gamers, when they can, instead, be the first and most effective means of
driving interest that directly leads to purchase and praise; they can act
as a vehicle to host everything from social commentary, peer reviews,
gameplay footage, leaderboard statistics, Wiki-based content, badging,
and honoring top players. A properly built site can also provide a surge
in traffic during a game’s launch by properly leveraging SEO and SEM.
In the past year, nearly seven out of ten gamers registered at game
sites that had no associated subscription charges. It came as no
surprise to learn that game discounts are the number one reason for
registering, with 43 percent of respondents claiming that incentives
were the strongest motivation, followed by cheat codes, game unlocks
and access to game demos.
FIGURE 4: REASONS FOR REGISTERING AT GAME-RELATED SITES IN THE PAST YEAR, BY PERCENT OF RESPONDENTS
43%
37%
35%
33%
28%
23%
10%
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
14%
39%
47%
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
19%
17%
15%
14% 14%
Plays mobile Uses mobile Uses mobile phone Uses mobile Uses mobile phone
phone versions phone to look for to view demos phone apps to learn to watch video
of console games new games to buy of console games more about games game videos
Base: 1,000 Respondents, Age 13-35 Who Play Video Games 7+ Hours per Week
Source: Mintel
• Avid gamers are heavily immersed within the digital/online space but disregard the
majority of staid advertising methods that are thrown at them.
• Avid gamers rely on peer recommendations and their friends for advice, yet social
media remains underutilized and ineffective in its current form
• Avid gamers have their interest piqued by commercials, yet they fail to show all-
important gameplay footage
• Avid gamers find game Web sites a strong point of interest, yet marketers are reluctant
to invest in sites that fully integrate functionality that is of interest to our audience,
including social commentary, peer reviews, gameplay footage, online demos, etc.
Because avid gamers are the most discerning and influential audience segment,
marketers must provide them with relevant content based on how they are using Internet
and digital extensions to research, review and purchase video games. All advertising
efforts must reflect their reality, not the reality of the marketing associate, brand manager
or creative director.
As marketers, we must create effective integrated strategies that empower avid gamers
and embrace the community while continuing to welcome newbies into the experience;
we must encourage our target to become influencers within gaming-related Web sites
as well as the Web sites of video game publishers; we must reconsider the role of our
primary communication vehicles, such as Web sites, social marketing efforts, game trailers,
television commercials, and mobile extensions. And while we are constantly pushing the
boundaries of technology to innovate, we must remember that the innovation isn’t in the
execution. It is in the strategy.
We look forward to having a more involved dialogue about how your company can
effectively apply these principles to your next game marketing initiative.
Meet the Authors
Ken Martin: Chief Creative Officer
Ivan Todorov: Chief Executive Officer
Edward Herda: Associate Creative Director
Dean Shalit: EVP Finance and Operations
About BLITZ
BLITZ is a leading integrated marketing agency that builds brands and drives conversion by developing results-driven, immersive and imaginative
campaigns and applications. BLITZ reaches target audiences across all relevant touch points, social networks, platforms and devices, making brands
become a seamless part of consumers’ everyday lives. The agency constantly invents new ways to excite, inform, entertain, and compel consumers
to want to learn more, go deeper, “play” longer and participate in an active brand conversation.
Since 2001, BLITZ has created successful campaigns for video game publishers such as: Activision/BLIZZARD, Atari, Bioware, Eidos, Electronic Arts,
Lucas Arts, Midway, Nintendo, and Vivendi Games.
BLITZ is located at 1453 3rd Street Promenade, Suite 420, Santa Monica, CA 90401. The main office line is 310.551.0200, facsimiles can be sent
to 310. 551.0022
BLITZ is a registered trademark of BLITZ Digital Studios, LLC in the U.S. and other countries. All other brand names and product names are trademarks
or registered trademarks of their respective companies.
www.blitzagency.com