De digitale industry komt samen in Berlijn voor de 5th international GfM World (eGame Marketing) en Digital Marketing Entertainment Congress=, wat 12 en 13 maart 2008 plaatsvindt in het Grand Hotel Esplanade te Berlijn.
Een mooi congres wat gaat over o.a. game avertising & virtual worlds. Er komen sprekers van de huidige marktleiders in deze business (o.a. IGA WorldWide) .
Onderwerpen die zoal besproken zullen worden zijn: static & dynamic game advertising, new ad technologies, mobile entertainment, game licensing.
Ik denk een mooi congres om heen te gaan als je in de game advertising business zit! Hieronder een overzicht (in het engels) van de workshops die worden gegeven:
| The panels at a glance |
| 12th March 2008 10.15 - 12.30 | |
| Panel: Werbung & Games Virtual Bills: In-Game Advertising, e-Game Marketing, Product Placement |
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Puff is part of the trade. New products and services can only be successful if they reach their target group. Yet which is the |
| adequate medium? In the past there were only print media to book adverts, but today you have the choice between a variety of completely new advertising platforms. Experts from the industry reckon, that print media, TV and radio will no longer be the most important vehicles for advertising. In order to reach today’s target groups, new media like e-game advertising are being taken into account.
What are the new perspectives offered by the in-game advertising market? What direction will e-game marketing take in 2013? These are some of the questions that will be discussed. |
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| 12th March 2008 14.00 - 15.30 | |
| Panel: Media & Games Print and TV: Media invest in the booming games market – status quo and forecast |
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No longer the exception: Media companies expand into the games market. Only recently MTV announced to spend 500 million |
| US-$ in the games business within the next two years. RTL Group and ProSiebenSat1 already have established their own business units in the profitable games market, recognizing that gaming is becoming more important as an advertising vehicle in a world of communication networks.
New business models in the media and games market, convergence towards traditional media, targeting technologies, TV, publishing houses and game platforms, digital e-game projects & trends. |
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| 12th March 2008 15.15 - 16.15 | |
| Panel: Marken, Medien & Games Licensing: Brands, movie and games industries – forecast 2015 |
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In order to attract consumers in the long run today, it is essential for companies to create brands |
| that positively differ and stand out from competing products.
Licensing as a means to create brand loyalty. New business strategies within the games and brand industry. How does the increasing popularity of in-game advertising influence the future of games and brand industries? How to deal with trends and changing trends. |
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| 13th March 2008 14.00 - 15.15 | |
| Panel: Social Advertising Superstitial advertising, „open social“ and „social advertising“. |
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„If I tell my grandmother that I’m doing Social Shopping she thinks I am doing social work.“ The |
| widely used term „social“ has recently got a new meaning in the web and now also comprises certain aspects of advertising. Traditional search engines like Google or Yahoo! match adverts with keywords, while platforms like MySpace and Facebook can go one step further and match adverts with human beings and their relationships.
Are those the two pillars on which marketing is based in the future? Information on strategies, business models and coverage of the most important communities. Perspectives for the next few years. |
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| 13th March 2008 10.15 - 11.00 | |
| Politics-Panel Media education & political stances concerning the e-game market |
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In 98 percent of all households there are computers. The internet is taken for granted, just like TV. |
| 95 percent of all households with young people are online. 83 percent of all adolescents surf several times per week.
Objective, critical views of the e-game market, virtual worlds and young consumers’ usage of media will be discussed by representatives from politics, organizations and companies. |
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| 13th March 2008 11.15 - 13.00 | |
| Panel: Digital Entertainment Gaming consoles are becoming multimedia centers for the living room |
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Microsoft, Sony Computer Entertainment, Nintendo etc. dominate German households. Open platforms, opportunities to meet friends in global networks |
| and play multiplayer online games (MMOGs). Individual user-generated content.
How do platform providers see the future? What technological innovations can be expected? What potential does media networking have for the advertising and games industries? |
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Congress tickets for EUR 890,00 (plus VAT.)
Further information www.gfm-world.net
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