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Branding in the iGaming sector

There are a multitude of similarities between the sectors of online gaming and video gaming; each driven by the latest generation of technology; skilled teams looking to create hit graphically charged games; boasting multi-million budgets and followed by a dedicated base of players and fans. However, according to Giles Thomas, founder and partner, MIMO Brands, the similarities are as nothing compared to one striking difference - where video gaming has its iconic brands such as Sonic the Hedgehog, Lara Croft and Call of Duty - there are, in his opinion, few if any defining brands in online gaming yet. Mr. Thomas is a branding expert with experience across a range of different categories and has acute knowledge of the video gaming sector as the former European Marketing Director at SEGA, having also worked in the same role for MTV Networks Europe. His view is that all marketers can benefit from the learning and experiences of their piers in other sectors, and that an insular approach can only lead to isolation to a sector, including potentially igaming.

Brands People Love

"If you look at the brands people love, the ones they most associate with, you’ll find none currently from the world of igaming, which I believe is a missed opportunity given the size of the online gaming business” states Mr Thomas. "The online gaming sector is at the point the video gaming industry was before the arrival of brands such as Sonic, Tombraider, Harry Potter and Call of Duty. These new brands were driven by a different approach to brand development and marketing, and they set new benchmarks for their industry. iGaming marketers can choose to embark on a similar path to create brands with meaning and value, to spark their own brand revolution, or to continue to rely on the trench warfare of free trial and incentives."

Mr. Thomas references numerous industries in which the creation of brands redefined the sector. Mobile phone industry branding and marketing were revolutionised by Hutchinson Telecom launching the Orange brand that promised a brighter, wire-free future in a sector previously content with fighting a coverage and price war. In so doing the brand created customer preference and enormous value for then and future parent companies. Apple changed the multiple clone PC sector into the biggest brand on the planet. And the question is, can the online gaming sector do the same? "Online gaming can enter a new phase and begin to think bigger about brands - it needs to move from 'look what we can do' into customer orientated brands whereby players think - 'that's the brand for me,'" states Mr. Thomas.

There are strong parallels between the igaming sector and the early years of the video gaming sector; each with very fragmented markets. However, as we saw in video gaming, the online sector will consolidate and as that happens the combined budgets allow for the creation of a different type of branding. It's not entirely budget led - but the desire to build long-term properties is about more than quarterly revenue figures. "Currently, the online gaming sector appears to be dominated by the short-termist view, whereas building brands requires quite opposite thinking," explains Mr. Thomas.

Current iGaming Campaigns

If you look at some of the advertising campaigns currently promoting igaming businesses, there remain massive cliches and stereotypes that are actually being encouraged by the companies involved. Actors renowned for playing gangsters help to reinforce perceptions of the category held by the wider public. "The semiotics of gambling communication have not only remained largely the same, but usually been reinforced - the strong common visual language that portrays poker in darkened rooms, betting conducted by hard men, and a sector that celebrates a slightly seedy image," said Mr. Thomas. "Given the technology behind many of these sites is much the same, every brand has the opportunity to think about building their own unique attributes. The makers of fizzy coloured water in cans can create brands as different as Coca Cola from Pepsi. Lager is very similar whatever can it is poured from, but the way the brand is perceived by the public is down to the way the owners have branded their products, injecting attitude, meaning and values that differentiate the product experience."

The negative public opinion surrounding betting and online gambling isn't something that phases Mr. Thomas or dampens his view of the potential of brands in igaming. "The video gaming industry received an enormous amount of stick over the last 15 years for its pedalling of increasingly violent games, partly aimed at young people," outlined Mr. Thomas. "The igaming sector must tackle similar challenges by really engaging with their customers. Branding helps define how you talk to your customers and behave around them - understanding your customer relationship is key, and the relationship between players, games, money and the emotional benefits of igaming. For example, there are many different types of players from novice to hard-core gamer, all playing for a slightly different combination of reasons. Businesses need too understand everything they can about their customers and build their brands around these insights."

"In my view, PaddyPower has demonstrated best an intention to create a differentiated brand. They have adopted some of the language of lager brands to create preference, and in so doing have managed to stand out from the igaming crowd. Their communication is usually unmistakably their own, which is a claim that few if any other igaming providers can make. This is a sector currently occupied by ‘brands’ where the customer is selecting their product of choice through promotion and convenience, rather than through brand association. Which is a shame, because there are multitude of opportunities for them to differentiate. Frankly, if insurance companies and price comparison sites can successfully differentiate, then you can bet that igaming brands can."

tags: advice, branding, branding advice, debate, gaming, help, iGaming, sector
categories: Blog, Branding, iGaming
Wednesday 12.18.13
Posted by Giles Thomas
 

Giles Thomas Interview with SBC

An interview with Giles Thomas Founder and Director of Mimo Brands. SBC catches up with Giles Thomas Founder and Director of Mimo Brands. [intro] Prior to setting up Mimo, Giles was Director of Marketing at Sega and MTV Networks. Heading up launches of new technologies, programs and TV Channels. Giles will be a headline speaker at the upcoming EIG conference in Barcelona for gaming [/intro]

[hr]

Q1. Giles great to meet you, can you tells us more about Mimo Brands and how your agencies strategy to branding can help gaming operators.

Answer:

Mimo Brands was set up to help businesses generate the most value from their brands. Our clients typically have brands that are not working as well as they might, are struggling to migrate from one channel to another, or indeed need to develop new brands from scratch.

Our ‘product’ is the creation of relevant and differentiated brands. This is relevant to igaming operators because widespread platform sharing has led to a market inhabited by a multitude of very similar offerings. As a result, consumers find it difficult to choose between brands, and are happy to flit between them.

[hr]

Q2. In a market such as igaming where players can be tracked market and technologies can map out user behaviour Do you feel that in igaming marketing practices such as branding have taken a back-foot to more acquisition led practices such as Affiliates, PPC, SEO marketing?

Answer:

Indeed. But it is not unusual for relatively young markets to avoid strategic branding in favour of a promotions driven approach. The early days of mobile telecomms were very similar, as were console gaming. This is usually because it is often easier to promote what you do and offer trial incentives than to build compelling brand stories. The trouble is, the promotions approach ultimately drives value out of markets rather than building more profitable long-term relationships with loyal customers.

[hr]

Q3. There are many gaming brands that have both an online and offline presence. Many of these brands have tried to shift digital services to their offline customers believing that their brand would be the hook, however results have failed to transpire. Why is this and can having an offline and online presence harm a company’s brand?

Answer:

There are great examples of gaming brands successfully moving online – Playstation, Sega – and those successfully moving the other way – Angry Birds, Moshi Monsters. It is critical for organisations to understand what makes their brand special, and how to transfer these attributes to new channels, as opposed to simply adding a new distribution or marketing channel and hoping for the best.

The only real danger of taking an online brand offline, and visa versa, is if it is not well thought through. It is important to understand channels often perform different roles, and consequently the rules of engagement may differ.

[hr]

Q4. In a saturated online market place such as igaming, where many of the customers are recycled through multiple operators (be it poker, casino, Sportsbook or bingo) can there be such a thing as brand loyalty.

Answer:

There will only be brand loyalty when brands offer something that customers cannot easily find elsewhere. The starting point for this differentiation may or may not to product-based. For example, Orange’s enormous success in the UK mobile telecoms market was brand-led not product-led. Historically, one of the biggest barriers to entry for console gaming brands was the Playstation brand, not the product itself.

[hr]

Q5. The majority of iGaming brands operate using third party technologies to cater for their customers, meaning that we see the same products re-marketed and re-packaged. Operators use price/value differentials to attract the customer such as bonuses, cahback or money back offers as incentives. Is this not detrimental to brand marketing and how can you make sure that a brands principles survive in this tough environment?

Answer:

Successful brand development in any business rests primarily at the door of the senior management team, not simply the Marketing Director. Branding is a company-wide strategy whose purpose is to create long-term value for the business. It is not a short-term marketing cost.

[hr]

Q6: When companies revaluate their brand placement or position for a digital market place. What factors do they need to take into account and what competencies and knowledge’s should they acquire when they undertake this practice.

Answer:

There has been a tendency by some to presume that today’s markets are much the same as yesterday’s. Others dismiss half a century of brand thinking and practice as obsolete in digital market places. Both stances miss the point. Success today rests on having real and relevant insight about markets and their users, on using the fabulous tools that digital affords us to engage and to manage behaviours, and most of all, having the bottle to zag whilst the rest of the world is zigging.

[hr]

Q7. As a headlining speaker at EIG, what do you want your listeners to take from your speaker sessions with regards to branding in gaming?

Answer:

igaming branding and marketing will change. Those who lead this change will enjoy the greatest spoils.

categories: Blog, Branding, iGaming
Friday 10.04.13
Posted by Giles Thomas