Marketing,Opportunities,Online entertainment Marketing Opportunities in Online Games
Know your event objective. If the aim of the event is to educate people then the entertainment is not the key element of the event. You would do better to use some light form of entertainment during the break to help attendees unwind and rel Music is a vast sea and there are lots of singers in the world who earn so much fame because of their singing, voice and style and Rob Thomas is one of them. He is one of the best singers whose songs become very popular and he has great fan
"Games" is one of the top 10 search terms onany search engine.What does this mean? Of course this is proving itspopularity!As at present time thismarket is on boom, mostly every one using web tends to play any type of game asthis is the way of relaxing from the continue stress of work or many arestrictly using web for the purpose of playing who tend to be more aggressiveWeb users, spending an average 53 hours per month online, versus 24 hours spentby most other Web users. Heavy gamers also tend to go online about 24 days permonth, while the typical user goes online 17 days per month. Game Web sitesoffer an alternative to in-game advertising but reach much of the sameaudience. Game sites reach almost half of the Internet universe. The online game market is expected toreach $4.4 billion by 2010. Several game publishers have reported unsatisfactoryearnings in recent years. The fiscal increase in the game market is at least inpart contingent to the release and adoption of next-generation consoles likethe Microsoft Xbox 360. In-game advertising has immenseprospects but the growth of in-game advertising generates the questionthat whether gamers responds to ads placed in the games they play and thestudies show that the bulk of gamers fall into the 18 to 44 year-old age group,who all appeal to market.· 25% of gamers areconsidered hardcore, or heavy, gamers playing 16 or more hours per week · 75 % Light ormedium gamers, playing less than 16 hours per week.Typical gamers havedisposable incomes; 20 percent report annual incomes over $75,000 per year soit can be said that marketingopportunities are emerging in Online Gaming Venues In-game advertising isexpected to reach $732 million by 2010Marketers searching for 18 to34 year old males who can look to massively multiplayer online games (MMOG) foropportunities, while these opportunities exist in certain genres, brands mustbe creative to make an impact in certain massively multiplayer online game. TheMMOG category comprises of determined worlds where thousands of people play andinteract concurrently. Most gamers are male between ages 18 and 34.Thiscategory of game fall into four genres:· Fantasy: (89.1percent market share) · Sci-fi andsuperhero: 7.1 % · Combat simulationand first-person shooter: 0.9 %· Social and othersituation-based: 2.9 % For advertising messages,social and real-world-like titles offer apposite milieu. In social andreal-world-based games standard ads add legitimacy, though some marketers optfor deeper amalgamation The MMOG category takes up a considerable portion ofthat, offering a social, engaging experience in which marketers can reachconsumers.
Marketing,Opportunities,Online