Instagram’s Top 5 Gaming Brands

Instagram has become an increasingly important platform for brands with adoption rates for brands projected to reach 70.7 percent by 2017. App marketers have already been using the platform for user acquisition to great effect, finding the app to be an easy segue to a download.

“Instagram can be a highly effective channel for app user acquisition,” said Michael Oiknine, co-founder and CEO of Apsalar. “I see four key strengths: engaging, action-oriented ad formats, precision audience targeting based upon a broad range of user characteristics, streamlined ad management via the Facebook Ads Manager, and spend flexibility to accommodate both large and niche ad budgets.”

“But UA is only part of the story,” he says. “We’re also seeing more and more clients interested in using our audience creation and delivery tools to deliver targetable audiences to the Facebook Ads Manager for remarketing across all of the Facebook properties, including Instagram.”

Plenty of gaming brands have been leveraging the platform to engage with fans, facilitate promotions and showcase their products in many different ways. Here are some of Instagram’s top performers doing just that.

5. Razer

Razer demonstrates their command of Instagram with masterful product photography and consistency, keeping their feed chic and cool. With 443,000 followers, gamers love keeping tabs on this peripherals company.

https://instagram.com/p/9Gq6soOvz_

https://instagram.com/p/850BiGOv2M

4. Nintendo

Is it at all surprising that Nintendo rises to the top of this list The game company s culture translates perfectly to the visual platform. The proof 772,000 followers.

Fans follow for cosplay, Amiibo, and a glimpse into what s happening behind-the-scenes.

https://instagram.com/p/8q0oikMYz1

https://instagram.com/p/4H89eRsY2O

3. Xbox

Coming in at 1.2 million followers, Xbox’s Instagram runs the gamut from artsy takes on the Xbox One controller, event photography, game culture and more.

https://instagram.com/p/6u8lDDLnaO

https://instagram.com/p/7iXGQrLnSn

2. PlayStation

PlayStation’s Instagram bio promises product photos, event coverage and some behind-the-scenes action, too. They certainly deliver. Recently celebrating their 20th anniversary, the feed has been filled as of late with impressive PlayStation-themed cakes and cupcakes.

https://instagram.com/p/7bjc5DFZPZ

https://instagram.com/p/8Nl72EFZDr

1. Clash of Clans

With over 2.1 million followers and the notable title of the only game on this list, Supercell’s Clash of Clans is inarguably ruling Instagram. Clash of Clans‘ Instagram feed is filled with photos of the game s event participation as well as memes. Fans of the game follow to keep an eye on the game s upcoming promotions.

https://instagram.com/p/7zzvPZjoKR

Inside the Shopping Habits Of Gen Z

In the past, people had to go to brick and mortar stores to purchase items. However, e-retailers like Amazon made huge changes by offering easy ways to shop online, and that’s just the way the Gen Z (a subset of millennials) audience likes it.

A recent report from Quartz details how a recent panel at the Fashion Digital Conference in New York City discussed spending habits, particularly within the Gen Z group aged 17-23. Stacey Ferreira, author of the book $2 Billion Under 20, simply stated on the subject, “People don’t buy stuff in actual stores anymore; stores are there to just, like, expose people to the brand.”

That indicates that people still have an interest in visiting showrooms to get an idea of what they want to buy, but more are turning to a convenient online option, thanks to simpler delivery and (in some cases) better sale prices.

“Before, going to the mall and hanging out was a thing, and I’m like, how was that ever a thing ” added Ocean Pleasant, the 18-year old founder of a magazine on youth culture. And it’s true, malls have seen enough of a decline, with some even closing down as a result. Instagram and Snapchat have become more of a social and in some ways, safer means to interact with others, instead of needing to “go hang out at the mall”, as it were.

Ferreira also added, “I like going to Apple stores to not only look for products, but I like the environment. I would go work out of an Apple store if they would let me.” That indicates that, despite the decline with some retailers, there are some that still have a strong presence, including Apple and Microsoft. However, keep in mind that both of these have devoted employees that are quick to provide information on product and services.

As for the “millennials” label regarding the age group, Reade Seiff, the 17-year old founder of small business start-up Workpile, stated, “I know what I want and who I am, and I don’t want to be forced to go to some millennials rack.” This is in reference to a special “millennials floor” that Macy spent millions of dollars building a while back to attract a younger crowd, dubbed One Below. He also added, “Clearly something is wrong here because I didn’t even know about it. Instead of trying so hard to sell to a manufactured group, they should focus on selling products people naturally love.” That is pretty sound advice, considering the drop in retail sales compared to online.

To provide more detail as to what millennials and Gen Z look for with their shopping experience, Accenture recently posted a report that explains what marketers can when trying to get into the trillion-dollar demographic.

The report not only notes the similarities in shopping habits between millennials and other groups (like Baby Boomers and Generation X), but also breaks down the various “myths” surrounding shopping habits, whether in person or online.

One myth is that it’s “all about online shopping.” “Online and mobile channels are important to millennials, providing the information and insights they need to find the best products and services,” says the report. “Many hone their shopping skills on the Internet, checking product ratings and reviews or feedback on retailers, for example, to confirm that both product and vendor provide the best value and service, respectively.”

It also shows that 68 percent of all millennials prefer an integrated, seamless experience, regardless of market, which explains the popularity of Apple and Microsoft stores, since their products are often connected.

The second “myth” focuses on loyalty, which is one of the biggest aspects to keeping an audience coming back. One shopper stated, “You want to feel welcome when you go to the stores,” and some outlets simply aren’t providing that. “There is (something) about the product and its cost, but there’s also a big part about being treated like a valued customer.”

“Loyalty programs are big,” added another consumer, emphasizing special programs that offer discounts or even free items for shopping at a particular outlet. 95% or more of millennials noted that they prefer to be courted with with coupons or other offers coming to their home or digital devices.

Finally, social networks play a big part with the third “myth”, as marketers easily mistake certain habits on channels for being popular with shoppers. “I do ‘like’ certain retailers on social media,” said one interviewee. “especially if it gives me access to coupons or deals or more information. (Otherwise), I would have to be pretty emotionally moved to just ‘like’ (a retailer) for no reason.

It helps to have a routine that becomes part of a conversation, according to another. This includes special offers and updates to keep consumers informed. “It’s not like you’re communicating a deal to (your friends). It’s more like, ‘Hey, I got this new thing, this new toy.'”

Positive buzz plays a tremendous part in this, instead of just simply existing and hoping that customers will follow.

‘FIFA 16’ and ‘MGS V’ Top the Charts In Superdata’s September Worldwide Digital Game Sales Report

Industry game sales continue to grow quite well through September 2015, according to new numbers reported by SuperData. Digital sales have managed to reach $5.4 billion for the year, up 11 percent from the previous year.

Analysis from SuperData CEO, Joost van Dreunen, follows:

  • FIFA 16 and MGS V top the charts at the start of the fall release season.
  • Worldwide digital game sales reach $5.4 billion in September 2015, up 11% YoY.
  • Oculus and Samsung target the mass market with the $99 Gear VR.
  • FanDuel and DraftKings go after $143 million North American eSports market.
  • Call of Duty and other shooter franchises eschew single-player modes.

SuperData Top5 Sept 2015

Top selling digital titles based on revenue by category, September 2015.

Reporting period 09/01/2015-09/30/2015

Digital console

  1. FIFA 16
  2. Destiny
  3. Grand Theft Auto V
  4. Metal Gear Solid V: The Phantom Pain
  5. Call of Duty: Advanced Warfare

PC DLC

  1. Metal Gear Solid V: The Phantom Pain
  2. Mad Max
  3. Counter-Strike: Global Offensive
  4. Grand Theft Auto V
  5. Guild Wars 2

Free-to-play MMO

  1. League of Legends
  2. Crossfire
  3. Dungeon Fighter Online
  4. World of Tanks
  5. Dota 2

Pay-to-play MMO

  1. World of WarCraft (West)
  2. Lineage I (East)
  3. World of WarCraft (East)
  4. Star Wars: The Old Republic
  5. TERA: Online (West)

Mobile

  1. Clash of Clans
  2. Game of War: Fire Age
  3. Puzzle & Dragons
  4. Candy Crush Saga
  5. Candy Crush Soda Saga

Social

  1. DoubleDown Casino
  2. Slotomania
  3. Candy Crush Saga
  4. Zynga Texas Hold’Em Poker
  5. Heart of Vegas

FIFA 16 and Metal Gear Solid V top the charts at the start of the fall release season. EA’s (NASDAQ: EA) FIFA 16 was September’s highest-grossing digital console release, followed closely by Destiny (NASDAQ: ATVI). The launch of Destiny’s The Taken King expansion spurred sales of full copies of the game, which made up two thirds of its September digital revenue. The additional content persuaded new players to take the plunge, and the expansion’s complex pricing structure further incentivised existing players to re-purchase the full game bundled with all current DLC. Two of the month’s most anticipated multi-platform releases, Metal Gear Solid V: The Phantom Pain (TYO: 9766) and Mad Max (NYSE: TWX) both fared better on digital PC than digital console. Konagi’s efforts to release the PC edition of Metal Gear Solid V day-and-date with the console versions paid off in a big way as PC players flocked to the game despite the franchise’s console-focused history. We expect the digital console and PC segments to fluctuate heavily through November as major new titles impact the hit-driven segments. The top-earning MMOs and mobile games remain largely unchanged from August. In the social space, casino-style games are becoming more prominent, now accounting for four of the top five games in the segment.

Worldwide digital game sales reach $5.4 billion in September 2015, up 11% year-over-year. With the exception of pay-to-play MMOs, which fell 8% to $213 million, global digital games revenues were up across categories. The space with the biggest proportional gains was digital console, where year-over-year earnings increased 29% to $326 million despite player numbers remaining stable during this period. Most growth in the space came from existing players buying more full games digitally, as average monthly full game spending jumped 39% to $132.46. In contrast, mobile posted the biggest absolute gains, growing 9% to $2 billion, thanks to an influx of new gamers. User growth slightly outpaced revenue growth, with the total monthly active user count increasing 10% year-over-year to 2.2 billion as new, low-spending players from emerging markets continue to get access to smartphone devices.

Oculus and Samsung target the mass market with the $99 Gear VR. While the overall VR market is slated to reach 11 million users by 2016, the mobile and PC-based segments are beginning to take two very different paths. PC-based virtual reality remains focused on hardcore gamers. When it launches next year, the Oculus Rift (NASDAQ: FB) will likely cost over $350 as it strives for an uncompromising experience. Last week, SuperData had the chance to test out HTC’s (TPE: 2498) equally impressive Vive headset, which is slated for release in limited quantities this year. In contrast, the next wave of mobile VR devices will target at mainstream audiences, and non-gaming experiences are already a major component of the experience from the start. The relatively affordable Gear VR from Samsung (KRX: 005930) and Oculus will work for anyone with a 2015 Samsung Galaxy phone and will launch in time for Black Friday. To entice mainstream audiences, Oculus has added Netflix to the Gear VR, with Hulu arriving later shortly.

FanDuel and DraftKings both want in on the $143M North American eSports market. The two leading real-money fantasy sports sites have limited international appeal thanks to the availability and legally of online sports betting outside of the U.S.; as a result, both are targeting U.S. eSports fans to further their aggressive user acquisition strategies. In September, DraftKings added League of Legends (HKG: 0700) fantasy eSports to its main website while FanDuel has purchased dedicated fantasy eSports site AlphaDraft. By entering the eSports space, the sites are reaching a young, affluent audience they may otherwise miss. More than half of U.S. eSports fans are under 35 and they have an average household income of $76,000. However, younger consumers are the most likely to be cord-cutters, which until now, made them less susceptible to DraftKings’ and FanDuel’s ubiquitous TV ads.

Call of Duty and other upcoming shooters eschew single-player mode. The Xbox 360 and PS3 versions of the upcoming Call of Duty: Black Ops III will not feature a single-player story as developer Treyarch faced technical difficulties in bringing the latest campaign to older hardware. Other shooter games slated for release this fall without a single-player campaign are Ubisoft’s (EPA: UBI) Rainbow Six: Siege and EA’s Star Wars: Battlefront. As the genre becomes increasingly multiplayer-focused, competitive multiplayer gameplay lengthens player lifetime and, by extension, average spending per player. Earning higher revenues for publishers, we expect the focus on releasing additional content and maps packs to increase. Contrary to this trend, Star Wars: Battlefront is slated to launch with a $50 season pass, in a move that suggests EA is forfeiting DLC revenue. The last three entries in EA’s Battlefield franchise (on which Battlefront is based) have each seen a faster decline in post-launch revenue than the last game.

Many-Tasking: Work Optimized

As professionals, we feel a need to present the facade that we are busy people. Busy, in our minds, relates to getting work done, taking on a lot, feeling needed, making a difference, and, overall, being successful.

But as many people find out, there are two kinds of busy: using “busy” as a cover for being overwhelmed and being busy efficiently, by “Many-Tasking.”

Busy as a Cover

Longs hours and being busy for the sake of busy are indicative of inefficiencies and false business syndrome.

As professionals, we want to contribute. We need to be involved and often we end up biting off more than we can chew. In the end, we put in longer hours but don’t really accomplish anything. We just spin our wheels like a mouse in a cage.

First off, our brains aren’t made to work on anything for longer than 120 minutes. While sleep or awake, our brain has a cycle called the ultradian rhythm that moves from higher to lower alertness in 90 minute cycles. Then it takes a rest.

Optimal efficiency would be working on a task for 90 minutes, taking a break, then moving back to that task or something else. Working extended hours to get something done would result in lesser quality.

Not to mention, working more hours could actually hurt you. A University College London study found that working more than 55 hours a week increases your risk of stroke by 33% compared with those who work a 35- to-40-hour week.

Instead of putting in longer hours, using the time you have during a normal day will increase effectiveness and deliver better results.

The New Multitasking

Let’s just put this out there: multitasking doesn’t really work. Doing multiple things at once just doesn’t get a lot done.

Recently, research at Stanford University found that multitasking fails: you are less productive than if you were doing a single thing at a time. As humans, being hit with information from multiple sources, we struggle to pay attention, recall properly, or switch from one task to another. It’s overwhelming.

Armed with the knowledge our brains are wired to work in chunks of 90 minutes, the new multitasking isn’t doing many things at once, it’s doing many things in a row with breaks in between. It’s Many-Tasking.

At the end of the day, you ll feel you’ve gotten a lot accomplished without feeling overwhelmed.

Fill that Pipeline

Like many, I have a long backlog of things I need to do. When I try to do them all at once, nothing gets done. I use Many-Tasking, I can fill that pipeline in a day and start knocking tasks out. Using a list-making app like Evernote or Google Keep and planning my day in chunks, I can get a lot done in one day.

Many-Tasking allows me to focus on one task at a time and deliver the highest levels of quality while getting a lot done.

Let s be busy, but make it manageable.

Brands Celebrate #BackToTheFuture

It’s happened. It’s finally October 21, 2015: the “real” date Marty McFly and Doc Brown time-traveled to in Back to the Future II.

back to the future

So maybe there aren’t flying cars yet and maybe video games have become much more tactile than hands-free, but we’ve still come a long way. We can FaceTime each other, fly miniature drones, track our every move and make payments with our phones! To celebrate the future and the legacy and cult status of Back to the Future, brands have been tweeting today in full force. Here are some highlights of what we’ve seen on this unofficial holiday.

Lexus

Although Lexus tweeted a video of a real hoverboard that uses superconductors a few days ago, the #LexusHover truly took off today. What better way to celebrate Back to the Future than making the future happen

Pepsi

For a marketing push Pepsi had to wait 26 years to do, the Pepsi Perfect was available for today and today only. Word on the street is that the drink has already sold out.

JetBlue

Your car may still have wheels, but JetBlue reminds everyone that we can all still fly.

Xbox

Flux Capacitors, that all-important tech that allows one to travel to-and-fro in time isn’t required to use an Xbox One. Whew!

Ford

Speaking of Flux Capacitors, the 2016 Ford Fiesta now has an optional add-on that “makes time travel possible (if time travel were possible, but it’s not – yet) in a stylish enclosure.”

ford fiesta flux

Nike

This one isn’t so surprising, as Nike had announced they would be developing this back in 2014. It wasn’t until today, however, via Michael J. Fox’s Twitter account that we got to seem them in action and learned they would actually be available in 2016.

 

To Auto-Play Or Not To Auto-Play?

With streaming video views picking up steadily between Facebook video and YouTube, along with a number of smaller channels, brands and marketers are taking advantage of the format now more than ever for advertising. The chief advertising method is through auto-play videos – pre-roll videos that play before the user can watch the content they really want. YouTube has used it pervasively since 2009, but advertisers still don’t know whether or not they’re a good idea.

Marketing design engine Crayon recently published a report (via SocialTimes) that examines just how much video is being used by companies. It analyzed numbers based on three different portions of the video market: the top 500, the top 10,000 and the top 50,000 websites, and came up with different results for each.

When it comes to those in the top 50,000, there seem to be slower adoption rates with certain companies. Self-hosted video and other tools are highly used within areas such as software and marketing, healthcare and medical, and non-profit and education enterprises, while retail and restaurant enterprises are on the lower end.

When it comes to auto-play, social networking sites like Facebook, Instagram and Twitter often utilize the format. However, not all companies are jumping on board, as the chart below shows.

Chart 1021

The numbers don’t lie. About 50 percent of videos posted online use some form of auto-play, while others rely on a click to get started.

Also, the report states that only 21% of companies involved in video use in-house tools, while 70% turn to a third party, such as YouTube, for hosting when it comes to the top 50,000. The numbers change a bit when going into the top 500, with 28% hosting their own video and 53% turning to YouTube. The numbers are most balanced in the 10,000 bracket, with 50% using in-house video, including such areas as restaurant, fashion and casino and gambling enterprises.

Corporate structure plays a big part in the slow adoption rate, according to the report. Those companies in the top 10,000 and 50,000 brackets seem to be the slowest, along with those corporations with a high employee count, in the 51-200 range. The lack of time, resources or opportunity with smaller businesses also play a part in that.

Whether more social sites will adopt certain programs that will make it easier for companies to hop on board has yet to be seen, although Facebook is opening up some new avenues with its video service. We’ll have to check out just what its plans are in the months ahead.

Meanwhile, the full report can be found here.

On the other hand, when U.S. internet users were asked if they like videos that played automatically on Facebook and Instagram, people responded that largely dislike them. Only 15.2% claimed they like the format, while 19.2% didn’t state an opinion. 12.5% of people claimed they never saw the videos.

statista survey

Image Source

Paranormal Activity Spooks Theaters With VR Demo

Paramount’s Paranormal Activity films have been haunting theaters for years, generating millions of dollars for the movie studio in the process.

Now, as a tie-in with The Ghost Dimension, the final chapter of the series that hits theaters this Friday, Paramount has launched a new promotion that will have viewers seeing spirits in a spooky new virtual reality experience.

In collaboration with AMC Theaters, the demo for the forthcoming Paranormal Activity VR game will be at various theaters. Fans will be able to check it out demo stations hosted by HTC Vive and powered by SteamVR. These locations include theaters in Baltimore, Boston, Las Vegas, New York and various California theaters. The full list is below.

AMC Loews White Marsh 16 Baltimore, MD
AMC Neshaminy 24 Bensalem, PA
AMC Loews Boston Common 19 Boston, MA
AMC Century City 15 Century City, CA
AMC Bay Street 16 Emeryville, CA
AMC Town Square 18 Las Vegas, NV
AMC Loews Alderwood Mall 16 Lynnwood, WA
AMC Tysons Corner 16 McLean, VA
AMC Mesquite 30 with Dine-In Theatres Mesquite, TX
AMC Empire 25 New York, NY
AMC Orange 30 Orange, CA
AMC Mission Valley 20 San Diego, CA
AMC Metreon 16 San Francisco, CA
AMC Mercado 20 Santa Clara, CA
AMC Universal CityWalk 19 Universal City, CA

The game is currently set to debut in spring 2016 and compatible with a variety of virtual reality headsets. A non-VR edition is also in the works for Steam, PlayStation 4 and Xbox One.

The timing couldn’t be better for the reveal of our Paranormal Activity VR game demo, said Russell Naftal, Co Managing Partner of Beast MG/VRWERX. With the (demo), we ve created an entirely unmatched horror experience on this amazing new platform. We can t wait for everyone to play the full game this spring!

Speaking exclusively with [a]listdaily, Alex Barder, co-managing partner of Beast MG/VRWERX added, “The Paranormal Activity VR game is really pushing the limits of the horror genre, immersing players in a truly terrifying, interactive experience. Gamers and horror fans have never played anything like this before, and we can’t wait for people to get a sneak peek and play the full game this spring!”

Not only will the promotion provide a boost to the films, but also the pending virtual reality version of the game, which will truly involve viewers more than the movies ever could. We re excited to bring gaming experiences to life in ways that fans have never imagined, said Dan O Brien, VP VR Planning and Management, HTC in the press announcement. With the Paranormal Activity VR game demo, the HTC Vive transports players from their local theater directly into the immersive world of Paranormal Activity – an experience they ll never forget.

How Mobile Game Companies Rank In Revenue And Consumer Reach

To maintain success for a mobile game – especially one of the free-to-play variety – a few factors come into play, such as how long players are able to stick around on a consistent level, as well as how top grosses fare in terms of that game’s popularity.

Pocket Gamer recently published numbers that indicate how the big five companies (King, Zynga, EA, Gameloft and Glu Mobile) compare. It turns out it’s good to be King, while others are competing in a dead heat.

Chart 2 1021

When it comes to the monthly active userbase of consumers, King is at the top with games like the ever-popular Candy Crush Saga. King has over 450 million active monthly players, which is much higher than the other companies, which are almost all sitting at around 75 to 150 million. Zynga is the exception, which came out much lower than anticipated, while Glu makes a strong showing with big name partner games like Kim Kardashian: Hollywood.

Chart 3 1021As for changes in monthly active players, it appears that Glu has managed to maintain great consistency with its games, while EA and King hold moderately steady. Meanwhile, Zynga shows a somewhat consistent drop with its titles, while Gameloft’s numbers are missing from the report.

When it comes to a daily active base of gamers for key publishers, King continues to hold a high amount, while Zynga, Gameloft and Glu are in the lower count. In fact, Glu almost sits at the zero percentile, while Zynga and Gameloft are just slightly above.

Chart 4 1021

Then there are the DAUs/MAUs (daily and monthly active users) for key publishers. Here, Zynga shows an alarmingly high count with around 25%, just beneath King’s 28%. Meanwhile, Gameloft and Glu show a smaller percentage, around 10 to 15%.

The report also breaks down daily and monthly earnings numbers, which show quite a few stark differences, with both King and Zynga holding at just under 30%, and the others, Gameloft and Glu, lower down in the 12 to 15% range.

As for the DAU numbers, Glu has a firm lead around $9.60 (following a rise from $7.35 or so), followed by Zynga in a close second (at around $8), while the King and Gameloft numbers come in a little lower, tied at around $3.60. Zynga is showing most on the rise with a dollar per player basis, while Gameloft is showing the lowest progress.

Zynga has the strongest monthly activity with just over two dollars per MAU, while King, Glu and EA Mobile are tied at around the one dollar point. Gameloft is at the lowest point, with less than 50 cents.

Pocket Gamer summarizes the report with the following breakdown:

  • King: market leader in DAUs and MAUs, but not particularly strong at monetization on a per player level
  • Zynga: struggling with player numbers but good at monetization
  • Glu: the smallest of the five in terms of audience, but good at monetization
  • EA Mobile: we lack DAU data, but it sits in the middle ground when it comes to MAUs and monetization
  • Gameloft: the weakest of the five companies in terms of combined audience and per player levels of monetization

The full report, complete with more charts, can be found here.

Image source

 

YouTube’s Ad-Free Subscription Service Is Here

As ad blockers continue to become a more prevalent force, streaming services like Spotify and Hulu have rolled out subscription options for users who want to have an ad-free experience with their content. We’ve known that YouTube’s ad-free version has been on its way for some time, but now we have an official launch date and a name. YouTube Red will provide users that ad-free service they have been wanting for $9.99 a month starting October 28th. The service will extend across devices and other YouTube services like YouTube Music and YouTube Gaming and will even enable users to watch this content offline.

“For years, YouTube s fans have been telling us they want more more choice when watching their favorite content, more ways to support their favorite creators and, above all, the option to watch their favorite videos uninterrupted,” said YouTube in a blog post.

Along with the YouTube Red announcement, YouTube will also be launching a new YouTube Music app they say will “make discovering, watching and listening to music easier than ever.” From the sounds of it, the app looks to offer a personally curated music experience. “Any song or artist you choose on YouTube Music will start you on a personal journey through one of the richest music catalogs; just sign in, tap a track you love, and see where your music takes you.”

Perhaps the biggest thing of all, YouTube says they will be bringing their own content to YouTube Red, in a move similar to Netflix and Hulu’s approach to content. “Starting early next year, YouTube Red will get even better with member-only access to new, original shows and movies from some of YouTube s biggest creators.”

“Last year, we announced an initiative to invest in the creativity of our top YouTube stars. We wanted to give them an opportunity to realize some of their long-held creative ambitions by developing new content for YouTube,” YouTube goes on to say in a separate blog post. Here are the original series and movies announced today:

Scare PewDiePie: In this reality-adventure series from the creator and executive producers of The Walking Dead at Skybound Entertainment and Maker Studios, experience thrills, chills and laughter asPewDiePie encounters terrifying situations inspired by his favorite video games.

Sing It!: From Fine Brothers Entertainment and Mandeville Films comes SING IT!, a scripted comedy that lovingly satirizes the reality singing competitions that have become a centerpiece of pop culture.

Lazer Team: In this feature-length action-comedy from Rooster Teeth and Fullscreen Films, four small-town losers stumble upon an alien ship carrying a mysterious cargo, leading to a battle to save Earth from an all-powerful enemy.

A Trip to Unicorn Island: From the team at Astronauts Wanted, this feature-length movie gives fans an extraordinary look inside the life and journey of Lilly Singh as she embarks on a challenging 26-city global tour where she has to remember to practice what she preaches: happiness is the only thing worth fighting for.

Untitled Joey Graceffa project: In this all-new reality adventure series, Joey Graceffa brings together an ensemble of top YouTubers for a murder mystery they’ll never forget. They’ll form alliances to survive, but little do they know that most won’t make it out alive.

360 Project from MatPat of Game Theory: YouTube educator and pop culture expert MatPat fromThe Game Theorists invites the audience to come along for the ride in an innovative new series and 360 VR experience. In each episode Matt explores the real-life science behind popular video games by throwing gamers into the high-stakes scenarios they play through every day, from water jetpacks to haunted pizzerias.

Single by 30: In this romantic drama series from Wong Fu Productions and New Form Digital, two high school best friends make a promise to get married if they re still single at 30. A decade later, with 30 quickly approaching, their attempt at upholding their vow unfolds in unexpected ways. Starring Harry Shum, Jr. and Kina Grannis.

Untitled CollegeHumor project: Written by and starring the cast of CollegeHumor, along with special guests, this new anthology series will take a dark and comedic look at the absurdity of Internet culture.

Fight of the Living Dead: In an unprecedented social experiment reality show from Alpine Labs, Fight of the Living Dead takes popular YouTube talent and traps them in a frighteningly realistic zombie apocalypse. They must use their instincts and gaming skills to survive as they battle the elements for the ultimate prize of survival.

I Am Tobuscus: From the mind of Toby Turner, {link no longer active} this scripted comedy explores the world of a self-involved YouTube creator pursuing bigger stardom. The show features original music, and satirizes the hilarious details of being an eccentric, new-age celebrity.

 

Still, pre-roll ads aren’t going anywhere anytime soon: “Don t worry! The free, ad-supported version of YouTube we all know and love isn t going anywhere.” But with YouTube offering a free one-month trial of the service, undoubtedly, many of its users will be opting in to the program.

What this means in the long-term for advertising on YouTube remains to be seen, but as brands are shifting their strategies to be more native on platforms, YouTube Red will almost certainly add to the urgency.