Measurement

We’ve created an advertising experience that is positive to the player, but the question for us remained whether this would benefit brands.

Mobile Has Changed The Gaming Audience

The accessibility of smartphones has ensured that virtually everyone is a gamer, with over 2.3 Billion people playing mobile games worldwide. Gaming is one of the biggest time investments among consumers for mobile, yet advertiser spending and attention have been slow to follow relative to social. This yields a real opportunity for forward-thinking brands.  

Gender Splits by Platform

Average Age

Gender Splits by Platform

PC/Console
PC/Console
39%
61%
Mobile
Mobile
49%
51%

Average Age

The average gamer is 34 years old

Measurement Results Summary

 

 

Compared to Social & Entertainment Ads

 

Our ads resonate with the game experience in a way that is simply not true for other mobile applications, where ads detract from the experience. We commissioned a study with Murphy Research and iMotions to measure the effectiveness of Candy Crush ads when compared to five premium apps.

+18%

Increase

in Ad Recall

2.1x

Correct Message

Association

+18%

Higher Emotional

Arousal

+20%

Higher Approach

Motivation

The Result: Our games provide powerful opportunities for brands

Our Audience

King Overall:

+3b

minutes every day

888m

videos viewed in Q1 2018

King's Audience:

~6 in 10

are 25 and 54

~7 in 10

are Female

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