Author
Globally, gaming is a $180B industry, more than the film and music industries combined. Over the past decade, buoyed by double-digit growth engendered by COVID-19, Gaming has cemented itself a position in the pantheon of popular media types. Despite sitting alongside titans like TV and social media, advertising dollars have been slow to follow. That’s about to change…
Gamer. The word still evokes ideas of young (usually male) snack-stacked recluses taking up space in their parent’s basement. Others may be more inclined to think games are just something for children, or a novelty for those who never quite finished growing up. Propped up by popular portrayals in culture, like South Park’s “Make Love Not Warcraft” (2006) these stereotypes are outdated.
In Australia the industry body for Gaming, IGEA (Interactive Games & Entertainment Association), has tracked the transformation of gaming audiences over the past 15 years in their biennial Digital Australia report. Their research points to a marked departure from the Gamer stereotype. The average age of Australian players in 2021 is now 35 years old; players have continued to game as they’ve grown, even as older cohorts discover games for the first time. Similarly, the normalization of gaming as a mainstream pastime and the rise of casual and mobile gaming has welcomed new players, supporting the rise of gender parity (47% of players are female) in the space.
Two-thirds of Australians play games, and we’re a far cry from the college-aged or kid stereotype that still hangs off the Gamer moniker. Instead: we see a portrait of many advertisers’ darling demography – professional, working 25–44-year-olds, a third of them with children of their own, engaged in a space that continues to grow.
2020 and 2021 are poised to bring further growth to gaming –lockdowns around the globe encouraging increased frequency and time spent with games. AdColony and InMobi both saw ~30% increases in regularity of play across mobile games, echoed by research from Kantar which saw the same at ~35% and reinforced again in IGEA’s latest report.
PwC projects this trend will continue at pace, estimating a 7.5% CAGR for the Australian industry. Gaming will be the fastest growing entertainment category, despite already being one of the largest.
The reality for marketers is that Gaming audiences, broadly, represent a huge portion of the Australian population, and a large chunk of their attention to boot.
When we correlate the time audiences spend with popular media channels (like Radio or social media) relative to ad dollars invested by brands, we see an unsurprising correlation. To put it broadly: where people’s attention goes, ad dollars tend to follow.
However, for some reason this isn’t true when we add in Gaming. Despite a massive opportunity of attention – burgeoning fields of Ad Canvas for brands to get their messaging in front of relevant consumers – we see investment under-indexing significantly..
Gaming spaces are clearly a natural fit for technology brands, peripheral makers, and (clearly) games and entertainment producers, but the idea that Gaming is somehow only for endemic advertisers doesn’t stand up to scrutiny.
If we look at the range of audiences, and attention flowing in, then the best parallels for Gaming are contexts, like Sport, or even entire Channels, like TV or Audio.
Advertisers don’t buy in sporting environments because they have balls and bats to sell, they go there for the audience, the engagement, and the visibility. Just imagine the hellscape we’d be living in if every time you turned on your TV, ads on loop exhorted you to buy a new TV! Audio isn’t just for Music brands, and gaming spaces aren’t just for Games.
From simple display and video, through to more complicated integration and sponsorship opportunities – the space of Games parallels and extends our modern marketing landscape.
Here’s a few ideas to get started thinking about how Gaming could work for your brand:
With shifting content preferences, alternate content sources represent a way to reach new users more reliably. Across Twitch, their SureStream product is also ad-block resistant, allowing you to even more successfully reach the “unreachables”.
With 4.2m TV watchers second-screening with mobile games, there’s immense opportunity to secure cross-channel exposure. The regularity and frequency of play (87% of players play at least once per day) combined with the higher attention demanded by interactive games, create an opportunity to recoup some of the attention leakage of other environments.
People spend a good deal of time (21hrs a week at the highest end), money ($3.4bn in AU last year) and attention (1/4 of all mobile time spent) with Gaming. Influencers, Events, and Sponsorships represent a way to show this audience that you value what they value, allowing Brands to differentiate themselves and tap into the world of enthusiasm that surrounds gaming.
Gaming is a digital channel that can link-in to the rest of your digital ecosystem and help bridge the gap to traditional formats too. Consider how a consumer journey through your media ecosystem could leverage games as another space – more ad canvas – and extend your digital and real world assets into yet another medium.
The WARC Guide to Marketing in the gaming ecosystem 2020, via Fullscreen Research
https://www.warc.com/content/article/bestprac/the-warc-guide-to-marketing-in-the-gaming-ecosystem/en-gb/133831
Digital Australia 2020, IGEA Games Industry Report, n=3,228,
https://igea.net/wp-content/uploads/2019/08/DA20-Report-FINAL-Aug19.pdf
Take Gaming to a New Level Webinar (iAB & Kantar), n=2,251
https://iabaustralia.com.au/event/taking-gaming-to-a-new-level-webinar/
PwC Interactive Games in Media & Entertainment Outlook 2021
Pelham Smithers Global Gaming Revenue via Bloomberg (January 2019, Revenues to 2019)
Twitch Mars/Wrigley Case Study – TEAM CLUTCH x 5GUM
https://view.highspot.com/viewer/616779cec00f6b401bb6eaaf
NYLON: MAC’s Newest Pallette Takes Inspiration From The Sims
https://www.nylon.com/beauty/mac-cosmetics-debuted-a-new-palette-inspired-by-the-sims-skin-tones
ThinkWithGoogle (YouTube Gaming Content);
https://www.thinkwithgoogle.com/marketing-strategies/video/statistics-youtube-gaming-content/
AdColony Survey P18-75; AdColony Internal Statistics – AdColony Credentials
InMobi Audience Intelligence Survey June 2021 - InMobi Credentials
Dentsu Screen Fluency Solving for New TV 2021 - Internal Dentsu Data
Author:
Charlie Allat
Programmatic Solutions Director, dentsu Australia
Contributors:
Mark Byrne
Executive Director - Digital Growth & Commerce, dentsu Australia
Nick Hayes
Digital Director, iProspect Australia