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GONG! Online Media Kit Prepared for Prospective Partners

Gong! Online Media Kit

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Page 1: Gong! Online Media Kit

GONG! Online Media Kit

Prepared for Prospective Partners

Page 2: Gong! Online Media Kit

#1 free to play online soccer game

Page 3: Gong! Online Media Kit

Table of Contents

About the Game Website Advertising In-game Advertising Sponsorship Opportunities Supplements

Building You Brand Through Games Sample Sponsorship Package

Page 4: Gong! Online Media Kit

About the Gamewww.gongonline.com

Page 5: Gong! Online Media Kit

GONG! Online

OVERVIEW

Goal or No Goal (GONG!) is a cartoon style online soccer game

Fusion of genres – casual, soccer, anime, and action

Rated “E” for all by ESRB Rated “Top 8” games

for gifts by Parenting Magazine

Rated “Top 2” free soccer games by makeuseof.com

CURRENT STATS

Online launch in Q4 2008

US Retail launch March 2009, exclusively at Target

Top 3 countries: Brazil, USA, France

Total registered users: 20,000 and growing daily

1,000-2,000 matches played per day

Page 6: Gong! Online Media Kit

Game Highlights

Many ways to customize your character Clothing Skills Facial and Hair styles

Action packed game play Realistic physics engine, but with animated skills Crazy items allow you to attack other players during games Designed to allow the player to intuitively understand the control system. This

delivers an unprecedented "pick-up-and-play" gameplay experience Lottery system

Players can earn credits through game play to use on the Lottery machine to try and win rare and powerful items

Great community features Send gifts to other people Mail system so you can always stay connected with others.

Solo play Unlike most other session based games, GONG offers daily repeatable quests for

users who want to play solo.

Page 7: Gong! Online Media Kit

Playground and skills

Page 8: Gong! Online Media Kit

Customize Your Avatars

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Brandable Spectators

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Target Audience

Under 13

15%

13-1860%

19-3020%

30+5%

Age

Male70%

Female30%

Gender

Yes99%

Soccer Fan?

Young gamers that love soccer!

Page 11: Gong! Online Media Kit

Website AdvertisingJoin the community!

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Advertising Placements

Skyscraper (120x600 pixels) Content Ad (300x250 pixels) Leaderboard (728x90 pixels)

Fullsize banner (468x60 pixels) Site branding(background) Layer

Countdown barNewsletter Prestitial

If you would like to receive an personalized proposal about advertising on our site – please contact us.

@

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In-game AdvertisingYour brand in GONG!

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In-game Placements

Potential to utilize entirescreen for large placement

ads.

Load screens

Potential Ad Here

Game interstitials

Potential Ad placeholder

On-field

Pre-Retail Launch Impressions (one server)

Game Edition / Month Impressions Exposures Sessions Players Play Hours

Goal No Goal - Main Version January 801,957 1,162,808 13,825 1,493 10,199

Page 15: Gong! Online Media Kit

Sponsorship OpportunitiesCraft a program that works for you!

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Sponsorship Opportunities

Broad based audience engagement Integrated programs

In-game Advertising In-game Product Placement Website Advertising Newsletters Tournaments Sponsorship

Entire Game Buyout (total immersion into game)

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Contact Information

Sleepy Giant

303 Broadway Suite 104-74Laguna Beach, CA 92651

Web: www.sleepygiant.comEmail: [email protected]

Matthew [email protected]

David Hor Community [email protected]

For Advertising and Sponsorships:

Andrew HemingwayBusiness Development Advisor

[email protected]

Page 18: Gong! Online Media Kit

Building Your Brand Through GamesMaking games a part of your strategy

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Your Target Market

In The Past 2 Weeks they’ve…

Played a casual game like GONG! on the web Logged onto Facebook, MySpace or social net Been in a virtual world like Gaia, Club Penguin Played a game on a mobile or handheld device Played an XBox360, Wii or PS3 game Been on an MMO like WoW, Maplestory, etc Watched video or programming online

Page 20: Gong! Online Media Kit

Console vs. Online CasualConsole Game - Contain different gameplay, objectives, goals, control-schemes, characters, and other features. Each video game is usually contained on a specifically designed disc or cartridge for a console

Casual Game - targeted at a mass audience with simple rules and play techniques, a very low degree of strategy, making them easy to learn and play. Require no long-term time commitment or special skills to play,

Business: $10B (projected) in 2008, retail based ecosystem of developers, publishers, platform owners, retailers.

Business: $1B and growing rapidly. Online based models, many direct to consumers

Experience: Rich graphics, complex game play, many hours of experience. Many licensed based. Online communities (PC and growing on consoles) Time consuming.

Experience: Easy to access via small download or browser. Usually 2D. Puzzle, sports and adver-games. High female audience mix. Snacking, low learning curve.

Key Benefits: Large brands, licenses, great brand awareness. In depth play experiences. Strong retail channel. Living room experience with DVD.

Key Benefits: Large potential audience, community driven, browser experiences and low barrier to adoption, interface with social networks. Viral, quick growth

Risks: Rising development costs, retail channel dependent, destiny of platform owners, time “crowding out” by other Internet and mobile applications.

Risks: Lower barriers to entry, increased dependence on ad business model, fluid audience with ease of migration, easier to replicate hit products.

Page 21: Gong! Online Media Kit

Games are mainstream

Video Gaming is a $30B worldwide industry1

Projected to grow to $51B by 2010 Primary demographic is Men 18-34 Secondary demographic is Men 12-17

Video gaming has evolved to rival other media2

TV advertising reach is declining due to increased time spent with video games

Video gaming is increasing its reach3

35% of American parents play computer and video games Among parents who game, 80% report they play video

games with their children; 66% feel playing has brought them closer together

Sources: 1eMarketer “Video Games: Where to Now?” March 2006, 2Jupiter Research, as quoted by Julie Ask at GDC’s ‘Focus on Game Advertising’ Summit; The Entertainment Software Association “2006 Essential Facts about the Computer & Video Game Industry”, 3 AP–AOL Games Poll, April 2006

Page 22: Gong! Online Media Kit

Big Business And Growing"Once an afterthought, games now top movie box-office and siphon television viewers and attract more star power than ever."

– "Playing with Hollywood", LA Times

• Launched May 4, 2007

• Revenue $150M First Weekend

• Launched Sept 25, 2007

• Over 1 million pre-orders sold

• Halo 2 - $125mm opening day in 2004

SPIDERMAN 3 – THE MOVIE

HALO 3 – THE GAME

Page 23: Gong! Online Media Kit

Avid PC Gamers45%

44 Million

Heavy Gamers2%

2 Million

Secondary Gamers19%

19 Million

Casual Kid Gamers1%

1 Million

Mass Market Gamers17%

17 Million

Avid Console Gamers16%

16 Million

Source: NPD Gamer Segmentation Study II May 2007Size of segments readjusted to reflect only gamers ages 18-44, rather than total sample ages 6-44

Most of your market games!

US Gamer Universe

Page 24: Gong! Online Media Kit

Demographics - Attractive

• 69% of American heads of households play computer or video games

• The average age of game player is 33

18-49 Years 44%

50+ Years 25%

Under 18 Years 31%

Age of Game Players

General Gamer Profile • Active Gaming population skews

male

• Young men most loyal to console, retail PC and MMOG platforms

• Females and older males loyal to casual PC and online/browser game platforms

Female

Male

61%39%

Active Gamer Profile

Source: Massive Incorporated

Page 25: Gong! Online Media Kit

Online Gaming Is Hot

Quarter of Global Web Users Game Online

“…217 million people worldwide visited online gaming Web sites in May 2007, according to comScore’s "World Metrix" report. That is up almost 17% from May 2006, and represents 28% of the total worldwide online population ages 15 and older.

- eMarketer.comRecently, at least three separate studies have testified to video games' ballooning appeal, particularly one that has female gamers outnumbering male gamers in the 25-to-34 age category 2-to-1, regardless of platform. In addition, on PCs, female adults are almost twice as likely to spend more than 20 hours per week gaming compared to men, according to the CEA's "2006 Gaming Technology Study."

- Hollywood Reporter

42% Sports and Casual Games

Page 26: Gong! Online Media Kit

Make It Part of Your Mix

Why you should care…

Broad, Mass Market1

Time Spent Playing Is Increasing

2

3Deep User Engagement and Immersion With Your Brand

Page 27: Gong! Online Media Kit

User Engagement Is GrowingA new report from market research firm Parks Associates, Casual Gaming Market Update, has found that playing games remains the most popular online activity in the U.S. Playing games was more popular than watching short video clips, visiting social networking websites, or other common online activities.

– GameDaily BIZ

34% Play Video Games

29% Watch Short Video

19% Use Social Networking Sites

Page 28: Gong! Online Media Kit

Games – The Opportunities

Connect with audience via media – websites

Ads and sponsorships in casual games Connect with major videogame, brand

integration into major platform titles. License tie-ins

Adver-games – create your “own” game Browser Games, virtual worlds and

sponsored items – growing Surfacing new content with online

promotion

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Level Of Brand Immersion

In-Game Advertising

Custom Sponsorship

Build Your Own Advergame

Level O

f Imm

ers

ion

Gaming Websites

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Sample Sponsor PackageDairy Farmers International

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Activating Our Audience

1. Activation refers to putting the sponsorship into action.2. Sponsorships are not just static (e.g., ingame

signs/website billboards). Players looking at signs or ads are only part of the activation.

3. Activation occurs when players recognize and make the connection between the sponsor and the community, allowing for player identification and affinity with the community to transfer to the sponsor. Affinity transfer is key.

4. Activation plays an integral role in our sponsor’s leveraging the sponsorship tie-in within the sponsor’s overall advertising or promotional campaign.

5. The role of our community managers is to activate the benefits offered by the sponsor in the minds of the audience (the players).

Activating our audience the key to successful sponsorship

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“Powered by Milk” Sponsor In-Game

Product placement in-game – e.g milk power-up Custom “Milk and Cheese” map In-game ads

▪ Video placement can be shown while game is loading▪ Milk ads and billboards can be placed throughout maps▪ Second half presented by milk▪ Player of Match can drink milk

Website Stats/Profile page “Winners Powered by Milk” Sponsored news feeds on players Dashboard Banner placement with health tips from milk

Co-markeing Co-marketing (email, retail package) Sponsor of monthly newsletter Logo placement in any print ads Link exchange

Media We can craft unique press mentions

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Integrating Other Campaigns

Body by Milk We will design a special milk carton item that gives

players bonus performance attributes for speed and agility when activated

Refuel with Chocolate Milk We will design a special chocolate milk carton item that

gives players increases power for kicking when activated I Love Cheese

We will design a cow outfit for the ingame characters that that will have special moves

We will design a cheese wheel item that gives players increases defensive powers

3-a-Day Players that use 3 diary product items in the game in one

session get a bonus attribute

Page 34: Gong! Online Media Kit

Example Fees

GONG! “Powered By Milk” Sponsor Upfront set up (10-15k)

Items (~2k per item) Map (~5k) Web design production (~5k)

Monthly (10-20k) Ingame placement fees (10k) Dynamic Ingame Ads (5k) Website ads(2k) Email (1x per month) (2k) PR, Social media placement (1k)

Page 35: Gong! Online Media Kit

Example Value

Ingame impressions

Website Impressions

Email

Unique Press Mentions

Total CPM Value

TOTAL = $64,000

200,000

1,000,000

1,000,000

1,000,000 2.00 20,000

2.00

2.00

2.00

4,000

20,000

20,000

Monthly

Page 36: Gong! Online Media Kit

Measurement

Number of times your item is used Number of map plays Ingame ads stats Web ad impressions Email data PR mentions