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  1. - Email marketing provides a $40 ROI for every $1 spent. This impacted the gaming industry heavy seeing as traditionally, a catelog would only provide $7.30 for every $1 spent.
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  3. https://www.lyfemarketing.com/blog/how-email-marketing-works/
  4. (email marketings $40 ROI for every $1 spent)
  5.  
  6. - Due to the early days of email marketing developing a reputation for being mostly spam,
  7. every company in the industry are forced to upgrade their standards and use email marketing in a much more careful way so they don't develop a bad or spammy perception or a low sender score.
  8. Brands must do this while highlighting the value they provide in the most professional way possible.
  9.  
  10. - Email marketing was one of the reasons why GDPR into place (A data protection and privacy law).
  11. One of the reasons why GDPR came into place was because the sharing of customer data to third parties. This means gamers will no longer have their data given to third party companies, and it will also be ilegal to send email marketing campaigns to gamers without their consent.
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  18. email marketing impact locally
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  20. - Email marketing can help small local businesses make a high ROI. This technology allows for any company to enter the market and have a chance to put their products on front of people for a cost effective price.
  21.  
  22. - Having a segmented email marketing lists for local audiences can tell brands which segments buy and engage the most.
  23. These insights can influence future marketing stratigies and decisions. For example,
  24. if an audience from france clicked into each email Dublin event ticket offer,
  25. but didn't buy any tickets for EGW events. This insight could indicate that festivals need to be hosted closer to France, rather than in Dublin.
  26. It can would also be possible to send an email with a survey to this segment to prove the hypythosis of french gamers not buying tickets for EGW's Dublin festival.
  27.  
  28.  
  29.  
  30. EMAIL MARKETING CASE STUDY
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  36.  
  37. Paid ads globally
  38.  
  39. - Gamers use multiple search engines and websites to research their desired products. These websites can display visual and search ads to these gamers.
  40. paid advertising is being used by various brands to sell to this consumer who has a high intent to spend.
  41. - Remarketing through paid advertising is also being used by industry competitors. This form of marketing means website visitors can have another chance of being sold to. This impact is huge because previously once a customer leaves a store or ticket booth, there's no way to gurantee your ad to be shown to that person ever again.
  42. - Paid ads globally also allow brands to see which countries are converting the most. For example, if paid ads for EGW are getting the most ticket sales from germany, more budget and strategy can be allocated towards germans, this includes more events in germany, increased advertising budgets and more german partner brands to invite to sell at the event.
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  45. Paid ads locally
  46.  
  47. - Paid ads give local business the possability to reach new markets outside of their general area. This means the opportunity for growth becomes massive if the right stratigies are put in place, for example, EGW can now sell to countries outside of Ireland by using famous industry influencers and featured brands
  48. to attract an audience from outside Ireland
  49. - Local ad campaigns can be more personal, adding in culture interests, lingo and also known local locations for a gaming event ad can appeal and grab attention better seeing as the ad will hit more interest points and relates better than a worldwide ad would.
  50. - Local ads can also drive sales for other businesses in the local city of operation, because if a gaming event in croke park stadium in Dublin invites 1000+ attendees from all over Ireland. The surrounding physical stores and transport (bus, train, taxi's) will also see more business due to the increase activity locally.
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  55. PAID ADS CASE STUDY
  56.  
  57. https://www.pocketwhale.com/case-study-real-boxing-2-creed/
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  61. Mobile Global
  62.  
  63. - With UX being a huge trend and users having lower attention spans. Video game websites are making their websites more user friendly with mobile responsive layouts. This is forcing the market to also adapt and upgrade their websites in order to create a better user experience, which can lead to increase retention and sales.
  64. - Mobile gaming holds a value of "billion" in the gaming market. This has impacted many mobile gaming businesses giving them the revenue to innovate and hire more staff (case study of angry birds or candy crush)
  65. - Mobile apps for platforms such as discord, xbox and playstation, email inboxes (53% of emails are opened on mobile). Allow users to be in communication with their friends and brands on the move, this means their usage of the app, and chances of being marketed to thriough these technoligies are increased
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  71.  
  72. UX CASE STUDY
  73.  
  74. https://www.ampagency.com/riot-games-esports-gaming-case-study
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  76.  
  77.  
  78. https://www.campaignmonitor.com/blog/email-marketing/2018/12/70-email-marketing-stats-you-need-to-know/
  79. (53% of emails are opened on mobile)
  80.  
  81. Mobile Local
  82.  
  83. - iBeacon technology can be used by a brand to notify the consumers when they're near a competitors store, the notfication can contain an offer or other valuable material that can draw the consumer to the brands store rather than the competitors.
  84. - iBeacon technology can also be used to notfiy consumers to leave a review of the video game store they just walked out of.
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  87. Social media global
  88.  
  89. - brands are expected to have a presence on social media. For bigger sized brands, being active on social media requires a team of staff such as community management, customer service, stratigest and manager. This works great for the video game industry because it creates jobs for people.
  90. - The demand for video content also forces gaming brands to add it to their strategy if they want better engagement. % of content consumed online is video.
  91. - Social media is now also a main place to keep updated with industry news and trends, this encourages brands to have a PR/news structure to their social media
  92. - Social media is a free platform for brands to show content and promotions to their following. This means its possible for a brand to grow organically without needing a budget, assuming their story and strategy is good enough.
  93. - Social media can also make a huge impact on a brands reputation if not maintained properly. General practice for keeping a brands reputation healthy would be to respond to customers and help solve their problem in a timely manner.
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  96. Social media local
  97.  
  98. - Local reviews of a brand on social media can be very positive or very negative seeing as local brands generally get less activity and traffic. This means if a brand only has
  99. - With having a local brands, its much easier to be featured by local media seeing as there's less noise going on.
  100. This creates great opportunities for exposure locally, its also possible for bigger media companies to come along and take up some small stories that are worth talking about.
  101. - Local influencers are also easy to find on instagram. All a brand has to do is search for accounts within their local area and build up a list to contact. Local Influencers might not have a gigantic following which means their prices can be low or even free. This adds as another cost effective way to get a brand exposure.
  102. - Facebook and instagram "check in" location options that users can put posts also give free publicity to brands.
  103. - Local groups on facebook help indie devs get their name out there. Local groups such as "Gamers who live in dublin" would have allot less noise than huge worldwide groups. This means it can be easier for an indie dev to get in front of his target audience with little to no competition in the way.
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  106. SOCIAL MEDIA CASE STUDY (Reviews on twitch)
  107. https://www.indiegamegirl.com/e3-conference/
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