2020 was a breakthrough year for gaming, says Essence’s Clare
Chapman as part of our deep dive into all things gaming. And if marketers
intend to capitalize on its popularity in 2021, here’s what they need to know.
The global pandemic enforced a focus on home entertainment and
time spent with the family. Suddenly, and deservedly, gaming was a hot topic,
exploding into the consciousness of consumers and marketers alike.
In 2021, and for marketers engaging with the sector for the
first time, it’s vital to appreciate that gaming is not a ’channel’, but a form
of entertainment, encompassing a broad set of consumer behaviors.
These play out across a fragmented space, inclusive of differing
devices, content and access points.
So, where to start?
The key to navigating the space is understanding the
considerable variation in behaviours and the motivations behind them. As in
many other categories, it’s tempting to think of gaming audiences in terms of
‘tribes’ – the hardcore versus the casual, and so on. But as players’ needs are
seldom fixed, it’s most helpful to think in terms of moments in time, of players
connecting with different parts of the ecosystem according to momentary need
states.
From this perspective, the potential of gaming starts to reveal
itself; some gaming moments present social occasions while others are akin to
deep meditation. For many players gaming is their passion, each moment about
indulging in their hobby. Conversely, many other gaming moments represent
nothing more than a desire to pass the time.
Gaming interest behaviour extends beyond the act of playing too.
Just as leveraging interest in film, sport or music is possible outside the
cinema, stadium or playlist, so the gaming ecosystem is far-reaching. From
video streaming to publisher content, subreddits to live events, gaming fans
are spoiled with ways to engage.
Encouraging diversity
These fans are considerably more diverse than one might expect.
GWI data indicates that 83% of all female and 88% of male internet users can be
classed as gamers, and a massive 71% of 55- to 64-year-olds engage with the
category in its broadest sense.
Mobile gaming has particularly widespread appeal, with women and
older generations feeling most comfortable here. But women aren’t just playing
Candy Crush, as one might assume. GWI also shows that Twitch’s video streaming
audience is 35% female, illustrating their breadth of participation.
The traditional stereotype of the young, male gamer also
pictures him as white and straight. But GameSpot’s UK research shows that
Black, Asian and mixed heritage groups over-index as gamers and that sexual
identity has no impact on the propensity to play.
There does seem to be one stereotype with a ring of truth to it:
gamers as technically proficient, selective media consumers. A YouGov survey of
hardcore gamers in the US found adblocking to be rife, with 69% of this group
having installed the software.
Attention seeking
Happily, gaming offers ample opportunity for brands to
participate in ways that are acceptable to users. Twitch’s video ads are
embedded into the stream and immune to adblockers so the platform seeks to
mitigate against their audience’s ad-averse nature with a relatively minimal ad
load.
Elsewhere in the ecosystem, the relatively nascent status of esports
– organized gaming competitions – seems to elevate the value of associated
brands when compared with traditional sports. A YouGov study of esports fans in
Germany compared their attitudes to those of football fans, finding the former
to be much more receptive to brand sponsors.
Naturally, we must be wary of the delta between audience
signals, campaign KPIs and ultimate measures of effectiveness. Just because a
Twitch video ad can be seen doesn’t mean it is looked at or generates positive
impact. Gaming spaces are still immature when it comes to proven marketing
effectiveness, and while signals point to investment being worth the risk,
there is much still to learn.
One of the highest-volume – and therefore most-studied – areas
of the ecosystem is mobile gaming, in which rewarded video ads allow players to
gain a new life or advance to the next level. While AdColony showed how over
86% of US players prefer ads to in-app payments, a study conducted by Essence
India proved some such ads can also be irritants.
Our Annoyance Index shows which formats prove most acceptable to
users. Armed with this knowledge, we have conducted multi-market experiments
showing how to drive brand lift from mobile gaming while reaching unique
audiences. Success is aided by high AVOC (audible and visible on complete)
rates and the ability to control frequency.
Such hygiene factors are unevenly distributed across the gaming
ecosystem at present, although pioneers such as Anzu are working to address
transparency, measurement and brand safety challenges by creating access points
that open up gaming in ways that adhere to the high standards we have come to
expect from today’s digital campaigns. Others will surely follow.
Leveling up
It’s probable that a decent portion of many campaign target
audiences engage with some element of the ecosystem. So gaming touchpoints
should be evaluated in line with any other video or display opportunity with a
view to driving incremental reach and frequency. Most gamers spend less time
with linear TV than the average adult, with online and on-demand video becoming
more important the younger or more dedicated the gamer. So for campaigns driven
by video communication, building mobile gaming reward ads or Twitch’s
clutter-free stream into the mix could prove beneficial.
While in-game and though on-sofa, gamers are often virtually
out-of-home, so campaigns that feature this channel could also benefit from
gaming. Titles featuring contemporary settings often mimic built environments,
meaning in-game billboards offer a neat extension of real-life campaigns. With
OOH impacts currently suppressed and travel patterns set to alter for the long
term (as flexible working becomes the norm) in-game is a route to boosting OOH
plans. For remaining commuter audiences, in-game mobile reward ads can mitigate
against attention not being paid to transit ads while they focus on getting to
the next level.
For driving deeper connections beyond reach and frequency,
leveraging the expertise of those already deep within the ecosystem is by far
the most certain way of building equity with gaming audiences. The role of the
agency here is to navigate brands to the most relevant partners based on
desired positioning, audience and campaign objective, work with them to
evaluate and shape suitable proposals and – crucially – hold them accountable
for transparent, measurable and appropriate delivery.
Clare Chapman is the EMEA head of media planning at Essence.
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