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MOBİL
OYUNLARIN
YÜKSELİŞİ MARKALARI
BEKLEYEN
RİSKLER VE
FIRSATLAR
AJANDA
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
Mobil Oyunların
Yükselişi
Kişi, dünya
çapında 2019 yılı
içerisinde oyun
oynayacak
2.4 Milyar
Mobil Oyunların
Yükselişi
%52.8
%54.0 %54.8
%55.3 %55.7
142.9 147.8 151.7 154.6 157.2
2018 2019 2020 2021 2022
Mobil Oyuncular US, 2018-2022
Milyon
kullanıcı
Kaynak: eMarketer, August 2018% Mobil oranı
Mobil Oyunların
Yükselişi
Mobil
%50
2019 yılı için
tahmini global
gelir
$148.1 Bn ≅%30-%60
Reklam Geliri
Mobil Oyunların
Yükselişi
Uygulamalar
Ücretsiz
Oyunlar
Ücretsiz
%77.4
%85.4
%22.6
%84.7
Uygulamalar
Ücretsiz
Oyunlar
Ücretsiz
%77.4
%95.6
%16.1
%95.0
iOS App Store 3,712,884 Uygulama
Google Play 6,363,687 Uygulama
Mobil Oyunların
Yükselişi
$526M Pokemon GO
Fortnite
Candy Crush Saga
$510M
$403M
$236M
$195M
ROBLOX
Toon Blast
Popüler Mobil
Oyunların Yıllık
Kazançları
$
Mobil Oyunların
Yükselişi
Mobil
oyunlarda
harcanan
zaman:
günde
23 dakika
haftada
2.7 saat
yılda
5.8 gün
ömür boyu
1.3 yıl
Mobil Oyunların
Yükselişi
Mobil Oyun
Oynama Sıklığı
%56
%19
%15
%10
HAFTADA 10 KEZ
HAFTADA 6-9 KEZ
HAFTADA 3-5 KEZ
HAFTADA 1-2 KEZ
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
Mobil Oyuncular
Kimdir?
Son 7 gün içerisinde
en az 1 kere oyun
uygulaması açmış
kişilerdir
Mobil
Oyuncu
GAMER’ların Özellikleri
Mobil Oyuncular
Kimdir?
Gündem&
Haberler
Sosyal
Medya
Spor Alışveriş Müzik Oyun
Ortalama
yaş
Cinsiyet
Mobil Oyuncular
Kimdir?
Mobil oyuncular
aile ve arkadaş
ortamında
satınalma
kararlarında daha
fazla etki ediyorlar.
2 / 3
Her iki mobil
oyuncudan biri
ihtiyaç duydukları
ürün/hizmetlerle
ilgili reklamlardan
faydalanıyorlar.
1 / 2
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
Rewarded Video; markanın
reklamının sonuna kadar ve
gönüllü olarak izlenmesini
sağlamak için etkili
bir format.
Opt-in Reklam
Modeli Nedir?
“ “
Opt-in Reklam
Modeli Nedir?
Opt-in(Rewarded) Incent Traffic≠
Opt-in Reklam
Modeli Nedir?
%46
Branding (oyun dışı)
Oyun
%54
Kaynak: MoPub Marketplace, Ağustos 2018
Top50
Reklamverene
göre Rewarded
Video Dağılımı
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
Her Yaştan ve
Demografiden
İnsana Erişme
Şansı
DÜŞÜNÜLENİN AKSİNE:
Her yaştan herkese erişme
şansının olması, büyük ve
geleneksel markalar için de
yepyeni bir erişim kanalı fırsatı
sunuyor.
Markalar İçin
Fırsatlar
Opt-in reklamların hatırlanma
oranları ve sonrasında satın
almaya dönme oranları daha
yüksek.
%70 Pozitif Deneyim
Markalar İçin
Fırsatlar
Markanın Akılda
Kalıcılığını & Satın
Alıma Dönüşümü
Artırma
Yenilikçi Reklam
Modelleriyle Marka ile
Etkileşimi Artırma
Markalar İçin
Fırsatlar
Markalar İçin
Fırsatlar
Yenilikçi Reklam Modelleriyle Marka ile Etkileşimi Artırma
MOBİL OYUNLARIN YÜKSELİŞİ
MOBİL OYUNCULAR KİMDİR?
OPT-IN REKLAM MODELİ NEDİR?
MARKALAR İÇİN FIRSATLAR
MARKALAR İÇİN RİSKLER
Markalar İçin
Riskler
Markalar İçin
Riskler
Sahtecilik
(Fraud)
Diğer
%4
Incent Abuse
%11
Bot/Emulator
%24
%6
Click Spamming
Device Farm
%37
%37
SDK Spoofing
Kaynak: Interceptd
(Kaynak: Branding in the Digital Age, HBR, 2011)
Günümüzde sadık
müşteriler için
markaların en çok
ihtiyacı olan şey:
Etkileşim
Mobil oyunlar
markalara müşteri ile
etkileşim için etkili bir
platform sunuyor.
Özetle... START
CLASSIC
JOURNEY
START
NEW
JOURNEY
BUYENJOYADVOCATEBOND CONSIDER
CONSIDER EVALUATE
The Loyalty Loop
TEŞEKKÜRLER
Selin Ezer
selin@appsamurai.com
Appendix
http://mediakix.com/wp-content/uploads/2018/03/Mobile-Gaming-Infographic-Final-update-010619-1.png
https://www.iab.com/wp-content/uploads/2018/12/Opt-in-Value-Exchange-Advertising-for-Brands-Playbook-FINAL-12-5-18.pdf
https://www.mopub.com/2018/10/30/six-insights-rewardedvideo
https://www.phunware.com/blog/why-are-brands-afraid-mobile-games/
https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_Marc
h2019.pdf
https://www.chartboost.com/blog/5-ways-to-advertise-your-brand-with-mobile-games/

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Mobil Oyunların Yükselişinde Markaları Bekleyen Riskler & Fırsatlar

Editor's Notes

  1. Merhaba, Ben App Samurai kurucu ortağı Selin Ezer. App Samurai ile mobil pazarlama dikeyinde teknoloji üretiyoruz. App Samurai’i 2016 yılında kurduğumuzda 2 temel problemi çözmeyi hedefledik, optimizasyon ve sahtecilik. 2018 yılında sahtecilikle ilgili çözümleri daha geniş kitlelere ulaştırmak için Interceptd ürününü ayrıca konumlandırdık. Bugün 55 kişilik ekibimizle farklı ülkelerdeki 7 ofisimizle global pazarda çözümler üretiyoruz.
  2. This year, the total global games market will generate revenues of $148.1 billion, with mobile contributing to just less than half this amount.
  3. This year, the total global games market will generate revenues of $148.1 billion, with mobile contributing to just less than half this amount. This is a massive opportunity for many brands. Fırsat - Rekabet - Gelişim - monetization strategies The games market, with its innovative monetization strategies and highly engaged consumers, is seriously challenging the way traditional entertainment has worked for decades
  4. 1 GAMING IS THE THIRD-MOST-POPULAR APP CATEGORY Half of the app users we studied opened a game app in the last seven days, making gaming the third-most-popular app type, together with music. Among 18-20-year-olds, it climbs to second place with two-thirds of this age group using a gaming app in the past week.k.
  5. MOBILE GAMERS: Smartphone or tablet users who have opened or used a mobile-gaming app in the past seven days While the users of most app types skew either male or female, game and music apps have a 50/50 split. However, within the gaming category, there is a lot of diversification. For example, shooter games appeal to younger males and puzzle games appeal to older females. For brands, there are intuitive targeting opportunities available within this broad-reaching category In short, mobile gaming is expansive and rich, presenting a unique opportunity to capture the attention of a massive, diverse, and influential group of consumers. It’s encouraging to see research that validates the power of this mobile-gaming audience. The sooner brands realize the value this opportunity holds for them this time around, the sooner they’ll be able to get ahead of the game. Markalar için oyunların az bilinen avantajı demografik hedeflemeden contextual hedeflemeye geçiş imkanı. 25 yaşında action oyunu oynayan bir female ile aynı demografide hidden object oyunu oynayan bir female aslında çok farklı 2 persona. Bir konferansta rockçı Ozzy Ozbourne ile Prens Charles ’ın aynı demografide (yaş, cinsiyet, gelir seviyesi) ama çok farklı context’de olduklarını anlatmışlardı Bu arada bir kişi hem hidden object hem de action oyunu oynuyor olabilir, ama o andaki ruh hali çok farklı olacak. Action oyunu oynarken red bull reklamı çok anlamlı ama hidden object oynarken belki Magnum dondurma reklamı izlemeli. Bunu bu kadar anlık ve net veren başka bir medya yok aslında
  6. While the users of most app types skew either male or female, game and music apps have a 50/50 split. However, within the gaming category, there is a lot of diversification. For example, shooter games appeal to younger males and puzzle games appeal to older females. For brands, there are intuitive targeting opportunities available within this broad-reaching category In short, mobile gaming is expansive and rich, presenting a unique opportunity to capture the attention of a massive, diverse, and influential group of consumers. It’s encouraging to see research that validates the power of this mobile-gaming audience. The sooner brands realize the value this opportunity holds for them this time around, the sooner they’ll be able to get ahead of the game.
  7. 3 GAMERS HAVE LARGER PURCHASE INFLUENCE THAN NON-GAMERS Mobile gamers are around 23% more likely than non-gamers to have purchase influence on their friends, family, or colleagues. Overall, their influence is most prominent with their own families, with very interesting differences between men and women. Female gamers are most likely to influence people when it comes to dining out, groceries, and clothing, and male gamers for tech, entertainment subscriptions, and mobile phone service providers. Of the gamers we studied, Candy Crush Saga and Angry Birds players have the most influence on household purchasing decisions, due to their older demographic. Özellikle aile içinde 4 GAMERS ARE MORE RECEPTIVE TO ADVERTISING AND BRANDS THAN NON-GAMERS Mobile gamers are much more receptive to advertising than nongamers. For example, they are more likely to buy things from brands that have ads they like, to use ads to keep up to date with products and services, and to associate advertising with highquality brands. They are also much more likely to have a favorable attitude toward a suite of global brands.
  8. 1. Brands continue to scale rewarded video spend. As illustrated below, more than half of the top 50 advertisers buying rewarded video on MoPub were non-gaming brands in August 2018. Fortune 1000 brand advertisers continue to scale up on rewarded video, in part, due to these campaigns delivering high completion rates and conversions. We’ve heard first-hand from gaming publishers and ad network partners that they have never seen a non-gaming ad live on their apps, until enabling programmatic demand to compete. We’re happy to be able to provide unique campaigns from diverse global and localized brands, so that users see a mix of creatives, avoid repetitive ads fatigue, and are encouraged to engage with relevant campaigns. 2. Playable ads are becoming the most engaging and innovative format in the rewarded space. Playables in the rewarded space are growing aggressively as more and more publishers get comfortable with this functionality. The ability for users to opt-in to engage with the ad unit before installing the app is clearly appealing, as it allows users to really try a new app/game. As a result of the better performance engagement rates, we're seeing an uplift of 30% higher CPMs compared to rewarded video on MoPub Marketplace. Rewarded Video; marka için reklamının sonuna kadar izlenmesini sağlamak için süper bir format!: Game developers also created rewarded video, a standard video format with a twist. When users complete a view, they’re rewarded with an in-game bonus, creating a positive association with the experience. Rewarded ads have gotten great reception from users; 62% of mobile gamers will choose to watch an ad in exchange for free items. https://www.mopub.com/2018/10/30/six-insights-rewardedvideo
  9. Opt’in Reklamı anlatacak görsel Zamanı karşılığında bir şey veriliyor!!!! CONSUMER ANNOYANCE WITH INTRUSIVE ADS, ESP. 1 ON MOBILE DEVICES BRAND DESIRE TO CONNECT WITH CONSUMERS IN 2 MORE NATIVE AND ORGANIC WAYS BRAND DESIRE FOR BETTER PERFORMING ADS THAT 3 ARE ENGAGING, VIEWABLE AND BRAND SAFE PUBLISHER DESIRE FOR ADS THAT ENGAGE AND KEEP 4 VIEWERS ON-SITE, ESP. ON MOBILE DEVICES PUBLISHER DESIRE FOR NEW AD REVENUE STREAMS 5 THAT PROVIDE A “WIN-WIN” FOR ALL TECHNOLOGY THAT ENABLES SCALABILITY OF VALUE 6 EXCHANGE FORMATS INCREASING SUBSCRIPTION BASED PUBLISHER WORLD WHERE PUBLISHERS CAN OFFER VALUE IN EXCHANGE FOR ADVERTISING VIEWS
  10. 1. Brands continue to scale rewarded video spend. As illustrated below, more than half of the top 50 advertisers buying rewarded video on MoPub were non-gaming brands in August 2018. Fortune 1000 brand advertisers continue to scale up on rewarded video, in part, due to these campaigns delivering high completion rates and conversions. We’ve heard first-hand from gaming publishers and ad network partners that they have never seen a non-gaming ad live on their apps, until enabling programmatic demand to compete. We’re happy to be able to provide unique campaigns from diverse global and localized brands, so that users see a mix of creatives, avoid repetitive ads fatigue, and are encouraged to engage with relevant campaigns. 2. Playable ads are becoming the most engaging and innovative format in the rewarded space. Playables in the rewarded space are growing aggressively as more and more publishers get comfortable with this functionality. The ability for users to opt-in to engage with the ad unit before installing the app is clearly appealing, as it allows users to really try a new app/game. As a result of the better performance engagement rates, we're seeing an uplift of 30% higher CPMs compared to rewarded video on MoPub Marketplace. Rewarded Video; marka için reklamının sonuna kadar izlenmesini sağlamak için süper bir format!: Game developers also created rewarded video, a standard video format with a twist. When users complete a view, they’re rewarded with an in-game bonus, creating a positive association with the experience. Rewarded ads have gotten great reception from users; 62% of mobile gamers will choose to watch an ad in exchange for free items. https://www.mopub.com/2018/10/30/six-insights-rewardedvideo
  11. Burada mobil oyuncular kimdirde üzerinden geçilen detaylara vurgu yapılabilir Mobil Oyuncu Kitlesi (Yanlış) Algısı Markalar için oyunların az bilinen avantajı demografik hedeflemeden contextual hedeflemeye geçiş imkanı. 25 yaşında action oyunu oynayan bir female ile aynı demografide hidden object oyunu oynayan bir female aslında çok farklı 2 persona. Bir konferansta rockçı Ozzy Ozbourne ile Prens Charles ’ın aynı demografide (yaş, cinsiyet, gelir seviyesi) ama çok farklı context’de olduklarını anlatmışlardı Mobile gamers represent 88.8% of digital gamers spanning all ages and by the end of 2019, 147.8 million US mobile device owners will be playing games on their phones. Mobile gamers are clearly an influential group for brands to target, especially for more family-orientated products and services.
  12. mobile users remember mobile ads better and are more likely to make a purchase afterwards. Compared to TV, which struggles with cord-cutting, mobile’s unique advantage is that users literally won’t let go of their device. In-app video ads have high view completion rates at 80% or more, and users report even better recall for in-app ads than ads shown through mobile web. Concrete Software CEO, Keith Pichelman, chimed in that rewarded ads not only work for their games from a monetization perspective, but that users genuinely appear to enjoy them. “Rewarded ads have worked fantastically for our titles,” he explained. “In fact — users will complain if rewarded ads are not available, but we’ve never received a complaint about the lack of non-rewarded interstitials. People really enjoy them and find them engaging.” https://www.kleinerperkins.com/perspectives/internet-trends-report-2017 showed that video ads that offered rewards were the overwhelmingly preferred video ad units on apps with nearly 70% of respondents viewing them as positive. Compare that to other ad formats, notably pre-roll, an often-used video advertising tactic, that are viewed significantly less positively Capture authentic attention in a 100% share-of-voice brand moment: Value Exchange ad formats are by definition opt-in, therefore the consumer is actively raising their hand to participate in the requested brand engagement with the expectation that in exchange they will be given the desired access/ reward/content. This desired access, which would have otherwise not been available to the consumer, ensures that the brand is capturing the authentic and undivided attention of a desired customer which is key when trying to move the needle on brand awareness and consideration. Further, the brand benefits from exclusively owning the opt-in moment, versus being in a pod of other ads vying for the consumer's attention.
  13. Brand favorability ve purchase intent artıyor
  14. Brand favorability ve purchase inten artıyor 82% completion rate and 2.1 million impressions in just under two months.
  15. bu 2011'de yazışmış bir Harvard Business Review Makalesinden bi diagram, Branding in the Digital Age diye, benim zamanında tezimde baya kullandığım bi makaleydi de. Burda belirteceğim nokta, günümüzde markalar için artık en önemli olan şey etkileşim, ürünü aldırmadan önce de aldırdıktan sonra da. Mobil oyunlar markalara bu etkileşimi günümüzün cluttered dünyasında sağlayabilecekleri yeni bir platform sağlıyorlar. Riskleri göz önünde bulundurulmalı, ama marka planlarına almamak artık bir hata olur
  16. https://docs.google.com/document/d/1GeghD8AMX3CJO7uK7AQDwz9u4rgGbopPU7VQvMOQj6o/edit