As generations have grown up with video games as a part of life, the gaming market has continued to increase and is no longer just for kids. Approximately 23 million Canadians reported playing video games in 2020 and the average gamer now is 34 years old. Brands looking to tap into this diverse, highly engaged market have many unique and creative options to seamlessly integrate into existing gaming environments or create their own. 

Join IAB Canada as we explore what game marketing opportunities await brands in-console, on mobile and beyond. 

Agenda

Time (EST) Topic
1:00PM – 1:05PM Opening Remarks, presented by Shawn Lowe, VP, Growth & Partnerships, Time + Space
1:05PM – 1:20PM Overview of Gaming, presented by Quantcast

As a result of Covid-19, the gaming industry has been thriving. Quantcast’s Pieter Van Rekom, takes a closer look at how the gaming audiences have since changed and how Quantcast helped video game, Dead by Daylight, launch a multi-market campaign with 34 million in overall reach.

Presenter: Pieter Van Rekom, Manager Corporate Sales at Quantcast

1:20PM – 1:55PM Panel Discussion: Engaging Gaming Fans

Engaging audiences is something that is one of the top priorities for marketers. But, does it differ for Gaming Fans? During this section of the afternoon, our panel will address a number of topics including:

  • Tactics and channels brands can use when targeting game fans; forums, game websites, community groups, at conferences/events etc.).
  • The differences between eSports fans, streamers, and gamers.
  • How brands can reach exclusive Canadian audiences when most streams/games are international.

Panelists:

  • Amy Venier, VP of Gaming & Esports at Fandom
  • Chris Lombardi, President and Co-Founder at APEX Mobile
  • Robert Rames, Account Director-Brand Partnerships at Enthusiast Gaming

Moderator: Karim Kanji, Director at Active International

1:55PM – 2:00PM Q&A
2:00PM – 2:15PM Sales Funnel and Gamification, presented by Gameloft

The current digital marketing landscape is highly competitive, and brands frequently have difficulty properly nurturing their leads throughout the funnel.

Gamification is a powerful tool that gives customers fun interactive experiences with their favourite brands while helping companies create meaningful connections with their audience at each tier of the funnel.

Presenter: Kevin Johnson, Sr. Account Executive – Team Lead North America at Gameloft

2:15PM – 2:17PM Q&A
2:17PM – 2:32PM Gaming Influencers and Streamers, presented by Twitch

Join Sarah Iooss, the Head of Sales for the Americas at Twitch, as she dives into the “Magic of Twitch” along with how brands can tap into that magic and create unique activations that can’t be replicated on other services.

Presenter: Sarah Iooss, Head of Sales, Americas at Twitch

2:32PM – 2:52PM Gaming’s Role in Media Plan, presented by MKTG Sports & Entertainment

Join MKTG Sports & Marketing as they share insights about understanding different gaming personas, their differentiators, as well as opportunities to reach them.

Presenters:

  • Neal Pedersen, Strategy Director, MKTG Sports + Entertainment Canada
  • Alex Li, Associate Strategic Planner, MKTG Sports + Entertainment Canada
2:52PM – 2:54PM Q&A
2:54PM – 2:59PM Closing Remarks, presented by Shawn Lowe, VP, Growth & Partnerships, Time + Space

 

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