Monthly Archives: September 2020

In-Game Advertising – Smart Ways for Brands to Reach Targeted and Immersed Audiences

More of us are spending increasing amounts of our lives immersed in electronic games. It is a trend many brands have cottoned on to, as they use the virtual world to encourage real world action.

The stereotyped view of the gamer remains the headphone plugged in, square-eyed teen in their room. But of course, the fact this image has persisted for twenty years highlights an important fact. The teenagers of the 90s are now middle-aged and still love gaming. While younger consumers might game more, there is significant penetration among older audiences who have grown up with consoles. According to Statista while 73% of 18-24 year olds regularly play computer games, 40% of their parents’ generation (45-54 year olds) are also still regular gamers.

Generation Gamer

Gaming is moving away from being an entertainment source to being integral to how many people form connections with their friends, as well as with their preferred brands. So the idea that gaming is anti-social is misplaced.

For millennials, gaming is a huge part of their life and identity. They are gamers, they have purchasing power, they’re into new stuff, but also respond well to games that make them feel nostalgic. They are also mobile-first. While the traditional view of gaming is via an Xbox or Playstation, mobile games now contribute 51% of the entire global revenue from the gaming industry.

Today, advertising in video games is served in a way that is sensitive to the game environment and blends unobtrusively with gameplay. Smart brands have really begun to capitalise on the opportunities presented with in-game advertising. It has become more urgent for many. The onset of Covid and social distancing has blocked off many other traditional mass market advertising routes. This ranges from less footfall for outdoor advertising in ghostly city centres to still shut sports stadia.

The Covid Effect

Recent evidence highlights how much time we are now spending immersed in online, virtual worlds. A report from Digital Voices shows that viewership of the gaming category on YouTube is up an astonishing 31% since the start of Covid. Reflecting this, there has been a sharp increase in Twitch viewership and a jump in esports influencers on TikTok. People are playing and watching games to keep themselves distracted during these difficult times.

So brands have varied, engaged and growing audiences to reach through collaborations which many are now acting on, if belatedly. For brands dipping their toe in the virtual waters, they should take the time to really think about what they are looking to achieve with sympathetic forms of collaboration. Being seen to advertise in an inappropriate way can backfire as Burger King recently discovered to their cost on Twitch. They used a bot that normally reads out messages from fans to announce meal offers. This was seen as being “spammy” and exploitative and fans were quick to vent their fury.

Here are some of our favorite examples of effective in game brand collaborations:

1) The face that launched a thousand trainers
Adidas recently chose to collaborate with streaming star Tyler “Ninja” Blevins to launch a new line of trainers that was sold out in under an hour. Ninja, famously known for playing Fortnite, was delighted and posted a video thanking his fans. 

2) No stadiums? No problem
Adidas also recreated the canceled European Championship in the FIFA Playstation video game in June as a way to offset some of the inventory it lost from the live matches. Matches between 12 footballers and 12 celebrities were live-streamed across Adidas’ Facebook Live, IGTV and YouTube Live profiles in Turkey. 

3) DHL delivers an inter dimensional experience
The ESL One Hamburg activation with shipping company DHL was one of the most compelling examples of a smart brand collaboration. It showcased what is possible when a brand’s message is paired with a game and community to deliver an effective and engaging result. ESL’s campaign featured content creator Jake “SirActionSlacks” Kanner cast as an employee at an “interdimensional” DHL facility that serves both the physical and video game worlds, complete with an in-game version of DHL’s automated warehouse robot, EffiBOT. 

4) Can we target voters? Yes, we can
Back in 2008, Barack Obama (then Senator) achieved a first when his presidential campaign ads appeared in the popular EA game Burnout Paradise on Xbox 360. A billboard message inside the game encouraged players to register to vote. Obama realized back then what many brands are taking note of today: young audiences of 18 to 34-year-olds — which represent the core gamer group. As we approach the next Presidential election expect similar plays from the candidates to reach a younger audience. 

As brand collaborations with game developers become more common, the industry will move into a structured ecosystem demanding more advanced measures of viewability, analytics and real-time data to improve campaign performance. For one of the newest advertising markets, it’s Game on!

To read the full article please visit Digital Doughnut.

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Key trends impacting the lucrative back to school market

With schools and offices finally back this week, we are finally seeing some measure of the ‘old normal’ returning. This will come as a relief for brands and retailers targeting the lucrative back to school market. It was worth £1.7bn last year, according to GlobalData. However, like so much of the rest of the economy, we are seeing huge differences in how this market operates in 2020.

The home has been the new setting for schooling for most of this year and many parents remain nervous about sending their children back. There is even a strong possibility 2021 exams will be pushed back by several months with children losing so much time from the classroom. So with the school gates re-opening, what are the key trends those targeting the back to school market should take notice of?

Consumer electronics serving at home studying

When the lengthy lock down first hit, parents across the country collectively groaned. Their next move was going online to buy consumer electronic equipment. Laptops were needed for living rooms that had now become classrooms. In fact this category has been one of the few winners of the pandemic. While most sectors are significantly down, Electricals 2020 sales growth of 0.7% is predicted for the year, according to Retail Economics. Notebooks have been at the centre of a demand surge in particular. 73% of retailers have reported growth in sales for these products on the back of home learning. Looking to the future the momentum is likely to be maintained. A recent opinion poll by Redfield and Wilton Strategies suggested just two-thirds of parents were preparing to send their children back to the classroom with many remaining unconvinced schools are safe. If cases spike there could be a return to at least some element of home schooling which will necessitate further demand for these products.

Instore retail figures confound expectations

Recent retail figures have confounded expectations with a huge pent up demand now being met. Retail sales volumes rose a better-than-expected 3.6% in July and are now above pre-pandemic levels. Data from the Office for National Statistics showed that sales rose 2% ahead of a 0.2% prediction by economists, and a 13.9% bounce in sales in June. Relating to the back to school market specifically, clothing will still be a driver during the historical peaks of July, August and September. However stationary and tech products have been in demand during lockdown as both children and adults have been at home, with discounts readily available to take advantage of. The latest GDP figures also showed Ireland which is slightly ahead of the UK’s “return to normal” steps has shown positive precedent of customers returning to retail to buy their laptop and other back to school equipment and seek expert advice to do so.

Shopping with purpose
Connected to this, a clear new trend is people ‘shopping with purpose’. People are looking to make less retail trips but ensure they have something to show for it. Parents are looking to buy equipment for back to school and still need expert advice. However at the same time they will want to minimise unnecessary journeys with coronavirus still circulating. While there is a good chance of closing a sale from a consumer’s instore visit, it can also present some challenges. Many retailers will have a strategy to retain stock at their central locations to service online orders first. They will also encourage stores to process click and collect or web orders for customers. Therefore there is limited opportunity for instant gratification – often the reason a customer visits physical retailers. Therefore retailers should ensure they can match the needs of customers to make sure they avoid a wasted journey. The feedback is likely to be far more negative if they can’t source what they need on a trip out in 2020.

Promotional activity still strong
Brands and retailers should certainly not skimp on promotional activity during back to school. As we have identified there is a large amount of pent up demand and parents are out in larger numbers looking to purchase. Brands that offer customers what they need on these ‘purpose-driven’ visits can succeed. With lots of competition brands should ensure they are still offering promotional activity to attract new customers. Many brands and retailers have strong offers to tempt sales. For example Dixons are offering consumers a 1-in-20 chance to win money back on laptop purchases of £349+. They are also offering Buy now pay later also on devices £349+. Additionally John Lewis have run an “Off to Uni” online event showcasing needed items.

Knowledgeable staff key to capitalising on purpose-driven trips

Having staff who can influence a sale was critical before the pandemic and is now more vital than ever. With so many hardware options out there for pupils, it is vital that instore staff and those on the telephone can advise and sell parents the products that meet both the needs of their children, but also are compatible with their schools. One really interesting trend we are seeing is a +40% conversion rate of product demonstration leading to a sale. The potential for high conversion rates on purpose-driven trips highlights how critical it is to have knowledgeable staff on hand.

Schools may have been out for Summer (and Spring), but now they are back, brands and retailers need to meet pent up demand in these uncertain times. Those that help hard pressed parents meet their children’s’ educational needs will reap the rewards in good will and sales.

To read the full article please visit The Drum

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Gekko ranked No.1 by Dixons Carphone

Only an approved agency can provide demonstrator teams in DCP stores (Dixons, Currys, & PC World), so back in June we were delighted to have once again, made it on to their approved agency roster for 2020/21.

The accreditation process examines five key areas namely, Operations Excellence, Campaign Experience, Recruitment, Training and finally Financial stability. We have recently been informed by DCP, that out of 18 approved agencies, Gekko has been ranked in first place for the second year running.

The DCP approved agency programme is for supplier brands wishing to deploy product demonstrators, promoters or brand ambassadors in to their stores to help drive sales of their product ranges.

Speak to us and find out how working with the top rated agency can add huge value to your retail campaigns.

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