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Dentsu Gaming Report India 2022
Dentsu Gaming Report India 2022
17
37
Credits 41
Building Actionable
Intelligence for
Today’s Gaming World
The evolution The strongest catalyst in the consumer behavior was
the lockdowns of the COVID-19 pandemic1. Around
Café World, etc. gained lot of popularity and got the Fy18 FY19 FY20 Fy21 Fy25 (f)
players to recruit others to progress. Gamers in India Mn. YOY Growth
Source: Lumikai India Leveling Up - State of India Gaming FY 2021-2022
for brands gaming unique and carefully focus on the value they
can add to the experience.
The first step for a brand is to look beyond the clichés
Gaming opportunities are not limited to endemic
and build a true understanding of gamers. It is not
brands like game publishers. As more people play,
enough to just look at what people are doing at any
gaming environments become increasingly valuable
particular time and add a line to a marketing plan. It is
advertising spaces. However, advertising is just the tip
important deeply understanding their motivations,
of the iceberg. There are countless opportunities for
communities, lives, media consumption, and brand
business, esports sponsorship, influencer partnerships,
expectations.
real-world and virtual retail, in-platform branded
Dentsu Attention
GWI Gaming data Economy
In-depth gaming data collected Since 2018, the Attention Economy
bi-annually from 28,500 respond-
ents across 16 markets. Surveys
Dentsu Gaming programme focuses on attention
as an actionable media metric.
use 40 questions covering 2,700 Intelligence Resesarch partners include
attributes on gaming behaviours, Platform endemic gaming platforms such as
motivations, esports activities, and Frameplay and Twitch, and other
data on 100+ franchises and major platforms popular among
games. gamers such as Snap.
Dentsu Contextual
deep-dives
Dentsu and its brands frequently
publish ad hoc resesarch on
gaming, from Decoding the Global
Fan exploring sponsorship to
Gamifide Commerce looking into
gamification, regional gamers’
sentiment studies across the globe.
P1
In Part 1, The Rise of the Gaming Culture,
we use a global proprietary gamer
segmentation to understand the variety
of gaming behaviors and fandoms drilling
into the India data cuts and observe how
the gaming culture intersects with - and
shapes - culture.
P2
In Part 2, The Place of Brands in the
Gaming Economy, we explore the added
value imperative for brands aiming to
thrive in the gaming world before
examining how they can effectively
connect with gamers across the gaming
spectrum, from in-game presence to
real-life events and commerce.
Introduction For The Game 8 Data Fusion Sheds A New Light On Players |
P1
The Rise of
the Gaming
Culture
In this first part, The Rise of the Gaming Culture, we start by exploring
the prevalence and variety of gaming behaviors, and then we delve into
how the gaming culture and the broader Indian culture influence one
another.
As we examine these influences to understand how they translate in
people’s daily lives, we use a proprietary consumer segmentation built
upon the fusion of dentsu CCS consumer data and GWI gaming data.
GAMING, A PREVALENT
BEHAVIOUR
Everybody
Plays –
On Their
Own Terms
Games cover a huge spectrum, from
casual mobile games like Wordle to
immersive virtual worlds like Roblox, and
everything in between. Today, Gaming is
inclusive of watching other people play, as
the success of platforms like YouTube
demonstrates.
“ It is time to focus on what
matters the most: the
motivations of gamers,
their reasons for playing or
becoming part of the
gaming community.
Everybody
Plays –
On Their
Own Terms
Everybody
Plays –
On Their
Own Terms
32%
According to CCSxGWI survey, the role of
gaming in Indian Society is of a platform Gaming is a good way to learn new skills
which facilitates sense of belongingness,
community building and even learning.
Peer dynamics are important for gamers,
with 40% of the gamers reaching out to Video games are art 24%
their friends for gaming information and
content followed by 27% to social media.
Gaming is
culturally important
20%
HYPE
For the
EST HIGH FREQUENCY
between
and 20 51%
29 40%
38%
35% 31%
ti-device player
under half playing
heir PC
the idea of
MOTIVATION
fandom within gaming. Gamers
Play to fuel their competitive streak and
Japanese RPG/Anime in thiskeepsegment
up with their friends.not only play but also love
to share
as well astheir
their socialenthusiasm with others via
Their play driven by their competitive streak
life and peers. Basical -
CASE STUDY
CASE STUDY
1.3
More Than Just About Gaming
The stereotype that gamers just sit at home and play 20 hours a
day is still prevalent from both outside and within the community,
hence the insult “Go and touch grass” is often hurled in post-game
chats. But contrary to popular opinion, gamers have diverse
personalities and interest, they are often disproportionately
passionate about other activities, and they are big consumers of
all sorts of media.
GAMERS ARE VERY use social media sites or apps for 9 hours,
and watch online videos for 10 hours (vs.
CONNECTED TO THE 25, 20, 8, and 10 hours respectively for
WORLD the general population).
Segment
Focus
PARTY
For the
56% 54%
52%
47% 46%
42%
26%
WIN
For the
64%
49%
34% 33%
30%
CASE STUDY
The Place of
Brands in the
Gaming Economy
In this second part, The Place of Brands in the Gaming Economy, we start by
discussing the importance of added value to the gaming experience and
community if brands are to truly seize the gaming opportunity. We then discuss
how brands can develop a genuine and effective presence that resonates with
gamers.
As we explore these topics, we do not stop with in-game only environments but
also look at the entire gaming opportunity spectrum, from sponsorship to media to
intellectual property development and commerce.
Brands can gain a lot of value from their participation in the gaming
economy. However, to find their place in the gaming culture, be accepted by
gamers and resonate with them, brands need to focus first on the value
they bring. Gamers not only judge brands by their products and marketing,
but also for their involvement with the gaming experience and community.
Mutually
Esports Events / Beneficial
In-Game Sponsorships Experiential Partnerships
(Existing IP)
Gaming- Game / IP
Talent Metaverse /
targeted In-Stream Development
Activation XR Experiences
Media (Original IP)
Advertising Co-development
Engaging
Gamers Across
Environments
GAMING-
TARGETED
MEDIA
For marketers well versed in digital You can also use audience data to target
advertising, the quickest way into gaming gamers in non-gaming environments.
is contextual media (i.e., static and video Although most game publishers and
placements bought directly or platforms do not offer ID match based
programmatically in gaming-related on users’ gaming credentials for brands
context). However, its technical simplicity to target players outside games, you can
and its proximity to what brands already still tap into affinity-based audience
know should not overshadow the segments built from watching behaviours
importance of developing a thoughtful on streaming platforms, self-declared
approach, driven by a clear gaming interest on social platforms, or
understanding of audiences. Intelligence self-declared gaming device ownership
on gamers, such as the CCSxGWI fused or playing frequency collected through
data can be easily incorporated into the consumer panels.
Engaging Gamers
Across Environments
IN-GAME
IN-STREAM
Engaging Gamers
Across Environments
CASE STUDY
Gaming a hack
for Live sports
H&M launched its first ever local India
LINEN collection during April’22. Our
audience had huge affinity for sports and
gaming as a genre. Additional insight that
we had is when live cricket matches take
place like IPL, there is also increase in
DAU in games that are cricket based by
consumers.
To leverage gaming for H&M we partnered
with Frameplay and used In-Game Ad
platform to efficiently reach their target
audience. The H&M Men’s Linen range had
high impact in game placements.
Innovative and impactful placement on
the cricketing stadium / field in the form
of perimeter boards, signages were used
to bring the collection to life.
Engaging
Gamers Across
Environments
Be a part of culture
Going deeper into brand integration in approaches ideal for brands looking to
the gaming space, brands should consider leave their imprints on the gaming
esports sponsorships, talent activation, communities.
and events / experiential campaigns.
As you explore these opportunities for
Depending on the target audience, these your brand, you need to be ready to
elements of the gaming spectrum may relinquish a certain degree of control,
not offer the same reach as pure media especially on the creative side. Gaming
buying tactics, as they do not appeal to natives know best the codes their
all categories of gamers. However, they communities are ready to accept, and
are particularly relevant for the player inflexible brand guidelines expose you to
segments who are typically the most risk being perceived as tone-deaf – or
passionate about gaming, such as esports worse, to risk receiving backlash. Be
fans. These select tactics also tap into a thoughtful in how you seek to add value
sense of belonging embodied by esports to the gaming experience and
teams, gaming influencers, and communities and expect to build your
communal fan experiences during gaming presence incrementally over time to earn
events. This intersection of intense and reinforce gamers’ positive
passion and group dynamics makes these perceptions of your brand.
ESPORTS
SPONSORSHIPS
Engaging Gamers
Across Environments
Be a part of culture
TALENT
ACTIVATION
EVENTS /
EXPERIENTIAL
Engaging Gamers
Across Environments
Be a part of culture
CASE STUDY
Creating new
Intel propelled YouTube Gaming
streamers and influencers to grow and
Engaging
Gamers Across
Environments
Drive culture
Brands can actively shape gaming culture criteria: instant gratification (i.e., enabling
by designing or co-designing immersive the users the get what they want or what
experiences that make the most of they need, now), entertainment and
innovative technology, their intellectual novelty (i.e., surprising users and making
property, and intellectual properties of them escape or laugh along the way), and
third parties renowned in the gaming care (i.e., looking after users and the
world. gaming community).
As you evaluate whether these While these experiences require the most
opportunities can translate into lead time and effort, they have the
meaningful experiences for users, ask greatest impact on the most passionate
yourself if they tick all three following gamers.
METAVERSE / XR
EXPERIENCES
Engaging Gamers
Across Environments
Drive culture
MUTUALLY
BENEFICIAL
PARTNERSHIPS
(EXISTING IP)
GAME / IP
DEVELOPMENT
(ORIGINAL IP)
Engaging Gamers
Across Environments
Drive culture
CASE STUDY
The Highway to
The progressive adoption of virtual reality, In India, Metaverse is still at nascent stage
augmented reality, and mixed reality, as but that is exactly what is most exciting
well as the growing popularity of thing about it. It gives immense space for
blockchain-based technologies like experimentation. In November, Singer
cryptocurrencies and non-fungible tokens Daler Mehndi has reportedly become the
(NFTs), will inform both the evolution of first Indian to buy land in Metaverse. He
the internet as we know it today (Web2) has bought the land through the
into its successor (Web3), and the Metaverse platform PartyNite and has
emergence of the metaverse, the layer of named it Balle Balle Land.
immersive experiences built upon it.
The statue of Kempegowda, being called
The metaverse is expected to be the next the 'Statue of Prosperity', was unveiled by
paradigm for engagement between Prime Minister Narendra Modi on Friday,
brands and consumers and the new 15th November 2022. This statue is
playground where consumers will situated in the park which will offer a
experience content and interact with each metaverse experience for tourists, in line
other. with the government's efforts to boost
tourism.
CASE STUDY
Launching in
experience capabilities to design a
gaming/Web3 specific activation,
Fostering
Mutually Beneficial
Relationships
As we have seen in this report, gaming has At dentsu, we constantly monitor the
moved on from the ambit of individual gaming landscape. We know that gaming
play to engaging audiences with the is more than advertising. It is about
meteoric rise of streaming. It has evolved creating, amplifying, and adding
into becoming a primary channel for momentum to culture. It is about fostering
vibrant fandoms, a culture-shaper, - mutually beneficial relationships between
creating limitless opportunities for players, publishers, and brands.
marketers.
We stand with brands by delivering
To capitalise on them, brands must beyond traditional advertising, giving
genuinely understand gamers, starting them unprecedented access to all areas
with their motivations. Rather than of the gaming industry. Through our
rushing in, a brand should take entertainment expertise within the
incremental steps to build a durable and Japanese market, global venture-level
credible presence for the community, investments, and unique intelligence on
bringing value through experiences both gamers, we provide the means to produce,
within and outside games. Successful develop and monetise intellectual
brands are the ones who learn and evolve property such as original games, content,
with this always-changing world. and events. Through our scaled media,
creative, and customer experience
With 5G networks and VR experiences
capabilities, we help brands connect
becoming progressively available on a
authentically with the right gaming
wider scale, gaming’s evolution is set to
audience.
accelerate. We are heading to a future
where enhanced connectivity could Gaming is one of today’s most exciting
potentially turn any device into a gaming marketing spaces – one with unrestrained
console with improved graphics, reduced growth potential and unprecedented
latencies and, ultimately, the creative platforms – and it is wide open
interoperability necessary for the for exploration!
emergence of the metaverse.
References
1. InMobi Pulse Gaming Survey India, 3. ESPORTS CHARTS, Most watched esports
February 2021 disciplines in 2021, January 2022
2. Lumikai India Leveling Up - State of India 4. Activision Blizzard Media, Brand Experiences
Gaming FY 2021-2022 for Every Moment, based on MOAT Analytics
and internal data, as accessed on August 16,
2022
Methodology
We segmented the CCSxGWI fused data into mutually exclusive audience groups that
covered the entire target population, and with answers as similar as possible within
each group. The two-phased process started with a detailed analysis of the survey
sample, followed by a software-based statistical validation to deliver consistent and
robust segments.
We performed this segmentation methodology across nine markets from the CCS core
study: Australia, Canada, France, Germany, Great Britain, Italy, Japan, Spain, and United
States. We later expanded this approach to the final 12 markets in the study which
covered India as well.
Executive Editors
Jack Boitani Dan Calladine Aurélien Loyer
Director of Content, Americas, Global Head of Media Futures, Global Thought Leadership Director,
dentsu international Media, dentsu international Media, dentsu international
Contributors
Nikki Farmar Don McLean Ashley Ringrose
Global Insights Manager, dentsu gaming Director, Studio Head, SMG Studio
dentsu international dentsu international
Bruno Salomon
Dan Holland Robin Lau Global Director of CCS,
dentsu gaming Lead, Americas, Senior Strategist, Content Business dentsu international
dentsu international Design Centre, dentsu Japan Network
Sarah Stringer
Rene Jellitsch Yoshimasa Nakano EVP, Head of Media Partnerships,
Global Media Strategy Director, Carat General Manager & dentsu gaming United States,
Japan lead, Content Business Design Media, dentsu international
Alexander May
Centre, dentsu Japan Network
Managing Partner, Strategy, Chris Twining
United Kingdom, dentsu X Mauro Nogare Global Digital Account Director,
dentsu gaming Lead, EMEA, iProspect
Jamie McConville
dentsu international
dentsu gaming Lead, APAC, Linda Zhang
dentsu group inc. Christena Pyle Global Insights Manager,
Chief Equity Officer, Americas, dentsu international
dentsu international
Credits
Anita Kotwani Megha Ahuja Nair Faraz Sayed
CEO, Carat India Vice President, Director,
Lead Dentsu Gaming India Carat India Carat India
Along with dentsu gaming India Task force Dentsu Gaming Global Support
Heeru Dingra Jamie Mcconville
Chief Business Officer, Client Development Director
dentsu creative India. Dentsu APAC Solutions
Faraz Sayed
Faraz.Sayed@carat.com
Ankit kishore
Ankit.Kishore@carat.com
Sumitabh Banerjee
Sumitabh.Banerjee@carat.com
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