Access an untapped lucrative user base
In 2019 the global games market is expected to generate revenues of $148.1 billion. All thanks to a large number of the world’s population identifying as a gamer.
Despite the perceptions about this audience, gamers globally present a massive opportunity for brands to capitalize on through innovative monetization strategies targeting a highly engaged consumer group. Today, gamers continue to present a lucrative demographic that has yet to be reached by many brands.
For brands looking for an environment to advertise in that is brand safe, 100% visible, non-invasive and shown on premium titles; look no further. Gamification is the solution for you.
Gamification presents brands with intuitive targeting opportunities that put ads in front of an audience with lots of purchase influence than non-gamers.
More likely than non-gamer to have purchase influence on friends, family, or colleagues
Most likely to influence people when it comes to dining out, groceries, and clothing
Most likely to influence people when it comes to tech, entertainment subscriptions, mobile services providers
Gamers are more likely to purchase from brands that are tied to ads they like. They are also most likely to use ads as a way to keep up to date with products and services and tend to associate great advertising with high-quality brands.
The exclusive partnership with EA and Rovio in Canada enables APEX to put brands in front of Millions of Canadians with purchase influence and who are receptive to personalized and engaging advertising.
EA players in Canada
Playing video games on mobile
Canadians playing Rovio titles
Downloaded app of all time (Angry Birds)
Gamification presents brands with a unique opportunity to reach a massive, diverse, and influential group of consumers. Brands that capitalize on this opportunity will be advertising to a group of Canadians that want to be engaged; delivering highly targeted brand experiences and capturing authentic attention in an environment where audiences are already spending most of their entertainment time.