Video games
have come a long way and so have video game consoles. Consoles are changing the way people consume
media worldwide. “Consoles are no longer
about gaming, they’re about content,” said Brad Mann, Senior Business
Development Manager for XBox Advertising.
Mann explained how the console space is changing the way people consume
media in his talk “War for the Living Room,” at LA2M.
Brad Mann |
Based on the
XBox system Mann said, “Entertainment has now surpassed gaming, but gaming
hasn’t gone down, entertainment has doubled.”
Xbox now has an app based dashboard allowing frictionless access to a
host of entertainment options. Some
content sources require subscriptions, but others offer free media.
Xbox content
is available for use on smart phones, Ipads and PC’s. “This enables consistent use of Xbox content
on the best screen available,” said Mann.
Mann explained that primarily content consumption occurs during the day
on PC’s and mobile and in the evening through the console.
The Xbox
system requires a self identifying log in, so demographic information for 40
million international and 20 million US users is available. Mann described Xbox users based on this
information. 62% male, 46% married, 58%
HH income above $60K, average age is 35.
The figures can vary depending on the activity.
Mann said
that about 60% of Xbox users are between 18 and 34 years old. He said that around 40% of this audience
consumes little or no standard television.
“Digital and broadcast lines are blurring,” said Mann.
A newer
feature of Xbox and Microsoft based PC’s is Kinect. Kinect allows users to interact with Xbox and
PC’s based on a component housed camera and movement of the user. “The 18 button controller is a non starter
with people who didn’t grow up with the technology. Kinect makes it easier to interact for
everyone,” said Mann.
Kinect is
used for content access for academic use as well as gaming and media. “People use it for things Microsoft didn’t
think of,” said Mann.
Part of the
content that is interactive within the console is advertising. Interaction with ads averages around 3
minutes. Ads can include puzzles,
trivia, location or product searches.
“Since the log in is the same across all platforms, behavior can be used
to generate targeted advertising information contextual for each user. Relevancy increases interaction,” said Mann.
Ad campaigns
are scalable to a DMA and targetable based on demographics and behavior. Content from other sources can be used to
generate advertising messages for Xbox.
Xbox advertising is not pop up based and can be turned off by the
user.
Xbox can also
be a social media experience. “4 million
messages per day are sent between gamers, making it the largest TV based social
network,” said Mann. Additional
interactions and partner apps are expected in the near future for Xbox.
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