Tag: ad-funded games

123 Play at Metro

123 Metro could be the name of the latest Major League Soccer franchise but it signifies a neat deal that 123Play, a service that wraps mobile games with ads free to end users, has just struck with the newspaper mavericks from Metro (they’re the guys with the free newspapers; see here for UK and here for the [seeming] inventors of the concept).

I like this deal a lot as it is so natural: Metro is a very successful advertising-driven medium and it ties in extremely well with 123Play’s model. Seamless, simple, very neat: anecdotally, a lot of people play games on their mobile when they have time to kill. Likewise, a lot of people read Metro when they have time to kill, namely when they commute on public transport. One challenge will of course be that there is no mobile reception in the London tube (or most other undergrounds for that matter) but the overall concept should work.
Disclosure: my company works with 123play.com (although I don’t think this post will bring me front-page coverage on Metro…).

No ad-supported content after all? Really?

We will all remember that ad-supported content was the flavour of the month a short while ago. There were successful trials and a lot of hype all around, hell, there are even MVNO based on this model. Now, however, there is a survey that suggests that people will pay to avoid ads (if you are a true believer, look at the end of this post though…). Who’s right then?

But, alas, the nasty consumer wants to have it all, it seems. I quote:

While the vast majority (56%) believes that content downloads to mobile phones should be free of charge, there is a growing number of consumers that are so averse to advertising that they are now willing to pay a premium in order to avoid it, signifying a shift in how operators need to be tailoring their offering. A substantial 25% of respondents said that they would rather pay for a download if it guarantees them immunity from advertising.

Now, what then? Free content? And who is paying us poor sods who produce it? Hmm. Now, it gets even more confusing: according to the study, in particular the younger demographic shuns ads. 35% of the 16-24 year-olds would rather pay than get ads vs. only 17% of the (presumably battle-hardened and more cynical) 35-44 year-olds; one would have thought so that the elders with their higher spending power were more likely to pay… Hmm, hmm.

There is another interesting twist to this though. Another quote:

One symptom of this trend is the increased resistance to targeted advertising on mobile phones. Whilst 47% of people feel that adverts tailored to their individual tastes and interests are a good idea overall, half of those who were willing to receive targeted ads on the internet were not happy to receive them on their mobiles.

This would suggest that there is a trend (or rather demand) to bridge the boundaries between media: offer content and do, by all means, use advertising to finance it but do stream the latter to other user screens (presumably the PC first and foremost). Are there any models out there to address that? I haven’t heard of any and I must say that I find implementation of this rather tricky to achieve. Just another study then? Hmm, hmm, hmm.
NOW, just when I clicked “publish”, I received one of my favourite newsletters, the very recommendable VentureBeat, who published an interview with Nielsen’s SVP Mobile Media, Jesse Goranson, and, what can I say, he says it’s all good: according to yet another study he cites (which I cannot access), 53% of advertisers (ah, not consumers then) anticipate a rise in mobile ad-spend in the next year. Goranson does, however, also state a flux and indeed uncertainty about where it is going to go revenue-wise. More hmmm’s then, I guess. Good night!

Mobile Advertising works!

We seem to be having another successful showcase of mobile advertising: this time, mobile ad firm Greystripe and research firm Dynamic Logic have produced a report that confirms that mobile ads are uber-effective: they report about a case study for a mobile advertising campaign for The Golden Compass (which was broadcast during load times for certain mobile games). The campaign brought about a 19.3% increase in awareness of the film’s title a 9.5% increase in interest in seeing the film among all respondents. The ad apparently also outperformed a typical online advertising campaign by 52% in terms of brand awareness.

The case study also states that results showed that WAP sites were effective in influencing
a highly-engaged audience, particularly when advertising new movies:

  • Among overall respondents, 35% say they use their mobile phones for “finding theater and movie times,” and 29% “watch movie trailers.”
  • Frequent movie-goers — those who have seen at least two movies in the theatre in the past two months — use the mobile Internet more often than non-frequent moviegoers (79% for frequent movie-goers vs. 58% for non-movie goers).

It would have been interesting to know if the game was actually the mobile game for the Golden Compass (published by Glu, which was surprisingly absent from any mention) or if it was just more or less random games selected. There was also only little to read about the details of the survey, etc, etc. As Greystripe has somewhat of a vested interest in this, one might be querying…

The naked numbers from above are in themselves impressive. However, I am calling for more information here as this is per se not substantial enough to merit a whole big new world… I am inquiring for more details… Fingers crossed.

Cellcom's ad-funded game trial: the Results

It is probably because they read here my criticism of their somewhat cryptic information policy back in April (well they probably didn’t) but – one way or another – Cellcom, the Israeli carrier that entered into a comprehensive ad-funded mobile game trial has provided insight in the results. Kudos!

So what do we learn? Here’s some of the highlights:
* 44% click-through rate
* 19% acquisition rate
* 10x higher game downloads per user (compared to downloads prior to the trial)
* 24% of the participants had not downloaded a game in the preceding 6 months, and 54% had not done so in the preceding 3 months.
* Take-up appears to have been particularly high amongst the youngest (9-20 years). No surprise here. The sentence reporting that is a bit mumbled, so not sure if they want to tell us that 65% of the users in this segment downloaded at least one game during the trial…

A little aside I noticed was that they call advertisers – somewhat carefully – sponsors: does that mean they didn’t get any return for their money? Anyway, they advertisers/sponsors included quite a few of the biggies, e.g. Nokia, McDonalds, Diadora, Samsung, Adidas and Walt Disney. All the agency powerhouses tinkered with it, too, with McCann, Saatchi & Saatchi and BBDO all involved.

I have praised above Cellcom’s information policy but two crucial data points are (somewhat unsurprisingly) left out, namely CPM and pay-out to the game publishers. For a 1-month trial, everyone will be in for the ride, and be only to show that they are in the midst of the flavour of the month, mobile advertising. However, only if advertisers are that (and not sponsors), i.e. if CPM will be at levels comparable to other media (or better), will it work. The above click-through numbers suggest that this might well be the case, and the added value of extreme targeting (the mobile screen is a user’s most personal one: it is not shared with others to the extent the TV or computer is) will improve that further.

The question will then remain if big mobile game publishers who regularly spend hundreds of thousands dollars on a game will provide for in-game ads in these games and if licensors for such games will allow advertising that will then factually be endorsed by their brands. Finally, operators must make sure that the consumer is not charged for the data transferred to feed the ads. This can make for an incredibly complex business model, and perhaps one that will not make it worthwhile for one or more of the parties in it to participate. Much easier of course if there is no third-party licensor involved. The result could then likely be a two-fold structure: high-powered branded premium games for a price and unbranded, ad-funded games for free.

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