SuperData: March 2015 U.S. Digital Game Sales

Analysis from SuperData CEO, Joost van Dreunen, follows:

 

  • Sony’s Bloodborne surprises with 155,000 digital units sold
  • Pincus takes back the wheel as social gaming market drops 10 percent
  • Nintendo moves to claim stake in $22.3 billion mobile games market
  • Overall digital games market totaled $1.01 billion in March sales
  • SuperData events: Berlin, New York, San Francisco, London, Los Angeles

 

Overall the U.S. market for digital games totaled $1.01 billion in sales in March, a 2 percent increase year-over-year.
The free-to-play MMO market reached $136 million in revenues, translating to 9.6 percent growth compared to the same month last year. A string of announcements, including a release date for Infinite Crisis from Warner Bros. subsidiary Turbine (NYSE: TWX) and Magic Duels: Origins from Wizards of the Coast (NASDAQ: HAS) continues the momentum in the free-to-play segment. Spending on mobile games was flat (-0.4 percent) compared to March 2014, but has been steadily improving following the seasonal dip during the first quarter. Following its earlier success, Glu Mobile (NASDAQ: GLUU) doubled down on the Kardashian family by signing a licensing agreement with Kim’s half-sisters Kendall and Kylie Jenner, hoping to target mobile gamers in their teens and early 20s. Meanwhile, the social games segment appears to be in a free fall, dropping almost 10 percent in revenues during that same period. Despite new releases by Kabam, the enthusiasm for social games is waning in favor of games on tablets and smartphones.

Sony hits home with Bloodborne, selling 155,000 digital units worldwide.
After the release of the beautiful but terribly short game The Order: 1886 proved somewhat of a disappointment, the March release of Bloodborne has the makings of a hit for Sony (NYSE: SNE). The combined sell-through of over a million units just twelve days after release is a remarkable success. (It is important to note that “sell through” refers to “units shipped” and does not mean “units sold.”) By comparison the game’s spiritual predecessor Dark Souls 2, published by Bandai Namco (TYO: 7832), managed to ship 1.5 million units in its first month, but this was across three platforms and a much larger install base. As consumers grow accustomed to downloading games directly to their consoles, publishers have started to notice an increase in demand coming through digital distribution. The latest installment of the Battlefield franchise published by Electronic Arts (NASDAQ: EA), Battlefield: Hardline, performed well, too, selling just under 425,000 digital units across platforms in March. Overall the digital console market in the U.S. increased 20% in March compared to the same month last year, totaling $84 million in sales.

Pincus takes back the wheel as social gaming market drops 10 percent.
Following the announcement of Don Mattrick’s sudden departure from his position as CEO at Zynga (ZNGA), investors responded with a wave of questions regarding the company’s future. It’s not been an easy job, of course. During Mattrick’s tenure the overall social games market dropped 6% in size and the monthly active user base has been largely stagnant, hovering around 188 million. Under his leadership, Zynga’s strongest franchise, FarmVille, was unable to counteract the softening of the market and dropped more than $9 million in monthly revenues to just over $2 million. By comparison, King (KING) has managed to offset a similar decline in revenues and its Candy Crush Saga on Facebook still operates at the same monthly earnings from two years ago. Overall, the social games segment totaled $154 million (March 2015), 42 percent lower compared to May 2012, when the market was at its peak. And things are not looking up: current spending patterns indicate a year-over-year decline of 7 percent in social gaming for 2015E.

Nintendo moves to claim stake in $22.3 billion mobile games market.
The announcement of a partnership with DeNA (TYO: 2432), a $2 billion a year mobile games company in Japan, proved welcome news for worldwide gaming audiences. Initially hoping to generate a modest $15 million in monthly revenues by leveraging its best-known properties, Nintendo (TYO: 7974) has finally made a clear commitment to the mobile games market, which is on track to reach $22.3 billion in worldwide revenues this year (2015E). As a growing number of mobile game companies set their sights on Asia, and specifically China, building a strong presence in Japan may yet be the more convincing strategy on tackling this market as mobile revenue per paying user is more than three times higher there than in China. If nothing else, it will help offset the never-ending increase in marketing expenses, especially now that TV commercials are becoming the next frontier in user acquisition wars. It is to be expected that Nintendo’s existing franchises will continue to drive sales, as is the case of Super Smash Brothers on the Wii U. But it demands a sufficient adaptation to mobile platforms: one of the company’s more recent releases, Pokémon Shuffle, did manage to accumulate over a million players but still stands clearly in the shadows of titles like Puzzle & Dragons by Gungho Online Entertainment (TYO: 3765) despite their apparent similarities.

SuperData event calendar: Berlin, New York, San Francisco, London, Los Angeles.
With the coming of Spring, the conference circuit blossoms. In the approaching period we will be available at the following events. If you haven’t already, please reach out to schedule a meeting.

  • “How to catch a unicorn: de-risking creativity.” A presentation by SuperData CEO Joost van Dreunen on April 22 at Quo Vadis in Berlin.
  • “Gamers are dead. Long live gaming!” A panel discussion on the changing nature of the gaming landscape, on Monday April 27 in New York in collaboration with Google.
  • “Free-to-play MMO retention, re-acquisition and their respective contributions to monetization.” Presentation by SuperData Director of Data Analytics Albert Ngo at the Game Analytics Summit on April 29 in San Francisco.
  • “Globalise your games.” Presentation by SuperData Senior Research Analyst Stephanie Llamas at Game Monetisation Europe on April 29 in London.
  • “Playing for real. How eSports is changing the game.” A panel discussion on competitive gaming on May 6 at the LA Games Conference in Los Angeles.

 

www.superdataresearch.com

MergeVR Makes Mobile VR Real

There’s no question that virtual reality (VR) has been the most exciting new technology teasing the game industry since the ascendance of smartphones. As yet, though, VR has been a tantalizing vision rather than a product, without a firm release date or a price point for any of the different VR hardware showcased. Until now, that is. MergeVR today announced it’s bringing VR to millions of iOS and Android smartphone owners this fall, with their VR Goggles and proprietary VR Motion Controller for the relatively low price of $129. The Merge Goggles are designed from a durable, soft and flexible foam, designed to fit any size head and a wide variety of smartphones. The MergeVR Controller is a wireless, handheld motion controller with nine inputs and 9-axis motion sensors.

“What we’ve created is fun, easy to use, and affordable,” says Andrew Trickett, Co-founder of MergeVR. “We’ve designed a truly consumer friendly, ground breaking product. We’re confident that MergeVR offers the best experience in mobile virtual reality.” The MergeVR Goggles are compatible with VR apps and 360-degree video already in the Google Play and Apple App Store. MergeVR is also partnering with top game and app developers to build virtual reality experiences.

Franklin Lyons

The co-founder and CEO of MergeVR, Franklin Lyons, spoke exclusively with [a]listdaily to give us some insights on this VR technology that will be available soon.

How many apps do you expect will be available for MergeVR when it ships?

We expect that about 12 unique experiences will be available, and we’ll grow from there. Our Developer Launch Partners Program is very active and growing fast for games and many other fun experiences. Also, remember, there are millions of smartphones in the marketplace; iOS and Android based phones will fit right into the slot in the MergeVR Goggles, allowing consumers to experience any of the growing number of VR apps already out there.

How difficult is it for developers to support MergeVR, including the motion controller? Will apps work without special modification with MergeVR?

We’ve made it really easy for developers to create content for MergeVR. We want it to be low risk and high gain for them as we launch and build market share. Also, for fantastic games that are already out there, the developer can easily recode for VR using our SDK, which is built on the Unity 3D software engine.

The Motion Controller controller is pretty amazing. It’s the industry’s first wireless handheld motion controller for mobile VR. The user doesn’t have to use a controller tethered to a PC. It’s full freedom. And straight out of the box, it’ll pair. No need to do a thing.

Also MergeStart is the menu of installed apps, which means in addition to superior gameplay, you don’t need to remove the VR Goggles to change from one experience to another.

How well does MergeVR deal with different sized smartphones? Is there an optimal size screen, both in dimensions and resolution, for the best VR experience?

We’re excited to say it fits them all! Even the bigger iPhone 6+. The super squishy and comfy material that the MergeVR Goggles are made of make it possible to fit a large, medium, or small phone. The material that the MergeVR Goggles are made of is a super cushy to fit any size head or face — a challenge for other systems.

What’s your marketing strategy for MergeVR? How will you make people aware of it, and then actually make the purchase decision?

We’re pretty darned excited about our fall launch — in time for the holiday shopping season. Anyone that’s eager to experience virtual reality and those who already have will understand how amazing it when they try it for themselves. We’ve watched early feedback and we see that once they have that “Aha” moment, most are hooked. We’re excited to be playing a part in bringing virtual reality to the everyday consumer. We have some interesting plans up our sleeves!

We fill a niche that no one else does. Everyone is talking about VR as if it’s in the future. It’s now and ours will be for everyone. MergeVR is lightweight, fits any face, affordable at MSRP $129, coming this year, and durable enough to be tossed on the couch or stuffed into a backpack — all the components that make it an easy decision.

Will MergeVR be sold at retail stores? Which ones?

MergeVR will be sold online and in retail stores, and we’ll be announcing more details about our product launch and purchase in the coming weeks.

Will there be any exclusive apps, or apps with features exclusive to MergeVR?

We’ll launch Merge VR Goggles and the VR Controller with around 12 different unique content experiences, and more being released regularly from that point onward. We are excited to talk more about our developers and the apps being created and can share that soon.

Do you think there will be one or two apps that will get people to buy MergeVR, or will it be the availability of a variety of apps that is most compelling to customers?

Right now there’s a demand for a comfortable, easy to use options to enjoy the quickly growing content in the Android and iOS App stores that already is available. Merge VR Goggles can be used with millions of Android and iOS smartphones that consumers already own. And then they can enjoy our launch of exclusives.

Plus, we have Merge Start, an app central to the Merge ecosystem. It’s a portal that organizes all your mobile VR content into one location. It’s easy to navigate with the controller, so there’s no need to take off the goggles to switch out your experience. With Merge Start you’ll be able to search, download, play and watch without leaving the immersive environment, which we are pretty excited about.

The Merge VR Controller allows the customer to navigate while in virtual reality, selecting, playing, and interacting with this new content in a new way.

MergeVR provides a way to enjoy not only what’s already available, but more importantly what is yet to come and coming soon. Virtual reality is in its early stages, and we’re excited to play a part in making it as widely available as possible.

 

 

Website: http://www.MergeVR.com
Facebook: https://www.facebook.com/MergeVR/
Twitter: @MergeVR
Instagram: Merge_VR

Activision CEO Sees eSports Opportunity With ‘Guitar Hero Live’

Eric Hirshberg was at the Best Buy Theater in New York City’s Times Square to introduce press to Guitar Hero Live, the first new game in the franchise in five years. He had some help from Fall Out Boy’s Pete Wentz and My Chemical Romance’s Gerard Way to show off the new guitar controller and the first-person perspective gameplay, as well as the music video discovery mode, Guitar Hero TV.

Having sold over 30 million copies during its first run at retail, Activision enlisted FreeStyle Games to develop a new game and allowed them time to experiment. This fall the new game will ship across all consoles, as well as mobile. While it will face competition (again) from a new Rock Band game, the current music and video game landscape is very different. The original Guitar Hero predates Facebook, Twitter and Spotify, and eSports wasn’t a global phenomenon back in 2005. Hirshberg explains why Activision, which has had success in eSports with Call of Duty, is looking at the pro gaming angle for Guitar Hero Live in this exclusive interview.

Five years ago when we last saw Guitar Hero at retail, professional gaming wasn’t as popular as it is today. What opportunities do you see for Guitar Hero Live given the rise of eSports like Call of Duty Championship?

Certainly if you go back and you look at the subculture that popped up around this game online on YouTube and the amazing athleticism almost of the best players out there, it lends itself to that kind of competition very well. It’s not integral to our plans today, but it’s something that I think you might see.

Coming out of the 2015 Call of Duty Championship, what are your thoughts on just how things have grown in the eSports space over the past five years?

It’s incredibly powerful and it speaks to a couple things. We look at it mostly as a way to drive engagement. We look at it as an incredible expression of engagement and passion from our fans that the game is played competitively, and these teams are just unbelievable. I used to think I was a really good gamer until I came to Activision and then I immedicable went down a few rungs on the latter with developers like David Vonderhaar and Jay Puryear that are unbelievable players that can kick everyone’s ass internally. Then you look at the teams that are playing on the stage and they’re at a whole different level. It really is like professional sports. It’s talent and it’s work and there’s a reason why these guys are the best, so the potential for Guitar Hero to plug into that is obvious, and one world we’ll watch and think about carefully.

Speaking of professionals, what’s the reaction been like from musicians you’ve contacted to be involved in Guitar Hero Live?

In a weird way pop culture is cooperating with Guitar Hero a little bit more right now because there’s a lot more music right now that’s at the top of the charts that is guitar-based than the last time. There are big bands like Fall Out Boy and The Black Keys, and they have big hits and they’re wildly popular. And there are also a lot of bands in the whole folk rock movement like Mumford & Sons, Of Monsters and Men and The Lumineers that’s very guitar-based. On one hand those bands fit really well into Guitar Hero, but the other thing we wanted to do differently this time is we widen the aperture of what kind of music could be in a Guitar Hero game.

How are you expanding the music offerings in this game?

Guitar Hero always had a heavy emphasis on one genre, and that genre guitar rock, will certainly be well represented in this game if you’re a fan of that. But when you look at the way people consume music today, they don’t just listen to one genre. They listen to multiple genres, and the game is based on these fictitious music festivals. If you look at the modern music festivals there are hip hop acts, pop acts, folk acts, rock acts, country acts, and EDM all occupying the same stage and playing to the same audience. That’s how people think about music these days. If it’s a great song and people like listening to it and it’s fun to play, we think they’ll love playing it in Guitar Hero. We’ve taken a little bit more of a wide net approach to the genres that you’ll find in the game, and I think the artists have been very excited about that.

Guitar Hero Live; Photo Credit: Larry Busacca, WireImage for ActivisionGuitar Hero Live; Photo Credit: Larry Busacca, WireImage for Activision

Over the years many rock stars have told me they’re great, obviously, at playing real guitar but they suck at Guitar Hero. What does it say about this game that Gerard Way from My Chemical Romance beat Jamie Jackson, the developer of the game, on stage?

If you have the muscle memory of what you would really do with a real guitar, it’s hard to break that and map your brain to a whole new way of pressing your fingers against the strings, so to speak. But both Gerard Way and Pete Wentz bucked that trend. We gave them the game before this event and let them practice a bit and they both took it pretty seriously knowing they’re going to be playing publically. It’s also a good sign that the new button configuration just feels right. One of the things Jamie (Jackson) talked about was that everyone who’s picked up the new three-over-three six button configuration just plays better instantly. It does feel more intuitive and natural. Your fingers just feel like they go there in a way that feels superior to the previous games.

How ‘Guild Wars 2’ Continues To Expand

The massively multiplayer online roleplaying game (MMORPG) genre of game has been a mainstay of PC game profits for over a decade, but those revenues certainly haven’t been evenly distributed. The segment has mostly transitioned from a subscription model to free-to-play (with Blizzard’s World of Warcraft as the exception), but many new entries in the field have struggled. One standout continues to be ArenaNet’s Guild Wars 2, which uses a hybrid business model of a one-time payment with in-game purchases. The game has seen regular content added, and now the new Heart of Thorns expansion will be a significant addition. ArenaNet’s head of global communications Meelad Sadat gave [a]listdaily some insights into the game and its marketing strategy in this exclusive interview.

Meelad Sadat

Guild Wars 2 has its first expansion, Heart of Thorns, coming up, nearly three years since the game launched. Why now, and why a full expansion, when the game has been getting regular content updates?

ArenaNet developed an interesting strategy almost immediately after launch in the way they update Guild Wars 2, and it’s rooted in this philosophy that the studio has to continually try to challenge traditional MMO conventions. Since launching in 2012, players have received more than 40 updates to the game. There have been traditional feature pack releases, and these were mostly about adding new features and improvements to in-game systems. The really innovative part of it has been with Living World releases. These have made up the majority of the updates. Living World is where ArenaNet continues to grow the Guild Wars 2 universe episodically, where during active “seasons,” players get releases with new game play, story and rewards every two weeks. These have introduced new character arcs, established storyline plants with payoffs between episodes, and even set up cliffhangers during key moments, all very much like a TV series.

All of these releases have been free of charge — players who buy the game get access to live updates without paying a penny. Over time it became more apparent that players want — and I’m quoting our devs here — the “occasional check in with me moment” where a lot of different parts of the game grow at once. That’s what led to the expansion, where the team is now preparing to release new content that goes way beyond adding a slice of new game play. Heart of Thorns is going introduce significant new features that touch on every core pillar of Guild Wars 2 and even redefine some key areas of the game such as how max level characters continue to progress.

What’s the Guild Wars 2 audience size now, and how is it distributed geographically? Does the audience continue to grow?

We launched in China last year, which puts us in three regions currently including North America and Europe. China is obviously a huge milestone in growing the game. The game is in great shape. It’s benefiting from not just a happy and healthy player base who’ve embraced what we’re telling and showing them about Heart of Thorns but also a surge of new players since announcing the expansion. Overall, I think the best barometer for Guild Wars 2′s success is how ArenaNet has grown as a studio — with staff growing some six-fold since the launch of the first Guild Wars — and the talent, resources and support it’s able to put behind both the current game and the expansion.

Guild Wars 2 uses the pay for the game up front, play for free model, with various in-game spending options. How do you feel this compares to the classic subscription model or the free-to-play model?

It’s the right model for how Guild Wars 2 launched, and testament to that is the success the game has had since. ArenaNet has been able to continue to grow the base game and now support an expansion for it. Let’s also look at player behavior under this model — they continue to play because of the compelling content they get. There’s no pressure to log in because they’re not paying for it monthly. On the flip side, there’s no pressure to opt out for every period of time they can’t keep playing. That’s not to say the other business models don’t have their merits. They certainly work for other games, whether MMO or other genres. There’s plenty of evidence to support that.

As a whole it’s what I think we’re discovering is one of the evolving natures of entertainment. Entertainment is expendable; people partake in it because they want it, not because they need it. So it’s only natural to have choices in the way we consume it, as well as have different models for different types of entertainment rather than force everything into a single delivery mechanism. Music found this out the hard way. Now television subscription services are starting to discover it.

What are the key areas for your marketing efforts over the next year?

I work primarily in earned and owned media and so I can speak to what we’re focusing on there. It’s all about finding ways to engage with fans and giving them reasons to engage with us when they’re not playing the game. We look to them to play a big part in exposing Guild Wars 2 and all of the reasons they play it as a means to get potential new players interested. This is the most powerful way to keep a game like ours relevant. And we’re constantly trying to turn influential gamers — press, Twitch streamers, YouTubers — into players. It’s great when we can get exposure for something we’re doing through these folks because they want to follow a big MMO like ours, or find some piece of news or information we put out interesting, or partner with us on a program or promotion. But if we can get them genuinely engaged and playing the game, then that’s what we want. Fortunately for us — and with all the credit going to the talented game makers at ArenaNet — Tyria is a hard place to leave once you’ve paid a visit.

What’s your best advice for game marketers, particularly regarding MMO’s, in this rapidly changing environment?

There’s a new groove in game marketing. Like you said, we had this tumultuous period when it seemed different parts of the industry all seemed to be going through changes at once. I think I need to use the word disruptions here. The audience for games went through some splintering, mainly with digital and mobile games taking hold, and that seemed to have the same effect on where people went for their information on games. Suddenly there were questions about why big traditional PR outlets weren’t moving the needle like they used to, and pretty soon we were seeing the same thing with big social media sites. But we’re back in a groove. Nothing is dying — the influence of game press isn’t going away. Social media may be getting staid as a term but the essence of what it stands for — communities developing around shared interests and a mechanism for many to many communication — is going to be relevant as long as people like socializing with one another and there’s a free and open internet that lets them do that unhindered.

I think it’s more important to be cognizant of the subtleties of what’s changed. For instance with game press, there’s still a significant audience for the big game sites, it’s just that gamers process the information they get there differently. What a game site prints about a game I might be interested in is now just part of a larger framework of what I’m going to ingest before I make a decision about that game. There’s also this huge and healthy appetite for raw information. What’s a better way to evaluate a game, a slickly produced trailer with all the highlights — and believe me, I love a good trailer — or watching a live stream of the game on Twitch The latter gives me the raw deal and lets me know if this is a game for me. So I’ll discover the game through a trailer or a big piece of press coverage but if it I’m still interested, I’m going to look for the most raw information I can find on it. That’s what all of us in game marketing need to understand.

Our predecessors had it good — they put out a great box with three killer screen shots on the back, got press excited about a game with carefully orchestrated previews, and put out a great TV spot if they had the budget, and we’d all line up. Now you have to factor in all of the channels there are for finding out if a game is really all it says it can be. We can’t control what goes out through all of these channels, nor should we. But we better have a handle on what’s out there.

ESL’s Intel Extreme Masters Tournament Sets eSports Records

If you needed more evidence that eSports is a growing global phenomenon, the record-setting numbers from the Intel Extreme Masters event in Katowice, Poland last month are the proof. On the third event day, the Intel Extreme Masters and ESL One live streams reached a peak concurrent viewership of over 1,000,000 on Twitch, breaking the Twitch record for the highest concurrent viewership across a single event. The estimated global peak, across both Twitch and Asian streaming platforms, lies at approximately 1.6 million peak concurrent viewers.

Foot traffic was recorded at over 104,000 as fans from all around the world cheered teams and players to victory from within the Spodek Arena and adjoining International Congress Centre. More than 73 million stream sessions were recorded across all broadcasts, as five champions from four different games were crowned in Intel Extreme Masters, ESL One, ESL Legendary Series and Intel Challenge Katowice competitions. Each of the competitions at the IEM Expo 2015 broke ESL records to become the most watched streams in their respective games.

League of Legends, StarCraft II, Counter-Strike: Global Offensive and Hearthstone: Heroes of Warcraft fans pushed not only stream numbers, but also YouTube numbers to record-breaking highs. The ESL YouTube channel celebrated a total of over one billion minutes watched, as content from Katowice brought in more than five million views in the ten days that followed.

Michal Blicharz, managing director of Pro Gaming at ESL, spoke with [a]listdaily about the event and its record-breaking engagement.

Congratulations on setting records for streaming and attendance! What factors led to this?

A major factor was also the track record we have had with Intel Extreme Masters in Katowice in 2013 and 2014. The expectation was set that the ESL would deliver a show that’s nothing short of spectacular and that has already built up a lot of hype for the event.  In Poland, the IEM already enjoys cult status and that helped. There were queues of thousands of people outside the arena at 9am in the morning for a show that started at 1pm.

All of the above adds up to the fundamentals that you have to deliver: an amazing experience for the fans and an improvement on what you did previously. Finally, you have to rely on the players to deliver captivating matches and take the audience’s excitement to the next level. We had all that in Katowice.

What does this event and its popularity say to you about the future of eSports?

We’re reaching audiences that are too large to ignore any more. TV stations are looking on with interest asking themselves how eSports grew so big right under their noses. Our mega events like IEM in Katowice, ESL One Frankfurt and others are definitely what the future of eSports will look like. You will see more and more events, not just tournaments, built around eSports and attracting tens of thousands of fans. The biggest competitions will end up on television and TV stations will no doubt try to either find or build regular content such as weekly leagues.

What’s the next big event for ESL, and do you expect to reach this same level of engagement with viewers?

The next mega event will be in ESL One Frankfurt for DotA 2 in June and then ESL One Cologne for Counter-Strike: Global Offensive in August. Those events will punch on a heavyweight world championship level for their respective games. ESL One events operate on a different model as they feature a single game at a time. As such, they can’t be compared to IEM which groups several tournaments under one roof.

How do the sponsors of the event, particularly Intel, feel about the success of this tournament and of ESL?

The success of the IEM is not only a success for ESL but for Intel as well.  They’ve supported us since day one of IEM in 2006, back when professional gaming was a side show at a tech convention and we cheered when we had 20,000 people tuned in to a match.  They have the right to be as proud as we are right now.

Are there other games that you are looking at adding to ESL events, and if so, which ones?

We are looking at every game that is fun to watch and has a vibrant community. I can’t speak specifically about titles and genres as I would spoil what’s coming for the next Intel Extreme Masters season, but there are some new names on the white boards at the offices indeed.

Web site: www.eslgaming.com
Twitter: @ESL
Facebook: https://www.facebook.com/ESL

 

 

 

 

Film Studio Heads Discuss The Future Of Entertainment Marketing

A highlight at Variety’s Massive Entertainment Marketing Summit {link no longer active} was the panel called “The Masters: The Studio Heads of Marketing.” It was a rare opportunity to have the top marketers at big movie studios together on one stage. The panelists were Megan Colligan, President WW Distribution and Marketing, Paramount Pictures; Michelle Hooper, EVP, Marketing, Fox Searchlight; Ricky Strauss, President, Marketing, The Walt Disney Studios; Marc Weinstock, President Domestic Theatrical Marketing, 20th Century Fox; Josh Goldstine, President Worldwide Marketing, Universal Pictures and Angela Courtin, Chief Marketing Officer, Relativity.

Here are some of the takeaways we got on topics like influencers, tech and more:

About Influencers:

Angela Courtin, Chief Marketing Officer, Relativity:
“There are too many choices with platforms and partners. You can’t do a campaign without social today, but you don’t live or die by social either. But we are seeing influencer marketing growing in importance in the media mix.”

On Turning Around Bad Buzz

Megan Colligan, President WW Distribution and Marketing, Paramount Pictures:
“Research comes in handy here because it can give you an actual read of how the movie will perform rather than just listening to social media buzz (and freaking out).”

Josh Goldstine, President Worldwide Marketing, Universal Pictures:
“People go to movies for ideas, so the title should capture an idea. For example the title ‘Unfriended’ said so much it really changed the fate of that movie.”

A Little About Tech

Megan Colligan, President WW Distribution and Marketing, Paramount Pictures:

“If the trailer takes more than 3 seconds to load, the audience is out. So it’s as important to have a conversation with your tech developers as it is to have a good trailer these days.”

On Making A Movie An Event

Ricky Strauss, President, Marketing, The Walt Disney Studios:

“What we can collectively hold hands on is that movies are the most popular form of ticketed entertainment, but what we need to ensure we have to make sure it’s a big event, something that you need to experience on the big screen and can’t replicate on any smaller screens at home.”

Megan Colligan, President WW Distribution and Marketing, Paramount Pictures:
“The great thing with young people is that they come in groups, so you really just have to get to one of them. So it has to be an event for somebody and have something that connects socially, but if you’re not that important to any particular demographic you’re in trouble.”

On The Growing Importance of Media Buying & Future of Advertising 

Marc Weinstock, President Domestic Theatrical Marketing, 20th Century Fox:
“To be honest, the meetings about media buying a few years ago used the be the shortest, because it was fairly straight-forward. Now they’re the longest and most interesting meetings. How do you reach this or that particular demographic in today’s media landscape ”

Ricky Strauss, President, Marketing, The Walt Disney Studios:

“It’s never been a better time to be a marketer than now, because it’s all changing and it’s an opportunity to reinvent our craft. In 10 years from now marketing as we know it will be unrecognizable.”

 

 

 

Audi Teams Up With Marvel Again For ‘Ant-Man’

Loren Angelo, head of marketing at Audi of America, showed a teaser of Audi’s product integration in Marvel’s summer 2015 release of Ant-Man during Variety’s Massive Entertainment Marketing Summit {link no longer active}.

 

 

After a fun April Fool’s day YouTube video about the launch of an autonomous office chair with “supervisor avoidance technology,” Angelo has an ambition to leverage online video content in the future to reach young “smart” audiences online.

“Look out for more short form videos from us in the future, optimized for social sharing,” he said.