In this session...

The mature nature of both gaming and advertising in the US means the advertising opportunity within Video Games and Esports is being explored more than in practically any other market. PwC’s annual Entertainment and Media Outlook shows that total video games revenue in the US was over $23 Billion in 2017 and is forecast to grow to over $29 BILLION by 2022.
Gaming and Esports have evolved from a leisurely pursuit to a full-blown craze starting with a business model that was first centered on game publishers. Over the past decade or so, gaming innovations, the spread of broadband Internet, and changing consumer habits have seen gaming morph into a vibrant and viable industry of its own. In an era of distraction and short attention spans, these games command the focus of young people who are otherwise shifting away from established modes of media consumption.

This panel of industry leaders will discuss campaigns they’ve watched become huge successes, activations and metrics that have shocked us all, and what we can expect to see in the future.

What You'll Learn from This Session...

  1. Why interactive entertainment is the most effective way to reach digital native audiences.
  2. Case studies, ingredients for successful branded campaigns within Electronic Arts games and Twitch.
  3. How brands non-endemic to video games can use gaming and live streaming to send messages that resonate with traditionally ad-resistant audiences.

Presented with


Speakers

Mark McCaffrey Technology, Media and Telecom Leader PwC
Jonathan Simpson-Bint Chief Revenue Officer Twitch
Angel Mendoza Partnerships Director IPG Media Lab
Eunice Chen Head of Marketing Cloud9 Esports, Inc.
Vida Mylson Sr. Director of Brand Sales and Marketing

Event Details

Event Type Seminar

Related Topic Area  Tech   Culture 

Similar Interests  Native Ads   Sports   Entertainment 

Track  Convergence 3.0 

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