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Everyone’s a gamer

- By Iain Akerman

“No longer confined to dimlylit rooms or limited to a select few enthusiast­s, gaming has permeated every corner of society, transcendi­ng age, gender, and social status,” says Hanting Zhu, Publicis Groupe’s associate business director for gaming and esports in the Middle East. “This shift is evident in the expansion and growth across the entire spectrum of games and content, from hyper-casual to hardcore. It’s fascinatin­g to witness tournament­s for games like Candy Crush and Clash of Clans, showcasing the widespread appeal of gaming. As I always say, ‘in the MENA region, everyone’s a gamer, and there’s a game for everyone’.”

Gaming is having something of a moment. Saudi Arabia alone is pouring billions of dollars into the gaming industry and plans to create 39,000 jobs in the sector by 2030. It has been making significan­t moves through the Public Investment Fund’s (PIF) Savvy Games Group, too, which acquired Us-based Scopely for $4.9 billion in April. In total, the group has $38 billion to invest, while PIF also bought an 8.3 per cent stake in Nintendo in February. The country has its own esports federation, plans to produce at least 30 new titles in the coming years, and recently held the esports festival Gamers8 in Riyadh.

In the UAE, the DMCC Gaming Centre was launched in December last year, while Abu Dhabi Gaming has been busy developing the gaming and esports industry in the country’s capital. Such investment­s, combined with an increasing number of gamers, have helped the industry to surge to the forefront of mainstream culture across the region.

The Dubai Esports and Games Festival was held in June, Middle East Games Con is now a part of Middle East Film & Comic Con, and a sizeable number of gaming influencer­s and content creators

are beginning to make themselves known to the wider world. Regionally, 60 per cent of the Middle East’s population consider themselves to be gaming enthusiast­s, according to the Boston Consulting Group (BCG). In Saudi Arabia, that figure is as high as 70 per cent, says the country’s Ministry of Communicat­ions and Informatio­n Technology, which stated that there were approximat­ely 23.5 million gamers in the kingdom in 2022. Globally, there are an estimated three billion gamers, all contributi­ng to an industry that is currently valued at $227 billion, according to Pwc’s Global Entertainm­ent and Media Outlook 2022-26. That figure is expected to rise to $312 billion by 2027.

“Over the past few years, gaming has transforme­d into a vibrant and influentia­l industry that goes beyond entertainm­ent,” says Abdallah Bibi, commercial director for sports, gaming and content partnershi­ps at Dentsu MENA. “It has become a powerful platform for brands to connect with their audiences. The interest and acquisitio­ns that the Saudi government has been doing lately in the creation of Savvy Games, increasing its Nintendo ownership, and setting up local game developers proves that gaming will be [an important] way of reaching local Saudi audiences.”

Traditiona­lly, brand involvemen­t has focussed on in-game advertisin­g, product placement and brand collaborat­ions. In 2020, for example, Rockstar Games’ Grand Theft Auto, one of the most successful franchises of all time, introduced real-world fashion brands for the first time. The update to Grand Theft Auto V featured the German musical group Keinemusik wearing clothes by the Berlin-based skate label Civilist. Characters could also be seen dressed in the Polish label Misbhv. Gamers could then buy clothes from both brands across Los

Santos, one of the fictional cities in GTA Online.

The decision by Rockstar Games to jettison its previous aversion to real-world labels was indicative of a surge in collaborat­ions between gaming franchises and fashion brands. Prada, Louis Vuitton, Karl Lagerfeld and Moschino have all dipped their toes into the gaming world, as have Puma, Burberry and Balenciaga. It’s a trend that has seen little abatement. In June, Nike collaborat­ed with Fortnite to create Airphoria island, a meticulous­ly crafted Air Max-themed universe replete with activities, rewards and skins and cosmetic options to be bought.

Of course, not everyone can invest such huge sums on collaborat­ions or even fit naturally into a gaming environmen­t. What’s more, gaming encompasse­s far more than just the titles themselves. Brands can develop their own games, sponsor profession­al teams, or strike merchandis­e deals. Puma, for example, has sponsored esports teams Cloud9 and Gen.g, creating bespoke game-day kits and lifestyle collection­s. “It’s a complex but organised ecosystem,” says Bibi. That’s why his agency has broken gaming down into six distinct categories: broadcaste­rs, publishers, tournament­s, influencer­s, teams/ players, and events.

Gamers, especially Millennial­s and Gen Z, are highly attuned to brands’ values and actions.

“Within the gaming world, we engage with gamers across a rich ecosystem of various touchpoint­s and experience­s – from hypercasua­l games and influencer content to physical events, tournament­s, esports, streaming, and more,” adds Zhu, stressing the importance of creating holistic experience­s that go beyond mere logo placements. “For most campaigns and brands, activating and synergisin­g across these areas authentica­lly is crucial, rather than relying on isolated tactical activities here and there. Secondly, we must remember that gamers are real, multifacet­ed individual­s with diverse interests and needs beyond gaming. Establishi­ng a crossover and connection between gaming and non-gaming interests for brands, especially non-endemic ones, can effortless­ly win over gamers’ hearts.”

Although dominated by the

18 to 34 age bracket, gamers are a remarkably diverse group of people, encompassi­ng all age groups and an almost even split of men and women. This melting pot of people spends hours watching each other play on platforms such as Twitch and Youtube, read and share content, and come together at events such as Gamers8, the world’s largest gaming and esports festival. The region, meanwhile, has the highest share of mobile gaming app downloads (50 per cent vs 40 per cent globally), according to BCG. Brands, therefore, need to identify the spaces they can enter naturally. Bibi advises brands to approach gaming in three verticals. The first is to commit for the long term.

This will help to foster loyalty and establish relationsh­ips with players, thereby gaining access to an engaged and dedicated audience. The second is solutions at scale. Whether through ingame advertisin­g, sponsorshi­ps, or branded virtual products, a brand can expose itself to millions of potential customers worldwide. “Moreover, gaming’s cross-platform nature enables seamless integratio­n across various devices, ensuring a consistent brand experience that accommodat­es the preference­s of modern consumers,” he says.

Then there’s authentici­ty. “Gamers, especially Millennial­s and Gen Z, are highly attuned to brands’ values and actions,” says Bibi.

“By participat­ing in the gaming community, a brand can showcase its genuine commitment to understand­ing and engaging with its target audience. Through immersive in-game experience­s, personalis­ed content, and partnershi­ps with popular gaming influencer­s, your brand can build a credible and authentic image that resonates with gamers and extends to your broader customer base.” Zhu agrees, noting that everything begins with “the authentic, unique connection between brands and consumers/gamers, based on strategic thinking”. Experience­s

that stem from this authentic connection and strategic approach can then be designed and brought to life. “Gaming is akin to a parallel universe highly cherished and protected by gamers,” explains

Zhu. “If brands can offer holistic experience­s through insightful strategy, captivatin­g design, and skilful execution, they can unlock a world of lasting brand love, equity, advocacy, engagement, and commerce through gaming. However, failure to do so risks being ignored or rejected by gamers as ‘just another brand trying to sell stuff ’.”

To avoid such a rejection, Zhu suggests three things. First, find the right partner/talent. “Given the vastness of this parallel universe, few brands can venture into it alone,” he says. “Finding the right partner can not only mitigate risks but also increase effectiven­ess and drive success in gaming much more efficientl­y.” Secondly, be bold. That means creating lasting, synergised, and holistic experience­s that resonate with gamers. And finally, aim to evolve with the industry and gamers. “The gaming sector and its consumers are in a constant state of evolution,” he says. “There’s always a new game, a new content creator, a new experience, a new brand, a new trend. Embracing novelty and innovation is crucial for successful marketing in gaming.”

Whether this boldness will include venturing into the worlds of augmented reality (AR) and virtual reality (AR) is a matter of choice. VR has perched tantalisin­gly on the cusp of mainstream success without breaking through at scale, while the possibilit­ies of AR in gaming remain largely untapped. What is certain, however, is that moving beyond in-game advertisin­g and product placement to the creation of more immersive gaming experience­s is a priority.

“In-game advertisin­g and the use of influencer­s is always going to be there, but it’s overdone,” says Nadeem Ibrahim, head of digital at UM Saudi Arabia. “What I have personally found is that gamers look for alternativ­e experience­s that naturally push advertiser­s and platforms to be more creative. It comes down to game developers

being more open-minded and welcoming of immersive experience­s. We also have a sense of duty to educate developers and brands about what benefits these experience­s bring to all. If we think of where Meta – through Oculus – and Apple are taking us, let’s collective­ly look to educate each other about the benefits of providing that immersive experience.”

Creating more immersive experience­s necessitat­es the leveraging of other media channels, such as social, out-ofhome, and connected TV, says Bibi. Such a move acknowledg­es the fact that gaming should not be placed solely in the gaming environmen­t.

On a consumer level, customers need to be entertaine­d, whether playing or watching games or attending events. “Experience marketing is important on that level,” believes Bibi. “Customers interact more with brands that

‘go the extra mile’ and deliver something more than a product or service. Examples can be AR, VR, best dressed hero costume, or stand in an event.

“On a brand level, start steering away from traditiona­l media and being more present in gaming events and present tournament­s, merchandis­e, and platforms for users to engage with games and the brand. This will evoke consumer emotions and reignite connection­s between consumers and brands. This strategy aims to appeal to all consumers’ five senses while creating a memorable experience.” None of this will happen without sizeable investment. Like social media before it, brands will need to have specialise­d resources, running activities with a trusted on-ground partner. Even Bibi’s own appointmen­t is an indicator of the regional importance of gaming, having taken on his new gamingfocu­ssed role in August. “Gaming is now mainstream and is growing to become an essential vertical to advertise and reach out to a brand’s audience,” he says. “There are emerging topics on advances in AI, innovation in esports and monetisati­on techniques. There’s enough insights and data to have a go-to market solution(s).

Unanswered questions remain, not least how effective branded games such as – for example – Balenciaga’s Afterworld: The Age of Tomorrow actually are; or whether the rewards surpass the financial outlay. Many of the biggest gaming franchises – Call of Duty, Resident Evil, Assassin’s Creed, The Last of Us – have also shown a reluctance to become involved in the frenzy of collaborat­ions, while many other games remain niche pursuits. Not all brands are a natural gaming fit, either, so even involvemen­t in events is often questionab­le.

Neverthele­ss, as Zhu says, in the Middle East and North Africa, “everyone’s a gamer, and there’s a game for everyone.” “As a marketer in gaming, I recognise the immense potential in the MENA region and the opportunit­y to grow with the market,” he says. “The region stands in a unique space and stage in terms of the gaming and esports market, offering distinct nuances, diversity, and trajectory that sets it apart from other regions in the world.”

What I have personally found is that gamers look for alternativ­e experience­s that naturally push advertiser­s and platforms to be more creative.

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